/* Crystal Space Entity Layer Copyright (C) 2005 by Jorrit Tyberghein This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __CEL_TOOLS_QUESTS_REWARD_ACTION__ #define __CEL_TOOLS_QUESTS_REWARD_ACTION__ #include "csutil/util.h" #include "csutil/refarr.h" #include "csutil/weakref.h" #include "iutil/comp.h" #include "iutil/eventh.h" #include "iutil/eventq.h" #include "iutil/virtclk.h" #include "tools/questmanager.h" #include "physicallayer/entity.h" #include "propclass/quest.h" struct iObjectRegistry; struct iEvent; class celVariableParameterBlock; /** * A standard reward type that sends an action to an entity. * This reward type listens to the name 'cel.questreward.action'. */ CEL_DECLARE_REWARDTYPE(Action,"cel.questreward.action") /** * The 'action' reward factory. */ class celActionRewardFactory : public scfImplementation2< celActionRewardFactory, iQuestRewardFactory, iActionQuestRewardFactory> { private: celActionRewardType* type; char* entity_par; char* id_par; char* pcclass_par; char* tag_par; csArray parameters; public: celActionRewardFactory (celActionRewardType* type); virtual ~celActionRewardFactory (); virtual csPtr CreateReward (iQuest*, const celQuestParams& params); virtual bool Load (iDocumentNode* node); //----------------- iActionQuestRewardFactory ----------------------- virtual void SetEntityParameter (const char* entity); virtual void SetIDParameter (const char* id); virtual void SetPropertyClassParameter (const char* propertyclass); virtual void SetTagParameter (const char* pctag); virtual void AddParameter (celDataType type, csStringID id, const char* name, const char* value); }; /** * The 'action' reward. */ class celActionReward : public scfImplementation1 { private: celActionRewardType* type; char* pcclass; char* tag; char* entity; char* id; csWeakRef ent; celVariableParameterBlock* act_params; public: celActionReward (celActionRewardType* type, const celQuestParams& params, const char* entity_par, const char* id_par, const char* pcclass_par, const char* tag_par, const csArray& parameters); virtual ~celActionReward (); virtual void Reward (); }; #endif // __CEL_TOOLS_QUESTS_REWARD_ACTION__