Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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// FSM.cpp: implementation of the CFSM2 class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include <algorithm>
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#include "FSM.h"
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#include "FSMState.h"
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CFSM CFSM::ms_this;
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CFSM::CFSM(void)
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: m_nStateNum(0)
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{
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std::fill_n(m_lpFSMState, int(MAX_STATE), reinterpret_cast<CFSMState*>(0));
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}
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CFSM::~CFSM()
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{
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CFSMState** lppFSMPastEnd = m_lpFSMState + MAX_STATE;
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for(CFSMState** lppFSM = m_lpFSMState; lppFSM != lppFSMPastEnd; ++lppFSM)
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{
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delete *lppFSM;
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*lppFSM = NULL;
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}
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}
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int CFSM::StateTransition(int nCrurrentState, int Input)
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{
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if (!nCrurrentState)
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{
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return nCrurrentState;
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}
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CFSMState* lpState = GetState(nCrurrentState);
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if (NULL == lpState)
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{
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return nCrurrentState;
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}
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nCrurrentState = lpState->GetOutput(Input);
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return nCrurrentState;
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}
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CFSMState* CFSM::GetState(int StateID)
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{
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CFSMState** lppFSMPastEnd = m_lpFSMState + MAX_STATE;
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for(CFSMState** lppFSM = m_lpFSMState; lppFSM != lppFSMPastEnd; ++lppFSM)
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{
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if(NULL == *lppFSM)
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{
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return NULL;
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}
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if(StateID == (*lppFSM)->GetID())
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{
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return *lppFSM;
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}
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}
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return NULL;
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}
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bool CFSM::AddState(CFSMState* lpNewState)
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{
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if(m_nStateNum >= MAX_STATE)
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{
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return false;
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}
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m_lpFSMState[m_nStateNum++] = lpNewState;
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return true;
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}
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