// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2004 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 // $Id$ #ifdef NDEBUG #undef NDEBUG #endif #ifndef DEBUG #define DEBUG #endif #include "rulesets/Task.h" #include "rulesets/Entity.h" #include "rulesets/Character.h" #include #include #include #include int main() { int ret = 0; Operation op; { Task * task; OpVector res; if (0) { task->TickOperation(op, res); } } Entity ent1("1", 1), ent2("2", 2); Character chr("3", 3); { Task fell(chr); fell.nextTick(1.5); Atlas::Message::Element val; fell.getAttr("foo", val); assert(val.isNone()); fell.setAttr("foo", 1); fell.getAttr("foo", val); assert(val.isInt()); assert(!fell.obsolete()); OpVector res; assert(res.empty()); Atlas::Objects::Operation::Generic c; c->setParents(std::list(1, "generic")); fell.initTask(c, res); fell.TickOperation(op, res); fell.irrelevant(); assert(fell.obsolete()); } return ret; } // stubs #include "common/log.h" namespace Atlas { namespace Objects { namespace Operation { int TICK_NO = -1; } } } Character::Character(const std::string & id, long intId) : Character_parent(id, intId), m_movement(*(Movement*)0), m_mind(0), m_externalMind(0) { } Character::~Character() { } void Character::operation(const Operation & op, OpVector &) { } void Character::externalOperation(const Operation & op) { } void Character::ImaginaryOperation(const Operation & op, OpVector &) { } void Character::TickOperation(const Operation & op, OpVector &) { } void Character::TalkOperation(const Operation & op, OpVector &) { } void Character::NourishOperation(const Operation & op, OpVector &) { } void Character::UseOperation(const Operation & op, OpVector &) { } void Character::WieldOperation(const Operation & op, OpVector &) { } void Character::AttackOperation(const Operation & op, OpVector &) { } void Character::ActuateOperation(const Operation & op, OpVector &) { } void Character::mindActuateOperation(const Operation &, OpVector &) { } void Character::mindAttackOperation(const Operation &, OpVector &) { } void Character::mindCombineOperation(const Operation &, OpVector &) { } void Character::mindCreateOperation(const Operation &, OpVector &) { } void Character::mindDeleteOperation(const Operation &, OpVector &) { } void Character::mindDivideOperation(const Operation &, OpVector &) { } void Character::mindEatOperation(const Operation &, OpVector &) { } void Character::mindGoalInfoOperation(const Operation &, OpVector &) { } void Character::mindImaginaryOperation(const Operation &, OpVector &) { } void Character::mindLookOperation(const Operation &, OpVector &) { } void Character::mindMoveOperation(const Operation &, OpVector &) { } void Character::mindSetOperation(const Operation &, OpVector &) { } void Character::mindSetupOperation(const Operation &, OpVector &) { } void Character::mindTalkOperation(const Operation &, OpVector &) { } void Character::mindThoughtOperation(const Operation &, OpVector &) { } void Character::mindTickOperation(const Operation &, OpVector &) { } void Character::mindTouchOperation(const Operation &, OpVector &) { } void Character::mindUpdateOperation(const Operation &, OpVector &) { } void Character::mindUseOperation(const Operation &, OpVector &) { } void Character::mindWieldOperation(const Operation &, OpVector &) { } void Character::mindOtherOperation(const Operation &, OpVector &) { } Thing::Thing(const std::string & id, long intId) : Thing_parent(id, intId) { } Thing::~Thing() { } void Thing::DeleteOperation(const Operation & op, OpVector & res) { } void Thing::MoveOperation(const Operation & op, OpVector & res) { } void Thing::SetOperation(const Operation & op, OpVector & res) { } void Thing::LookOperation(const Operation & op, OpVector & res) { } void Thing::CreateOperation(const Operation & op, OpVector & res) { } void Thing::UpdateOperation(const Operation & op, OpVector & res) { } Entity::Entity(const std::string & id, long intId) : LocatedEntity(id, intId), m_motion(0), m_flags(0) { } Entity::~Entity() { } void Entity::destroy() { destroyed.emit(); } void Entity::ActuateOperation(const Operation &, OpVector &) { } void Entity::AppearanceOperation(const Operation &, OpVector &) { } void Entity::AttackOperation(const Operation &, OpVector &) { } void Entity::CombineOperation(const Operation &, OpVector &) { } void Entity::CreateOperation(const Operation &, OpVector &) { } void Entity::DeleteOperation(const Operation &, OpVector &) { } void Entity::DisappearanceOperation(const Operation &, OpVector &) { } void Entity::DivideOperation(const Operation &, OpVector &) { } void Entity::EatOperation(const Operation &, OpVector &) { } void Entity::ImaginaryOperation(const Operation &, OpVector &) { } void Entity::LookOperation(const Operation &, OpVector &) { } void Entity::MoveOperation(const Operation &, OpVector &) { } void Entity::NourishOperation(const Operation &, OpVector &) { } void Entity::SetOperation(const Operation &, OpVector &) { } void Entity::SightOperation(const Operation &, OpVector &) { } void Entity::SoundOperation(const Operation &, OpVector &) { } void Entity::TalkOperation(const Operation &, OpVector &) { } void Entity::TickOperation(const Operation &, OpVector &) { } void Entity::TouchOperation(const Operation &, OpVector &) { } void Entity::UpdateOperation(const Operation &, OpVector &) { } void Entity::UseOperation(const Operation &, OpVector &) { } void Entity::WieldOperation(const Operation &, OpVector &) { } void Entity::externalOperation(const Operation & op) { } void Entity::operation(const Operation & op, OpVector & res) { } void Entity::addToMessage(Atlas::Message::MapType & omap) const { } void Entity::addToEntity(const Atlas::Objects::Entity::RootEntity & ent) const { } PropertyBase * Entity::setAttr(const std::string & name, const Atlas::Message::Element & attr) { return 0; } const PropertyBase * Entity::getProperty(const std::string & name) const { return 0; } void Entity::onContainered() { } void Entity::onUpdated() { } LocatedEntity::LocatedEntity(const std::string & id, long intId) : Router(id, intId), m_refCount(0), m_seq(0), m_script(0), m_type(0), m_contains(0) { } LocatedEntity::~LocatedEntity() { } bool LocatedEntity::hasAttr(const std::string & name) const { return false; } int LocatedEntity::getAttr(const std::string & name, Atlas::Message::Element & attr) const { return -1; } int LocatedEntity::getAttrType(const std::string & name, Atlas::Message::Element & attr, int type) const { return -1; } PropertyBase * LocatedEntity::setAttr(const std::string & name, const Atlas::Message::Element & attr) { return 0; } const PropertyBase * LocatedEntity::getProperty(const std::string & name) const { return 0; } void LocatedEntity::onContainered() { } void LocatedEntity::onUpdated() { } Router::Router(const std::string & id, long intId) : m_id(id), m_intId(intId) { } Router::~Router() { } void Router::addToMessage(Atlas::Message::MapType & omap) const { } void Router::addToEntity(const Atlas::Objects::Entity::RootEntity & ent) const { } Location::Location() : m_loc(0) { } void log(LogLevel lvl, const std::string & msg) { }