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psActionTimeoutGameEvent Class Reference

Time out event on interacting with an action item. More...

#include <actionmanager.h>

Public Member Functions

virtual bool IsValid ()
 Return the valid flag. More...
 
 psActionTimeoutGameEvent (ActionManager *mgr, const psActionLocation *actionLocation, EID actorEID)
 Constructor. More...
 
virtual void Trigger ()
 Abstract event processing function. More...
 
 ~psActionTimeoutGameEvent ()
 Destructor. More...
 
- Public Member Functions inherited from psGameEvent
virtual bool CheckTrigger ()
 Called right before a Trigger is called. More...
 
const char * GetType ()
 Return the type that this event where created with. More...
 
bool operator< (const psGameEvent &other) const
 
bool operator== (const psGameEvent &other) const
 
bool operator> (const psGameEvent &other) const
 
 psGameEvent (csTicks ticks, int offsetticks, const char *newType)
 Construct a new game event. More...
 
void QueueEvent ()
 Publish the game event to the local program. More...
 
virtual void SetValid (bool valid)
 Set the valid flag. More...
 
virtual csString ToString () const
 Return a string with information about the event. More...
 
virtual ~psGameEvent ()
 

Protected Attributes

const psActionLocationactionLocation
 The action location. More...
 
ActionManageractionManager
 Reference to the action manager. More...
 
EID actorEID
 Reference to the actor. More...
 
bool valid
 Is this trigger still valid. More...
 

Additional Inherited Members

- Public Attributes inherited from psGameEvent
csTicks delayticks
 delay before the event starts More...
 
int id
 id value combined with ticks ensures uniqueness for tree More...
 
csTicks triggerticks
 ticks value when event should be triggered. More...
 
bool valid
 Set this to false if the trigger should not be fired. More...
 
- Static Public Attributes inherited from psGameEvent
static EventManagereventmanager
 
static int nextid
 id counter sequence More...
 

Detailed Description

Time out event on interacting with an action item.

This timer is fired when an entity is detected to trigger an action location. It will than regullary check if the entity has left and release the entity from the triggered action location.

Definition at line 64 of file actionmanager.h.

Constructor & Destructor Documentation

psActionTimeoutGameEvent::psActionTimeoutGameEvent ( ActionManager mgr,
const psActionLocation actionLocation,
EID  actorEID 
)

Constructor.

Parameters
mgrPointer to ActionManager, used for callbacks from Trigger.
actionLocationAction location to guard. actorEID The EID of the actor that is inside the action location.
psActionTimeoutGameEvent::~psActionTimeoutGameEvent ( )

Destructor.

Member Function Documentation

virtual bool psActionTimeoutGameEvent::IsValid ( )
inlinevirtual

Return the valid flag.

Returns
The valid flag.

Reimplemented from psGameEvent.

Definition at line 85 of file actionmanager.h.

virtual void psActionTimeoutGameEvent::Trigger ( )
virtual

Abstract event processing function.

Implements psGameEvent.

Member Data Documentation

const psActionLocation* psActionTimeoutGameEvent::actionLocation
protected

The action location.

Definition at line 95 of file actionmanager.h.

ActionManager* psActionTimeoutGameEvent::actionManager
protected

Reference to the action manager.

Definition at line 91 of file actionmanager.h.

EID psActionTimeoutGameEvent::actorEID
protected

Reference to the actor.

Definition at line 94 of file actionmanager.h.

bool psActionTimeoutGameEvent::valid
protected

Is this trigger still valid.

Definition at line 92 of file actionmanager.h.


The documentation for this class was generated from the following file: