/* 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_SEQUENCE__ #define __CEL_TOOLS_QUESTS_REWARD_SEQUENCE__ #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; /** * 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.sequence'. */ CEL_DECLARE_REWARDTYPE(Sequence,"cel.questreward.sequence") /** * The 'sequence' reward factory. */ class celSequenceRewardFactory : public scfImplementation2< celSequenceRewardFactory, iQuestRewardFactory, iSequenceQuestRewardFactory> { private: celSequenceRewardType* type; char* entity_par; char* tag_par; char* sequence_par; char* delay_par; public: celSequenceRewardFactory (celSequenceRewardType* type); virtual ~celSequenceRewardFactory (); virtual csPtr CreateReward (iQuest*, const celQuestParams& params); virtual bool Load (iDocumentNode* node); //----------------- iSequenceQuestRewardFactory ----------------------- virtual void SetEntityParameter (const char* entity, const char* tag = 0); virtual void SetSequenceParameter (const char* sequence); virtual void SetDelayParameter (const char* delay); }; /** * The 'sequence' reward. */ class celSequenceReward : public scfImplementation1< celSequenceReward, iQuestReward> { private: celSequenceRewardType* type; char* entity; char* tag; char* sequence; csTicks delay; csWeakRef ent; csWeakRef quest; public: celSequenceReward (celSequenceRewardType* type, const celQuestParams& params, const char* entity_par, const char* tag_par, const char* sequence_par, const char* delay_par); virtual ~celSequenceReward (); virtual void Reward (); }; #endif // __CEL_TOOLS_QUESTS_REWARD_SEQUENCE__