// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #ifndef RULESETS_BASE_MIND_H #define RULESETS_BASE_MIND_H #include "MemEntity.h" #include "MemMap.h" #include "modules/WorldTime.h" /// \brief This is core class for representing the mind of an AI entity. /// /// Instances of this class almost always have an associated script which /// handles most of the AI. The main purpose of this class is to handle /// operations and interface to the MemMap used as the core of /// the entity's memory. class BaseMind : public MemEntity { protected: /// \brief Memory map of world entities this mind knows about MemMap m_map; /// \brief World time as far as this mind is aware WorldTime m_time; public: BaseMind(const std::string &, long); virtual ~BaseMind(); /// \brief Accessor for the memory map of world entities MemMap * getMap() { return &m_map; } /// \brief Accessor for the world time WorldTime * getTime() { return &m_time; } /// \brief Is this mind active bool isAwake() const { return (getFlags() & entity_asleep) == 0; } /// \brief Set this mind as inactive void sleep() { setFlags(entity_asleep); } /// \brief Set this mind as active void awake() { resetFlags(entity_asleep); } void sightCreateOperation(const Operation &, OpVector &); void sightDeleteOperation(const Operation &, OpVector &); void sightMoveOperation(const Operation &, OpVector &); void sightSetOperation(const Operation &, OpVector &); virtual void thinkSetOperation(const Operation & op, OpVector & res); virtual void thinkDeleteOperation(const Operation & op, OpVector & res); virtual void thinkGetOperation(const Operation & op, OpVector & res); virtual void thinkLookOperation(const Operation & op, OpVector & res); virtual void operation(const Operation &, OpVector &); virtual void SightOperation(const Operation &, OpVector &); virtual void SoundOperation(const Operation &, OpVector &); virtual void AppearanceOperation(const Operation &, OpVector &); virtual void DisappearanceOperation(const Operation &, OpVector &); virtual void UnseenOperation(const Operation &, OpVector &); virtual void ThinkOperation(const Operation &, OpVector &); void callSightOperation(const Operation &, OpVector &); void callSoundOperation(const Operation &, OpVector &); friend class BaseMindMapEntityintegration; }; #endif // RULESETS_BASE_MIND_H