--- /dev/null
+// Copyright (C) 2007, 2008, 2009 Ben Asselstine
+//
+// 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 3 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 Library 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.
+
+#ifndef QUEST_PILLAGE_GOLD_H
+#define QUEST_PILLAGE_GOLD_H
+
+#include <sigc++/trackable.h>
+
+#include <list>
+#include "Quest.h"
+#include "city.h"
+
+//! A Quest to accrue an amount of gold pieces from another Player.
+/**
+ * The Hero is required to conquer cities and obtain a given amount of gold
+ * pieces from a victim Player. Sacking and pillaging means to cash-in Army
+ * production bases from conquered cities.
+ *
+ * The quest succeeds when the Player successfully accrues the given amount
+ * of gold pieces. This quest never expires.
+ */
+class QuestPillageGold : public Quest, public sigc::trackable
+{
+ public:
+ //! Default constructor.
+ /**
+ * Make a new sack and pillage quest.
+ *
+ * @param q_mgr The quests manager to associate this quest with.
+ * @param hero The Id of the Hero who is responsible for the quest.
+ */
+ QuestPillageGold(QuestsManager& q_mgr, guint32 hero);
+
+ //! Loading constructor.
+ /**
+ * @param q_mgr The quests manager to associate this quest with.
+ * @param helper The opened saved-game file to load this quest from.
+ */
+ QuestPillageGold(QuestsManager& q_mgr, XML_Helper* helper);
+
+ // Construct from remote action.
+ QuestPillageGold(QuestsManager& q_mgr, guint32 hero, guint32 gold);
+
+
+ // Get Methods
+
+ //! Return a description of how many gold pieces have been accrued.
+ std::string getProgress() const;
+
+ //! Return a queue of strings to show when the quest is compeleted.
+ void getSuccessMsg(std::queue<std::string>& msgs) const;
+
+ //! Return a queue of strings to show when the quest has expired.
+ void getExpiredMsg(std::queue<std::string>& msgs) const;
+
+ //! Returns the amount of gold to be pillaged.
+ guint32 getGoldToPillage() {return d_to_pillage;}
+
+
+ // Methods that operate on the class data and do not modify the class.
+
+ //! Saves the sack and pillage quest data to an opened saved-game file.
+ bool save(XML_Helper* helper) const;
+
+
+ // Methods that need to be implemented from the superclass.
+
+ //! Callback for when an Army object is killed.
+ /**
+ * @note This method is not used.
+ */
+ void armyDied(Army *a, bool heroIsCulprit);
+
+ //! Callback for when a City object is defeated.
+ /**
+ * This method notifies the Quest that a City has fallen, and what the
+ * conquering action (pillage/sack/raze/occupy) was. It also notifies
+ * whether or not the hero responsible for this quest was involved in
+ * the conquering, and how much gold was taken as a result.
+ *
+ * The amount of gold is added to Quest_Pillage::d_pillaged.
+ *
+ * @param city The City object that has been conquered.
+ * @param action What action was taken by the Player. See
+ * CityDefeatedAction for more information.
+ * @param heroIsCulprit Whether or not the Hero object associated with
+ * this Quest object is responsible for
+ * conquering the given City object.
+ * @param gold How many gold pieces were taken as a result
+ * of the action.
+ */
+ void cityAction(City *city, CityDefeatedAction action,
+ bool heroIsCulprit, int gold);
+
+
+ // Static Methods
+
+ //! Returns that this quest is feasible.
+ static bool isFeasible(guint32 heroId) {return true;}
+
+ private:
+
+ //! Generate a description of the Quest.
+ void initDescription();
+
+ // DATA
+
+ //! The amount of gold pieces to sack and pillage to succeed.
+ guint32 d_to_pillage;
+
+ //! The number of gold pieces already sacked and pillaged.
+ guint32 d_pillaged;
+
+ //! The player whose cities this quest is targetting.
+ Player *d_victim_player;
+
+};
+
+#endif