📄 actiongiveeventitem.h
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//////////////////////////////////////////////////////////////////////////////// Filename : ActionGiveEventItem.h// Written By : excel96// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __ACTION_GIVE_EVENT_ITEM_H__#define __ACTION_GIVE_EVENT_ITEM_H__#include "Types.h"#include "Exception.h"#include "Action.h"#include "ActionFactory.h"#include "LuaTradeEventSlayerItem.h"#include "LuaTradeEventVampireItem.h"#include "FlagSet.h"//////////////////////////////////////////////////////////////////////////////// class ActionGiveEventItem//////////////////////////////////////////////////////////////////////////////class ActionGiveEventItem : public Action {public: ActionGiveEventItem(); ~ActionGiveEventItem(); virtual ActionType_t getActionType() const throw() { return ACTION_GIVE_EVENT_ITEM; } virtual void read(PropertyBuffer & propertyBuffer) throw(Error); virtual void execute(Creature* pCreature1, Creature* pCreature2 = NULL) throw(Error); virtual string toString() const throw(); void load() throw (Error);private : FlagSetType m_FlagSetType; LuaState* m_pLuaState; LuaTradeEventSlayerItem* m_pLuaSlayerItem; LuaTradeEventVampireItem* m_pLuaVampireItem; string m_CommonFilename; string m_SlayerFilename; string m_VampireFilename;};//////////////////////////////////////////////////////////////////////////////// class ActionGiveEventItemFactory;//////////////////////////////////////////////////////////////////////////////class ActionGiveEventItemFactory : public ActionFactory {public: virtual ActionType_t getActionType() const throw() { return Action::ACTION_GIVE_EVENT_ITEM; } virtual string getActionName() const throw() { return "GiveEventItem"; } virtual Action* createAction() const throw() { return new ActionGiveEventItem(); }};#endif
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