// 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
// $Id: Character.h,v 1.101 2007-12-07 01:19:16 alriddoch Exp $
#ifndef RULESETS_CHARACTER_H
#define RULESETS_CHARACTER_H
#include "Thing.h"
#include "Statistics.h"
#include "modules/EntityRef.h"
#include <sigc++/connection.h>
class BaseMind;
class Movement;
class Task;
typedef Thing Character_parent;
/// \brief This is the class for anything controlled by an AI mind, or
/// external controller like a player client.
///
/// It currently contains large ammounts 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 Character_parent {
protected:
/// \brief Mathematical model that calculates characters stats and abilities
Statistics m_statistics;
/// \brief Handler for simulating movement under direction from the mind
Movement & m_movement;
/// \brief Handler for a medium term task being undertaken
Task * m_task;
/// \brief Flag indicating if this entity is alive
bool m_isAlive;
// Properties
/// \brief Level of stamina character has left
double m_stamina;
/// \brief Maximum mass of this type of creature
double m_maxMass;
/// \brief Identifier of entity in the characters right hand
EntityRef m_rightHandWield;
/// \brief Sigc connection used to ensure the entity is removed
/// when it changes containers.
sigc::connection m_rightHandWieldConnection;
/// \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;
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 Internal AI mind controlling this character
BaseMind * m_mind;
/// \brief External network connected agent controlling this character
BaseEntity * m_externalMind;
explicit Character(const std::string & id, long intId);
virtual ~Character();
/// \brief Accessor for mathematical stats model
Statistics & statistics() { return m_statistics; }
/// \brief Accessor for medium term task
Task * task() { return m_task; }
/// \brief Accessor for raw stamina property
const double getStamina() const { return m_stamina; }
/// \brief Accessor for raw right hand wield property
const std::string & getRightHandWield() const {
return m_rightHandWield->getId();
}
void setTask(Task *);
void updateTask();
void clearTask();
virtual void operation(const Operation & op, OpVector &);
virtual void externalOperation(const Operation & op);
virtual void ImaginaryOperation(const Operation & op, OpVector &);
virtual void SetupOperation(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 WieldOperation(const Operation & op, OpVector &);
virtual void AttackOperation(const Operation & op, OpVector &);
virtual void mindAddOperation(const Operation &, OpVector &);
virtual void mindAppearanceOperation(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 mindDisappearanceOperation(const Operation &, OpVector &);
virtual void mindDivideOperation(const Operation &, OpVector &);
virtual void mindEatOperation(const Operation &, OpVector &);
virtual void mindGetOperation(const Operation &, OpVector &);
virtual void mindImaginaryOperation(const Operation &, OpVector &);
virtual void mindInfoOperation(const Operation &, OpVector &);
virtual void mindLoginOperation(const Operation &, OpVector &);
virtual void mindLogoutOperation(const Operation &, OpVector &);
virtual void mindLookOperation(const Operation &, OpVector &);
virtual void mindMoveOperation(const Operation &, OpVector &);
virtual void mindNourishOperation(const Operation &, OpVector &);
virtual void mindSetOperation(const Operation &, OpVector &);
virtual void mindSetupOperation(const Operation &, OpVector &);
virtual void mindSightOperation(const Operation &, OpVector &);
virtual void mindSoundOperation(const Operation &, OpVector &);
virtual void mindTalkOperation(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 mindErrorOperation(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 &);
void sendMind(const Operation & op, OpVector &);
void mind2body(const Operation & op, OpVector &);
bool world2mind(const Operation & op);
};
#endif // RULESETS_CHARACTER_H
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