/* * 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 Entity; class Script; class QuestCallback { public: virtual ~QuestCallback() { } virtual void triggerCallback(Entity *ch, const std::string &value) const = 0; }; class QuestThreadCallback : public QuestCallback { public: typedef void (*Handler)(Entity *, const std::string &value, Script *mScript); QuestThreadCallback(Handler handler, Script *script) : mHandler(handler), mScript(script) { } void triggerCallback(Entity *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(Entity *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(Entity *, const std::string &name, std::string &value); /** * Sets the value associated to a quest variable. */ void setQuestVar(Entity *, 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(Entity *, 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