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📄 objectfactory.cpp

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💻 CPP
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// ObjectFactory.cpp: implementation of the CObjectFactory class.
//
//////////////////////////////////////////////////////////////////////

#include "Stdafx.h"
#include "ObjectFactory.h"
#include "Player.h"
#include "BossMonster.h"
#include "Npc.h"
#include "TacticObject.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CObjectFactory * g_pObjectFactory=NULL;

CObjectFactory::CObjectFactory()
{
	PlayerPool = NULL;
	MonsterPool = NULL;
	NpcPool = NULL;
	TacticPool = NULL;
	BossMonsterPool = NULL;
//	ItemObjectPool = NULL;
}

CObjectFactory::~CObjectFactory()
{
	Release();
}

void CObjectFactory::Init()
{	
	PlayerPool = new	CMemoryPoolTempl<CPlayer>;
	MonsterPool = new	CMemoryPoolTempl<CMonster>;
	NpcPool = new		CMemoryPoolTempl<CNpc>;
	TacticPool = new	CMemoryPoolTempl<CTacticObject>;
	BossMonsterPool = new 	CMemoryPoolTempl<CBossMonster>;
//	ItemObjectPool = new CMemoryPool<CItemObject>;

	PlayerPool->Init(MAX_TOTAL_PLAYER_NUM,100,"PlayerPool");
	MonsterPool->Init(MAX_TOTAL_MONSTER_NUM,100,"MonsterPool");
	BossMonsterPool->Init(MAX_TOTAL_BOSSMONSTER_NUM, 5, "BossMonsterPool");
	NpcPool->Init(MAX_TOTAL_NPC_NUM,10,"NpcPool");
	TacticPool->Init(MAX_TOTAL_TACTIC_NUM,10,"TacticPool");
//	ItemObjectPool->Init(MAX_TOTAL_OBJECT_NUM);
}

void CObjectFactory::Release()
{
	SAFE_DELETE(PlayerPool);
	SAFE_DELETE(MonsterPool);
	SAFE_DELETE(NpcPool);
	SAFE_DELETE(TacticPool);
	SAFE_DELETE(BossMonsterPool);
//	SAFE_DELETE(ItemObjectPool);
}

CObject* CObjectFactory::MakeNewObject(EObjectKind Kind,DWORD AgentNum, BASEOBJECT_INFO* pBaseObjectInfo)
{
	CObject* pObject;
	switch(Kind)
	{
	case eObjectKind_Player:
		// 按眉甫 积己秦辑 府畔矫难霖促
		pObject = (CObject*)PlayerPool->Alloc();
		break;

	case eObjectKind_Monster:
		// 按眉甫 积己秦辑 府畔矫难霖促
		pObject = (CObject*)MonsterPool->Alloc();
		break;

	case eObjectKind_Npc:
		// 按眉甫 积己秦辑 府畔矫难霖促
		pObject = (CObject*)NpcPool->Alloc();
		break;
/*
	case eObjectKind_Item:
		// 按眉甫 积己秦辑 府畔矫难霖促
		pObject = (CObject*)ItemObjectPool->Alloc();
		break;
*/
	case eObjectKind_Tactic:
		// 按眉甫 积己秦辑 府畔矫难霖促
		pObject = (CObject*)TacticPool->Alloc();
		break;
	case eObjectKind_BossMonster:
		// 按眉甫 积己秦辑 府畔矫难霖促
		pObject = (CObject*)BossMonsterPool->Alloc();
		break;
	}
	
	ASSERT(pObject);
	
	if(pObject->Init(Kind,AgentNum,pBaseObjectInfo) == FALSE)
	{
		ReleaseObject(pObject);
		return FALSE;
	}
	return pObject;
}

void CObjectFactory::ReleaseObject(CObject* pObject)
{
	BYTE Kind = pObject->GetObjectKind();
	pObject->Release();
	switch(Kind)
	{
	case eObjectKind_Player:
		// 按眉甫 积己秦辑 府畔矫难霖促
		PlayerPool->Free((CPlayer*)pObject);
		break;

	case eObjectKind_Monster:
		// 按眉甫 积己秦辑 府畔矫难霖促
		MonsterPool->Free((CMonster*)pObject);
		break;

	case eObjectKind_Npc:
		// 按眉甫 积己秦辑 府畔矫难霖促
		NpcPool->Free((CNpc*)pObject);
		break;

	case eObjectKind_Tactic:
		// 按眉甫 积己秦辑 府畔矫难霖促
		TacticPool->Free((CTacticObject*)pObject);
		break;
	case eObjectKind_BossMonster:
		// 按眉甫 积己秦辑 府畔矫难霖促
		BossMonsterPool->Free((CBossMonster*)pObject);
		break;
	}
}

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