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)


Subclass Tree  


Global Objects  


Summary of Properties  


Inherited from SystemAction :

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 



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.


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 ( )OVERRIDDENactions.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