SystemActionclass

action.t[1009], objtime.t[221]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

The SystemAction class is for actions not affecting the game world but rather acting on the game session, such as SAVE, RESTORE and QUIT.

class SystemAction :   IAction

Superclass Tree   (in declaration order)

SystemAction
IAction
Action
ReplaceRedirector
Redirector
`                                         object`

Subclass Tree  

SystemAction
FileOpAction

Global Objects  

About Again Brief CmdMenu Credits Debug DebugI Exits ExitsColour ExitsMode ExtraHints FootnoteAction Footnotes FootnotesStatus FullScore Help Hints HintsOff Instructions Intro InventoryTall InventoryWide ListRelations ListTests Notify NotifyOff NotifyOn Quit RecordOff RelationDetails Restart Restore Sample Score ScriptOff Topics Undo Verbose Version WhereHelp

Summary of Properties  

includeInUndo isRepeatable timeTaken turnsTaken

Inherited from IAction :
againRepeatsParse

Inherited from Action :
actionFailed advanceOnFailure allowAll extraMessageParams failCheckMsg failedActionCountsAsTurn implicitTimeTaken isConversational isImplicit oldRoom parentAction parentAllowAll preCond redirectParent reportImplicitActions scopeList spellingPriority synthParamID unhides verifyObj wasIlluminated

Summary of Methods  

afterAction exec execCycle getInputFile turnSequence

Inherited from IAction :
execResolvedAction resolvedObjectsInScope scoreObjects setResolvedObjects

Inherited from Action :
acknowledgeNotifyStatus addExtraScopeItems addImplicitTime advanceTime announceObject beforeAction buildImplicitActionAnnouncement buildScopeList checkAction checkActionPreconditions commandNotPresent execAction execGroup getAll getAllUnhidden getMessageParam implicitAnnouncement reportAction setMessageParam setMessageParams spPrefix spSuffix synthMessageParam verify verifyObjRole wrapObjectsNP

Inherited from ReplaceRedirector :
redirect

Inherited from Redirector :
doInstead doNested doOtherAction

Properties  

includeInUndoOVERRIDDEN

action.t[1011]

A SystemAction is not normally undo-able

isRepeatableOVERRIDDEN

action.t[1014]

A SystemAction is not normally repeatable

timeTakenOVERRIDDEN

objtime.t[226]

For OBJTIME extension; a SystemAction shouldn’t normally take any game clock time.

turnsTakenOVERRIDDEN

action.t[1033]

A SystemAction doesn’t take any turns (this is a bit belt-and-braces since turnSequence does nothing in any case).

Methods  

afterAction ( )OVERRIDDEN

action.t[1020]

Since a SystemAction isn’t an action in the game world, we don’t want it to trigger any after action notifications.

exec (cmd)OVERRIDDEN

action.t[1039]

Since this isn’t an action within the game world we bypass all the normal pre-action handling and just execute a reduced cycle.

execCycle (cmd)OVERRIDDEN

action.t[1046]

There’s no before notifications for a SystemAction so we simply execute the action and, if we should define it as repeatable, make a note of it in case the player issues an AGAIN command on the next turn.

getInputFile (prompt, dialogType, fileType, flags)

action.t[1080]

Ask for an input file. We call the input manager, which displays the appropriate local file selector dialog. This is used for SystemActions that need a file to act on, such as SAVE, RESTORE and QUIT.

turnSequence ( )OVERRIDDEN

action.t[1027]

Since a SystemAction isn’t an action in the game world, we don’t want it to count as a turn, so we don’t run any Daemons or Fuses and we don’t advance the turn count.

Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1