Actions::SequenceAction Class Reference
#include <sequenceaction.h>
Inheritance diagram for Actions::SequenceAction:
Detailed Description
Executes a sequence of masterEvents.(C) 2006 Radon Labs GmbH
Public Member Functions | |
SequenceAction () | |
constructor | |
virtual | ~SequenceAction () |
destructor | |
virtual void | Notify (const Ptr< Messaging::Message > &msg) |
notify about incoming message | |
virtual void | OnActivate () |
called when state is activated | |
virtual void | OnDeactivate () |
called when state is deactivated | |
virtual bool | Assert (const Ptr< Script::InfoLog > &infoLog) |
like Assert() but adds errors to the info log object instead of closing the application | |
virtual bool | Start () |
start the action | |
virtual void | Stop () |
stop the action | |
virtual bool | Trigger () |
virtual void | Execute () |
void | AppendAction (const Ptr< Action > &action, bool isEffectiveAction=true) |
Util::Array< Ptr< Actions::Action > > | GetActionList () const |
gets the whole action list | |
virtual void | Write (const Ptr< Script::ActionReader > &actionReader) |
write to action reader | |
virtual void | Read (const Ptr< Script::ActionReader > &actionReader) |
read from action reader | |
virtual void | OnLoad () |
any setup stuff that needs to be done on load | |
void | FromList (const Ptr< Actions::Action > &actionOrList) |
insert an action, it will flatten an inserted sequence action | |
void | FromList (const Util::Array< Ptr< Actions::Action > > &actions) |
append an array of actions, it will flatten sequence actions | |
virtual Timing::Time | GetTimeLeft () |
get time left of all actions | |
virtual void | SetEntity (const Ptr< Game::Entity > &v) |
overridden set entity method to set entities to sequenced actions | |
void | SetSaveActionsFlag (bool s) |
set save actions flag (wether or not action list should be saved) | |
bool | GetSaveActionsFlag () const |
get save actions flag (wether or not action list should be saved) | |
virtual void | Assert () |
assert that all required data is present in the world database | |
virtual void | ParseArgs (const Util::CommandLineArgs &args) |
parse arguments from command line args object | |
virtual void | ShowActionInfo () |
make the action show information what would happen if executed; default: do nothing | |
virtual Util::String | GetDebugTxt () |
get current debug txt | |
const Ptr< Game::Entity > & | GetEntity () const |
Target entity if exists. | |
bool | HasEntity () const |
Does this contain a target entity? | |
virtual void | Init () |
init after creation, parse args and set entity | |
bool | CheckId (const Messaging::Id &id) const |
return true if message is of the given id | |
virtual void | Encode (const Ptr< IO::BinaryWriter > &writer) |
encode message into a stream | |
virtual void | Decode (const Ptr< IO::BinaryReader > &reader) |
decode message from a stream | |
void | SetHandled (bool b) |
set the handled flag | |
bool | Handled () const |
return true if the message has been handled | |
void | SetDeferred (bool b) |
set deferred flag | |
bool | IsDeferred () const |
get deferred flag | |
void | SetDeferredHandled (bool b) |
set the deferred handled flag | |
bool | DeferredHandled () const |
get the deferred handled flag | |
int | GetRefCount () const |
get the current refcount | |
void | AddRef () |
increment refcount by one | |
void | Release () |
decrement refcount and destroy object if refcount is zero | |
bool | IsInstanceOf (const Rtti &rtti) const |
return true if this object is instance of given class | |
bool | IsInstanceOf (const Util::String &className) const |
return true if this object is instance of given class by string | |
bool | IsInstanceOf (const Util::FourCC &classFourCC) const |
return true if this object is instance of given class by fourcc | |
bool | IsA (const Rtti &rtti) const |
return true if this object is instance of given class, or a derived class | |
bool | IsA (const Util::String &rttiName) const |
return true if this object is instance of given class, or a derived class, by string | |
bool | IsA (const Util::FourCC &rttiFourCC) const |
return true if this object is instance of given class, or a derived class, by fourcc | |
const Util::String & | GetClassName () const |
get the class name | |
Util::FourCC | GetClassFourCC () const |
get the class FourCC code | |
Static Public Member Functions | |
static Ptr< Action > | CreateActionFromString (const Util::String &cmd) |
create complete action from command string | |
static Util::Array< Ptr< Action > > | CreateActionsFromString (const Util::String &cmd) |
create several actions from semicolon-separated commands | |
static void | DumpRefCountingLeaks () |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!) | |
Protected Member Functions | |
bool | StartCurrAction () |
start the current action, return false if out of actions or action returned false |
Member Function Documentation
void Actions::SequenceAction::Notify | ( | const Ptr< Messaging::Message > & | msg | ) | [virtual] |
notify about incoming message
The state machine will forward any incoming messages to the action.
