Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
68 lines
1.3 KiB
C++
68 lines
1.3 KiB
C++
#ifndef __AIEVENTHPP__
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#define __AIEVENTHPP__
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enum EVENTTYPE {REACH_EVENT,RANDOM_EVENT,TIME_EVENT,TIMEOUT_EVENT,ATTACKED_EVENT,INTRUDER_EVENT,
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WALKBY_EVENT,SPEAKTO_EVENT,PATHBLOCK_EVENT,TASKDONE_EVENT,PROTECTEDATTACKED_EVENT};
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typedef struct {
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} ReachEventData;
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typedef struct {
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int rollLess; // percentile system
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} RandomEventData;
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typedef struct {
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int timePeriod;
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} TimeEventData;
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typedef struct {
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int timePeriod;
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int startTime;
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} TimeoutEventData;
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typedef struct {
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} AttackedEventData;
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typedef struct {
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} IntruderEventData;
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typedef struct {
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} WalkByEventData;
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typedef struct {
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} SpeakToEventData;
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typedef struct {
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} PathBlockEventData;
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typedef struct {
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} TaskDoneEventData;
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typedef struct {
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} ProtectedAttackedEventData;
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typedef union {
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ReachEventData reachData;
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RandomEventData randomData;
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TimeEventData timeData;
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TimeoutEventData timeoutData;
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AttackedEventData attackedData;
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IntruderEventData intruderData;
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WalkByEventData walkbyData;
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SpeakToEventData speaktoData;
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PathBlockEventData pathblockData;
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TaskDoneEventData taskdoneData;
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ProtectedAttackedEventData protectedattackedData;
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} EventUnion;
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typedef struct EventEntry{
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EVENTTYPE eventType;
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int newStateID;
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EventUnion eventData;
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EventEntry *next,*prev;
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} EventEntry;
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#endif |