/* Crystal Space Entity Layer Copyright (C) 2004 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_NEWSTATE__ #define __CEL_TOOLS_QUESTS_REWARD_NEWSTATE__ #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" struct iObjectRegistry; struct iEvent; /** * A standard reward type that just prints a message on standard * output. This can be useful for debugging purposes. * This reward type listens to the name 'cel.questreward.newstate'. */ CEL_DECLARE_REWARDTYPE(NewState,"cel.questreward.newstate") /** * The 'newstate' reward factory. */ class celNewStateRewardFactory : public scfImplementation2< celNewStateRewardFactory, iQuestRewardFactory, iNewStateQuestRewardFactory> { private: celNewStateRewardType* type; char* state_par; char* entity_par; char* tag_par; public: celNewStateRewardFactory (celNewStateRewardType* type); virtual ~celNewStateRewardFactory (); virtual csPtr CreateReward ( iQuest* q, const celQuestParams& params); virtual bool Load (iDocumentNode* node); //----------------- iNewStateQuestRewardFactory ----------------------- virtual void SetStateParameter (const char* state); virtual void SetEntityParameter (const char* entity, const char* tag = 0); }; /** * The 'newstate' reward. */ class celNewStateReward : public scfImplementation1< celNewStateReward, iQuestReward> { private: celNewStateRewardType* type; char* state; char* entity; char* tag; csWeakRef ent; csWeakRef quest; public: celNewStateReward (celNewStateRewardType* type, iQuest* q, const celQuestParams& params, const char* state_par, const char* entity_par, const char* tag_par); virtual ~celNewStateReward (); virtual void Reward (); }; #endif // __CEL_TOOLS_QUESTS_REWARD_NEWSTATE__