Reimplemented from Actions::Action.
bool Actions::SequenceAction::Start | ( | ) | [virtual] |
start the action
Called from action player property if action will be started
Reimplemented from Actions::Action.
void Actions::SequenceAction::Stop | ( | ) | [virtual] |
stop the action
Called from action player property if action will be stoped
Reimplemented from Actions::Action.
bool Actions::SequenceAction::Trigger | ( | ) | [virtual] |
trigger the actions. use this for sequencially executing the actions within e.g. a FSM
Reimplemented from Actions::Action.
void Actions::SequenceAction::Execute | ( | ) | [virtual] |
trigger the actions. will call execute on all actions. use this for action lists that shall instantly be executed
Reimplemented from Actions::Action.
void Actions::SequenceAction::AppendAction | ( | const Ptr< Action > & | action, | |
bool | isEffectiveAction = true | |||
) | [inline] |
append an action to the sequence (NOT allowed if action is running) by default the added action will be noted as the effective action (flag) the effective action will be used to evaluate "ShowActionInfow" (s.b.)
void Actions::SequenceAction::FromList | ( | const Ptr< Actions::Action > & | actionOrList | ) |
insert an action, it will flatten an inserted sequence action
insert an action, or flaten and insert a sequence
bool Actions::SequenceAction::StartCurrAction | ( | ) | [protected] |
start the current action, return false if out of actions or action returned false
Called from action player property if action will be started
Ptr< Action > Actions::Action::CreateActionFromString | ( | const Util::String & | cmd | ) | [static, inherited] |
create complete action from command string
Static method which creates any action object from a command string of the form:
cmd key0=value0 key1=value1 key2=value2
So you would create an action for instance like this:
Action::CreateFromCmdString("UnlockQuest quest=Testquest");
Util::Array< Ptr< Action > > Actions::Action::CreateActionsFromString | ( | const Util::String & | cmd | ) | [static, inherited] |
create several actions from semicolon-separated commands
Static method which creates many action from a string of the form accepted by CreateActionFromString() where several actions are separated by a semicolon.
void Actions::Action::Assert | ( | ) | [virtual, inherited] |
assert that all required data is present in the world database
Make sure the data required by the action is valid. This may not change the state of the world.
Reimplemented in Actions::ActionList, and Actions::IfThenElseAction.
void Actions::Action::ParseArgs | ( | const Util::CommandLineArgs & | args | ) | [virtual, inherited] |
parse arguments from command line args object
Initialize the action from a CmdLineArgs object. This is necessary for the automatic scripting support.
void Actions::Action::ShowActionInfo | ( | ) | [virtual, inherited] |
make the action show information what would happen if executed; default: do nothing
override in special action
int Core::RefCounted::GetRefCount | ( | ) | const [inline, inherited] |
get the current refcount
Return the current refcount of the object.
void Core::RefCounted::AddRef | ( | ) | [inline, inherited] |
increment refcount by one
Increment the refcount of the object.
void Core::RefCounted::Release | ( | ) | [inline, inherited] |
decrement refcount and destroy object if refcount is zero
Decrement the refcount and destroy object if refcount is zero.
const Util::String & Core::RefCounted::GetClassName | ( | ) | const [inline, inherited] |
get the class name
Get the class name of the object.
Util::FourCC Core::RefCounted::GetClassFourCC | ( | ) | const [inline, inherited] |
get the class FourCC code
Get the class FourCC of the object.
void Core::RefCounted::DumpRefCountingLeaks | ( | ) | [static, inherited] |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)
This method should be called as the very last before an application exits.