/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see .
*/
#ifndef GAMESERVER_QUEST_H
#define GAMESERVER_QUEST_H
#include
#include "scripting/scriptmanager.h"
class Character;
class Script;
class QuestCallback
{
public:
virtual ~QuestCallback()
{ }
virtual void triggerCallback(Character *ch,
const std::string &value) const = 0;
};
class QuestThreadCallback : public QuestCallback
{
public:
typedef void (*Handler)(Character *,
const std::string &value,
Script *mScript);
QuestThreadCallback(Handler handler,
Script *script) :
mHandler(handler),
mScript(script)
{ }
void triggerCallback(Character *ch, const std::string &value) const
{ mHandler(ch, value, mScript); }
private:
Handler mHandler;
Script *mScript;
};
class QuestRefCallback : public QuestCallback
{
public:
QuestRefCallback(Script *script, const std::string &questName) :
mQuestName(questName)
{ script->assignCallback(mRef); }
void triggerCallback(Character *ch, const std::string &value) const;
private:
Script::Ref mRef;
std::string mQuestName;
};
/**
* Gets the value associated to a quest variable.
* @return false if no value was in cache.
*/
bool getQuestVar(Character *, const std::string &name, std::string &value);
/**
* Sets the value associated to a quest variable.
*/
void setQuestVar(Character *, const std::string &name,
const std::string &value);
/**
* Starts the recovery of a variable and returns immediatly. The callback will
* be called once the value has been recovered.
*/
void recoverQuestVar(Character *, const std::string &name, QuestCallback *);
/**
* Called by the handler of the account server when a value is received.
*/
void recoveredQuestVar(int id, const std::string &name,
const std::string &value);
#endif