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📄 npcstatefactory.cpp

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💻 CPP
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#include "StdAfx.h"
#include "NPCStateFactory.h"
#include "WanderState.h"
#include "PatrolState.h"
#include "IdleState.h"
#include "TrackState.h"
#include "AttackState.h"
#include "DeadState.h"
#include "HelpState.h"
#include "ThrustState.h"
#include "FlyingState.h"
#include "KnockDownState.h"
#include "JumpState.h"
#include "FallApartState.h"
#include "ReturnState.h"
#include "RetreatState.h"
#include "RunAwayState.h"
#include "ChaosState.h"
#include "SummonIdle.h"
#include "SpawnIdleState.h"
#include "StopIdleState.h"
#include "TrackAreaState.h"

NPCStateFactory::NPCStateFactory()
{
	m_pWanderState = new WanderState;		m_pIdleState = new IdleState;
	m_pTrackState = new TrackState;			m_pAttackState = new AttackState;
	m_pHelpState = new HelpState;			m_pThrustState = new ThrustState;
	m_pDeadState = new DeadState;			m_pFlyingState = new FlyingState;
	m_pKnockDownState = new KnockDownState;	m_pJumpState = new JumpState;
	m_pFallApartState = new FallApartState;	m_pReturnState = new ReturnState;
	m_pRetreatState = new RetreatState;		m_pRunAwayState = new RunAwayState;
	m_pChaosState = new ChaosState;			m_pSummonIdleState = new SummonIdle;
	m_pPatrolState = new PatrolState;		m_pSpawnIdleState = new SpawnIdleState;
	m_pStopIdleState = new StopIdleState;	m_pTrackAreaState = new TrackAreaState;
}

NPCStateFactory::~NPCStateFactory()
{
	SAFE_DELETE( m_pWanderState );			SAFE_DELETE( m_pIdleState );
	SAFE_DELETE( m_pTrackState );			SAFE_DELETE( m_pAttackState );
	SAFE_DELETE( m_pHelpState );			SAFE_DELETE( m_pThrustState );	

	SAFE_DELETE( m_pDeadState );			SAFE_DELETE( m_pFlyingState );
	SAFE_DELETE( m_pKnockDownState );		SAFE_DELETE( m_pJumpState );
	SAFE_DELETE( m_pFallApartState );		SAFE_DELETE( m_pReturnState );
	SAFE_DELETE( m_pRetreatState );			SAFE_DELETE( m_pRunAwayState );
	SAFE_DELETE( m_pChaosState );			SAFE_DELETE( m_pSummonIdleState );	
	SAFE_DELETE( m_pPatrolState );			SAFE_DELETE( m_pSpawnIdleState );
	SAFE_DELETE( m_pStopIdleState );		SAFE_DELETE( m_pTrackAreaState );
}

State *NPCStateFactory::Alloc( DWORD dwStateID )
{
	State * pState = NULL;

	switch( dwStateID )
	{
	case STATE_ID_WANDER:
		pState = m_pWanderState;		break;
	case STATE_ID_IDLE:
		pState = m_pIdleState;			break;
	case STATE_ID_TRACK:
		pState = m_pTrackState;			break;
	case STATE_ID_ATTACK:
		pState = m_pAttackState;		break;
	case STATE_ID_HELP:
		pState = m_pHelpState;			break;
	case STATE_ID_THRUST:
		pState = m_pThrustState;		break;
	case STATE_ID_DEAD:
		pState = m_pDeadState;			break;
	case STATE_ID_FLYING:
		pState = m_pFlyingState;		break;
	case STATE_ID_KNOCKDOWN:
		pState = m_pKnockDownState;		break;
	case STATE_ID_JUMP:
		pState = m_pJumpState;			break;
	case STATE_ID_FALL_APART:
		pState = m_pFallApartState;		break;
	case STATE_ID_RETURN:
		pState = m_pReturnState;		break;
	case STATE_ID_RETREAT:
		pState = m_pRetreatState;		break;
	case STATE_ID_RUNAWAY:
		pState = m_pRunAwayState;		break;
	case STATE_ID_CHAOS:
		pState = m_pChaosState;			break;
	case STATE_ID_SUMMON_IDLE:
		pState = m_pSummonIdleState;	break;
	case STATE_ID_PATROL:
		pState = m_pPatrolState;		break;
	case STATE_ID_SPAWN_IDLE:
		pState = m_pSpawnIdleState;		break;
	case STATE_ID_STOP_IDLE:
		pState = m_pStopIdleState;		break;
	case STATE_ID_TRACK_AREA:
		pState = m_pTrackAreaState;		break;
	default:				
		pState = m_pWanderState;
	}

	return pState;
}

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