CEL

Public API Reference

iSequenceFinishRewardFactory Struct Reference

This interface is implemented by the reward that finishes a sequence. More...

#include <tools/rewards.h>

Inheritance diagram for iSequenceFinishRewardFactory:

List of all members.

Public Member Functions

virtual void SetClassParameter (const char *ent_class)=0
 Set the name of the entity class containing the property class on which this reward will work.
virtual void SetEntityParameter (const char *entity, const char *tag=0)=0
 Set the name of the entity containing the pcquest property class on which this reward will work.
virtual void SetSequence (iCelSequence *sequence)=0
 Set the sequence to observe.
virtual void SetSequenceParameter (const char *sequence)=0
 Set the name of the sequence.
virtual void SetTagParameter (const char *tag_par)=0
 Set the tag of the property class this reward will apply to.

Detailed Description

This interface is implemented by the reward that finishes a sequence.

You can query this interface from the reward factory if you want to manually control this factory as opposed to loading its definition from an XML document.

The predefined name of this reward type is 'cel.rewards.sequencefinish'.

In XML, factories recognize the following attributes on the 'op' node:

Definition at line 711 of file rewards.h.


Member Function Documentation

virtual void iSequenceFinishRewardFactory::SetClassParameter ( const char *  ent_class  )  [pure virtual]

Set the name of the entity class containing the property class on which this reward will work.

Parameters:
ent_class is the name of the class or a parameter (starts with '$').
virtual void iSequenceFinishRewardFactory::SetEntityParameter ( const char *  entity,
const char *  tag = 0 
) [pure virtual]

Set the name of the entity containing the pcquest property class on which this reward will work.

Parameters:
entity is the name of the entity or a parameter (starts with '$').
tag is the optional tag of the entity or a parameter (starts with '$').
virtual void iSequenceFinishRewardFactory::SetSequence ( iCelSequence sequence  )  [pure virtual]

Set the sequence to observe.

If this method is used, the trigger will observe the sequence given.

Parameters:
sequence is a pointer to the sequence.
virtual void iSequenceFinishRewardFactory::SetSequenceParameter ( const char *  sequence  )  [pure virtual]

Set the name of the sequence.

If this method is used, with no call to the SetSequence method, the trigger will look for the sequence inside a quest inside the entity set.

Parameters:
sequence is the name of the sequence or a parameter (starts with '$').
virtual void iSequenceFinishRewardFactory::SetTagParameter ( const char *  tag_par  )  [pure virtual]

Set the tag of the property class this reward will apply to.

Parameters:
ent_class is the name of the class or a parameter (starts with '$').

The documentation for this struct was generated from the following file:

Generated for CEL: Crystal Entity Layer 2.1 by doxygen 1.6.1