/* -*-c++-*- * TutorialLibrary - This source file (.h & .cpp) - Using 'The MIT License' * Copyright (C) 2006-2008, Alion Science and Technology Corporation * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * @author Curtiss Murphy * @author Chris Osborn */ #include "TargetChanged.h" #include #include IMPLEMENT_ENUM(TutorialMessageType); const TutorialMessageType TutorialMessageType::TANK_TARGET_CHANGED("Target Changed", "Info", "Tank Switched Target", USER_DEFINED_MESSAGE_TYPE + 1); /////////////////////////////////////////////////////////////////////////////// void TutorialMessageType::RegisterMessageTypes(dtGame::MessageFactory& factory) { factory.RegisterMessageType(TANK_TARGET_CHANGED); } /////////////////////////////////////////////////////////////////////////////// TargetChangedMessage::TargetChangedMessage() { AddParameter( new dtGame::ActorMessageParameter( "NewTargetUniqueId" ) ); } /////////////////////////////////////////////////////////////////////////////// TargetChangedMessage::~TargetChangedMessage() { } /////////////////////////////////////////////////////////////////////////////// void TargetChangedMessage::SetNewTargetUniqueId( const dtCore::UniqueId& uniqueId ) { dtGame::ActorMessageParameter* uniqueIdParam = static_cast< dtGame::ActorMessageParameter* >( GetParameter( "NewTargetUniqueId" ) ); uniqueIdParam->SetValue( uniqueId ); } /////////////////////////////////////////////////////////////////////////////// const dtCore::UniqueId& TargetChangedMessage::GetNewTargetUniqueId() const { const dtGame::ActorMessageParameter* uniqueIdParam = static_cast< const dtGame::ActorMessageParameter* >( GetParameter( "NewTargetUniqueId" ) ); return uniqueIdParam->GetValue(); }