RestoreAction class | actions.t[335]

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

`includeInUndo`

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 | `actions.t[555]`

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 ( )` | `actions.t[355]`

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 | `actions.t[336]`

no description available

`performRestore (fname, code)` | `actions.t[483]`

Restore a file. 'code' is the restoreCode value for the PostRestoreObject notifications. Returns true on success, nil on failure.

`startupRestore (fname)` | `actions.t[444]`

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