📄 npcstatemanager.h
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#pragma once
class State;
class NPCStateFactory;
typedef std::map<DWORD, State*> STATE_MAP;
typedef std::pair<DWORD, State*> STATE_MAP_PAIR;
typedef STATE_MAP::iterator STATE_MAP_ITER;
class NPCStateManager
{
public:
NPCStateManager( NPC *pOwner );
~NPCStateManager();
VOID Init( DWORD dwStateID, LPARAM param1=NULL );
VOID Release();
VOID Update( DWORD dwDeltaTick );
VOID AddStateObject( DWORD dwStateID, DWORD dwLinkStateID );
VOID ChangeState( DWORD dwStateID, LPARAM param1 = 0, LPARAM param2 = 0, LPARAM param3 = 0 );
State* GetCurState() { return m_pCurState; }
private:
NPCStateFactory* m_pStateFactory; // 惑怕钱 蒲配府
NPC* m_pNPC; // 惑怕 林眉
STATE_MAP m_mapStates; // 惑怕 府胶飘
State* m_pCurState; // 泅犁 惑怕
// for debug
DWORD m_dwStateChangeCount;
DWORD m_dwStateChangeCheckTick;
BOOL m_bChangeStateSafe;
};
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