mirror of
https://github.com/worldforge/cyphesis
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188 lines
7.7 KiB
C++
188 lines
7.7 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifndef RULESETS_CHARACTER_H
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#define RULESETS_CHARACTER_H
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#include "Thing.h"
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#include <sigc++/connection.h>
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#include <sigc++/trackable.h>
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class ProxyMind;
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class ExternalMind;
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class Link;
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class Movement;
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class Task;
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/// \brief This is the class for anything controlled by an AI mind, or
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/// external controller like a player client.
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///
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/// It currently contains large amounts of code for handling movement
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/// which should probably be moved into Thing (PhysicalEntity).
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/// This class currently assumes it is used to handle all animals,
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/// so handles food, nourishment and intoxication.
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/// The mind interface includes operation processing for operations from
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/// the mind or client to determine what the result on the world is, and
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/// operation verification for checking if an in-game operation should be
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/// passed to the mind.
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/// \ingroup EntityClasses
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class Character : public Thing, public virtual sigc::trackable {
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public:
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/// \brief Stores relay data, as generated by a Relay operation.
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///
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/// Whenever a Relay operation is used it's with the intention that any response
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/// should be relayed back to the originating entity (using serialno and refno).
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/// This struct is used to keep track of this routing data, so that the operation
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/// can be correctly sent on to its destination.
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struct Relay
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{
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/// The entity/router id to which the op was sent or should be sent.
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std::string destination;
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/// The original serial no which the relayed operation should have.
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long int serialno;
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};
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protected:
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/// \brief Handler for simulating movement under direction from the mind
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Movement & m_movement;
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/// \brief Internal AI mind keeping track of what this character experiences.
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ProxyMind * m_proxyMind;
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/**
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* \brief A store of registered relays for this character, both outgoing and incoming.
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*
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* Whenever a relay is set up between two entities entries are created in this
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* map. The refno of the operations is used as a key.
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*/
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std::map<long int, Relay> m_relays;
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/**
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* Serial number generation to use when generating new serial numbers.
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*/
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static long int s_serialNumberNext;
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/// \brief Energy loss by metabolism per tick
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static const double energyConsumption;
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/// \brief Food consumed by digestion per tick
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static const double foodConsumption;
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/// \brief Proportion of weight converted to energy per tick when starving
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static const double weightConsumption;
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/// \brief Energy converted to weight by metabolism per tick
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static const double energyLaidDown;
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/// \brief Weight gained from excess energy by metabolism per tick
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static const double weightGain;
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/// \brief Holds a connection to the containered signal of any wielded entity.
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///
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/// FIXME This is a hack, to be removed once we've migrated to using Outfit
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/// for wielded entities.
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sigc::connection m_rightHandWieldConnection;
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void filterExternalOperation(const Operation &);
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void metabolise(OpVector &, double ammount = 1);
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void wieldDropped();
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LocatedEntity * findInContains(LocatedEntity * ent, const std::string & id);
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LocatedEntity * findInInventory(const std::string & id);
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friend class Movement;
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public:
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/// \brief External network connected agent controlling this character
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ExternalMind * m_externalMind;
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/// \brief Emitted when the external link for this character has changed.
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sigc::signal<void> externalLinkChanged;
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explicit Character(const std::string & id, long intId);
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virtual ~Character();
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int linkExternal(Link *);
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int unlinkExternal(Link *);
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int startTask(Task *, const Operation & op, OpVector &);
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void updateTask(OpVector &);
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void clearTask(OpVector &);
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virtual std::vector<Atlas::Objects::Root> getThoughts() const;
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virtual void operation(const Operation & op, OpVector &);
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virtual void externalOperation(const Operation & op, Link &);
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virtual void ImaginaryOperation(const Operation & op, OpVector &);
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virtual void InfoOperation(const Operation & op, OpVector &);
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virtual void TickOperation(const Operation & op, OpVector &);
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virtual void TalkOperation(const Operation & op, OpVector &);
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virtual void NourishOperation(const Operation & op, OpVector &);
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virtual void UseOperation(const Operation & op, OpVector &);
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virtual void WieldOperation(const Operation & op, OpVector &);
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virtual void AttackOperation(const Operation & op, OpVector &);
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virtual void ActuateOperation(const Operation & op, OpVector &);
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virtual void RelayOperation(const Operation &, OpVector &);
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virtual void mindActuateOperation(const Operation &, OpVector &);
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virtual void mindAttackOperation(const Operation &, OpVector &);
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virtual void mindCombineOperation(const Operation &, OpVector &);
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virtual void mindCreateOperation(const Operation &, OpVector &);
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virtual void mindDeleteOperation(const Operation &, OpVector &);
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virtual void mindDivideOperation(const Operation &, OpVector &);
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virtual void mindEatOperation(const Operation &, OpVector &);
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virtual void mindGoalInfoOperation(const Operation &, OpVector &);
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virtual void mindImaginaryOperation(const Operation &, OpVector &);
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virtual void mindLookOperation(const Operation &, OpVector &);
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virtual void mindMoveOperation(const Operation &, OpVector &);
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virtual void mindSetOperation(const Operation &, OpVector &);
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virtual void mindSetupOperation(const Operation &, OpVector &);
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virtual void mindTalkOperation(const Operation &, OpVector &);
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virtual void mindThoughtOperation(const Operation &, OpVector &);
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virtual void mindThinkOperation(const Operation &, OpVector &);
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virtual void mindTickOperation(const Operation &, OpVector &);
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virtual void mindTouchOperation(const Operation &, OpVector &);
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virtual void mindUpdateOperation(const Operation &, OpVector &);
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virtual void mindUseOperation(const Operation &, OpVector &);
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virtual void mindWieldOperation(const Operation &, OpVector &);
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virtual void mindOtherOperation(const Operation &, OpVector &);
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bool w2mSightOperation(const Operation &);
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bool w2mSoundOperation(const Operation &);
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bool w2mTouchOperation(const Operation &);
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bool w2mTickOperation(const Operation &);
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bool w2mUnseenOperation(const Operation &);
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bool w2mSetupOperation(const Operation &);
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bool w2mAppearanceOperation(const Operation &);
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bool w2mDisappearanceOperation(const Operation &);
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bool w2mErrorOperation(const Operation &);
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bool w2mThoughtOperation(const Operation & op);
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bool w2mThinkOperation(const Operation & op);
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bool w2mCommuneOperation(const Operation & op);
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bool w2mRelayOperation(const Operation & op);
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void sendMind(const Operation & op, OpVector &);
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void mind2body(const Operation & op, OpVector &);
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bool world2mind(const Operation & op);
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friend class Charactertest;
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};
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#endif // RULESETS_CHARACTER_H
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