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.
44 lines
695 B
C++
44 lines
695 B
C++
#pragma warning (disable:4786)
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#include "ai test.hpp"
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CPerson::CPerson (void)
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{
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m_Awareness = new AIAwareness (this);
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m_Combat = new AICombat (this);
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m_Converse = new AIConverse (this);
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m_Comm = new AIComm (this);
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m_Move = new AIMove (this);
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}
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CPerson::~CPerson (void)
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{
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}
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void CPerson::SetDestination (int x,int y)
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{
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m_Move->SetDestination (x,y);
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}
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void CPerson::DoTick (void)
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{
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CRect arect;
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Think (1);
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arect.left = 0;
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arect.top = 0;
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arect.right = 514;
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arect.bottom = 514;
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InvalidateRect (g_MainWindow->Window (),&arect,false);
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}
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void DoTick (void)
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{
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int i;
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DoPathTick ();
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for (i=0;i<MAXPERSON;i++)
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g_Person[i].DoTick ();
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}
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