RestoreActionclass
Special “restore” action. This action restores game state previously saved with the “save” action.
DefineSystemAction(Restore)
// original source text
class
RestoreAction
:
SystemAction
// after macro expansion
Superclass Tree (in declaration order)
RestoreAction
SystemAction
IAction
Action
BasicProd
` object`
Subclass Tree
RestoreAction
predicate(Restore)
RestoreStringAction
predicate(RestoreString)
Global Objects
(none)
Summary of Properties
Inherited from SystemAction
:
actionTime
Inherited from Action
:
afterActionMainList
beforeAfterObjs
defaultForRecursion
extraMessageParams
implicitMsg
isImplicit
isRepeatable
iterationCanceled
originalAction
parentAction
preCond
predicateNounPhrases
pronounOverride
remappedFrom
showDefaultReports
synthParamID
verbFlags
verifiedOkay
Inherited from BasicProd
:
firstTokenIndex
isSpecialResponseMatch
lastTokenIndex
Summary of Methods
askAndRestore
execSystemAction
performRestore
startupRestore
Inherited from SystemAction
:
execAction
getInputFile
Inherited from IAction
:
doActionMain
resolveNouns
Inherited from Action
:
actionOfKind
addBeforeAfterObj
afterAction
afterActionMain
announceActionObject
announceAllDefaultObjects
announceDefaultObject
beforeAction
beforeActionMain
cacheMultiObjectAnnouncements
callAfterActionMain
callCatchAllProp
callPreConditions
callVerifyPreCond
callVerifyProp
cancelIteration
checkAction
checkPreConditions
checkRemapping
combineRemappedVerifyResults
createActionFrom
createActionInstance
createTopicQualifierResolver
doAction
doActionOnce
filterAmbiguousWithVerify
filterFacets
filterPluralWithVerify
finishResolveList
getAnaphoricBinding
getCurrentObjects
getDefaultWithVerify
getEnteredVerbPhrase
getImplicitPhrase
getInfPhrase
getMatchForRole
getMessageParam
getNotifyTable
getObjectForRole
getObjPreCondDescList
getObjPreConditions
getObjResponseProd
getOriginalAction
getOrigTokenList
getOtherObjectRole
getParticiplePhrase
getPreCondDescList
getPreCondPropForRole
getPredicate
getPronounOverride
getQuestionInf
getRemappedFrom
getRemapPropForRole
getResolvedObjList
getResolveInfo
getRoleFromIndex
getSimpleSynonymRemap
getSortedVerifyResults
getVerbPhrase
getVerifyPropForRole
initTentative
isConversational
isNestedIn
isPartOf
isRemapped
makeResolveInfo
makeResolveInfoList
maybeAnnounceDefaultObject
maybeAnnounceImplicit
maybeAnnounceMultiObject
noMatch
notifyBeforeAfter
objListPronoun
preAnnounceActionObject
recalcSenseContext
repeatAction
resetAction
resolveAction
resolvedObjectsInScope
runBeforeNotifiers
saveActionForAgain
setCurrentObjects
setImplicit
setMessageParam
setMessageParams
setNested
setObjectMatches
setOriginalAction
setPronounOverride
setRemapped
setResolvedObjects
spPrefix
spSuffix
synthMessageParam
verifyAction
verifyHandlersExist
whatObj
whatTranslate
withVerifyResults
zeroActionTime
Inherited from BasicProd
:
canResolveTo
getOrigText
setOrigTokenList
Properties
includeInUndo
OVERRIDDEN
There’s no point in including this in undo. If the command succeeds, it’s not undoable itself, and there won’t be any undo information in the newly restored state. If the command fails, it won’t make any changes to the game state, so there won’t be anything to undo.
Methods
askAndRestore ( )
Ask for a file and try to restore it. Returns true on success, nil on failure. (Failure could indicate that the user chose to cancel out of the file selector, that we couldn’t find the file to restore, or that the file isn’t a valid saved state file. In any case, we show an appropriate message on failure.)
execSystemAction ( )
OVERRIDDEN
no description available
performRestore (fname, code)
Restore a file. ‘code’ is the restoreCode value for the PostRestoreObject notifications. Returns true on success, nil on failure.
startupRestore (fname)
Restore a game on startup. This can be called from mainRestore() to restore a saved game directly as part of loading the game. (Most interpreters provide a way of starting the interpreter directly with a saved game to be restored, skipping the intermediate step of running the game and using a RESTORE command.)
Returns true on success, nil on failure. On failure, the caller should simply exit the program. On success, the caller should start the game running, usually using runGame(), after showing any desired introductory messages.
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3