// 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_CHARACTER_H #define RULESETS_CHARACTER_H #include "Thing.h" #include #include class ProxyMind; class ExternalMind; class Link; class Movement; class Task; /// \brief This is the class for anything controlled by an AI mind, or /// external controller like a player client. /// /// It currently contains large amounts of code for handling movement /// which should probably be moved into Thing (PhysicalEntity). /// This class currently assumes it is used to handle all animals, /// so handles food, nourishment and intoxication. /// The mind interface includes operation processing for operations from /// the mind or client to determine what the result on the world is, and /// operation verification for checking if an in-game operation should be /// passed to the mind. /// \ingroup EntityClasses class Character : public Thing, public virtual sigc::trackable { public: /// \brief Stores relay data, as generated by a Relay operation. /// /// Whenever a Relay operation is used it's with the intention that any response /// should be relayed back to the originating entity (using serialno and refno). /// This struct is used to keep track of this routing data, so that the operation /// can be correctly sent on to its destination. struct Relay { /// The entity/router id to which the op was sent or should be sent. std::string destination; /// The original serial no which the relayed operation should have. long int serialno; }; protected: /// \brief Handler for simulating movement under direction from the mind Movement & m_movement; /// \brief Internal AI mind keeping track of what this character experiences. ProxyMind * m_proxyMind; /** * \brief A store of registered relays for this character, both outgoing and incoming. * * Whenever a relay is set up between two entities entries are created in this * map. The refno of the operations is used as a key. */ std::map m_relays; /** * Serial number generation to use when generating new serial numbers. */ static long int s_serialNumberNext; /// \brief Energy loss by metabolism per tick static const double energyConsumption; /// \brief Food consumed by digestion per tick static const double foodConsumption; /// \brief Proportion of weight converted to energy per tick when starving static const double weightConsumption; /// \brief Energy converted to weight by metabolism per tick static const double energyLaidDown; /// \brief Weight gained from excess energy by metabolism per tick static const double weightGain; /// \brief Holds a connection to the containered signal of any wielded entity. /// /// FIXME This is a hack, to be removed once we've migrated to using Outfit /// for wielded entities. sigc::connection m_rightHandWieldConnection; void filterExternalOperation(const Operation &); void metabolise(OpVector &, double ammount = 1); void wieldDropped(); LocatedEntity * findInContains(LocatedEntity * ent, const std::string & id); LocatedEntity * findInInventory(const std::string & id); friend class Movement; public: /// \brief External network connected agent controlling this character ExternalMind * m_externalMind; /// \brief Emitted when the external link for this character has changed. sigc::signal externalLinkChanged; explicit Character(const std::string & id, long intId); virtual ~Character(); int linkExternal(Link *); int unlinkExternal(Link *); int startTask(Task *, const Operation & op, OpVector &); void updateTask(OpVector &); void clearTask(OpVector &); virtual std::vector getThoughts() const; virtual void operation(const Operation & op, OpVector &); virtual void externalOperation(const Operation & op, Link &); virtual void ImaginaryOperation(const Operation & op, OpVector &); virtual void InfoOperation(const Operation & op, OpVector &); virtual void TickOperation(const Operation & op, OpVector &); virtual void TalkOperation(const Operation & op, OpVector &); virtual void NourishOperation(const Operation & op, OpVector &); virtual void UseOperation(const Operation & op, OpVector &); virtual void WieldOperation(const Operation & op, OpVector &); virtual void AttackOperation(const Operation & op, OpVector &); virtual void ActuateOperation(const Operation & op, OpVector &); virtual void RelayOperation(const Operation &, OpVector &); virtual void mindActuateOperation(const Operation &, OpVector &); virtual void mindAttackOperation(const Operation &, OpVector &); virtual void mindCombineOperation(const Operation &, OpVector &); virtual void mindCreateOperation(const Operation &, OpVector &); virtual void mindDeleteOperation(const Operation &, OpVector &); virtual void mindDivideOperation(const Operation &, OpVector &); virtual void mindEatOperation(const Operation &, OpVector &); virtual void mindGoalInfoOperation(const Operation &, OpVector &); virtual void mindImaginaryOperation(const Operation &, OpVector &); virtual void mindLookOperation(const Operation &, OpVector &); virtual void mindMoveOperation(const Operation &, OpVector &); virtual void mindSetOperation(const Operation &, OpVector &); virtual void mindSetupOperation(const Operation &, OpVector &); virtual void mindTalkOperation(const Operation &, OpVector &); virtual void mindThoughtOperation(const Operation &, OpVector &); virtual void mindThinkOperation(const Operation &, OpVector &); virtual void mindTickOperation(const Operation &, OpVector &); virtual void mindTouchOperation(const Operation &, OpVector &); virtual void mindUpdateOperation(const Operation &, OpVector &); virtual void mindUseOperation(const Operation &, OpVector &); virtual void mindWieldOperation(const Operation &, OpVector &); virtual void mindOtherOperation(const Operation &, OpVector &); bool w2mSightOperation(const Operation &); bool w2mSoundOperation(const Operation &); bool w2mTouchOperation(const Operation &); bool w2mTickOperation(const Operation &); bool w2mUnseenOperation(const Operation &); bool w2mSetupOperation(const Operation &); bool w2mAppearanceOperation(const Operation &); bool w2mDisappearanceOperation(const Operation &); bool w2mErrorOperation(const Operation &); bool w2mThoughtOperation(const Operation & op); bool w2mThinkOperation(const Operation & op); bool w2mCommuneOperation(const Operation & op); bool w2mRelayOperation(const Operation & op); void sendMind(const Operation & op, OpVector &); void mind2body(const Operation & op, OpVector &); bool world2mind(const Operation & op); friend class Charactertest; }; #endif // RULESETS_CHARACTER_H