Emergency 20 Dokumentation  4.2.0
em5::BaseTreatmentLogic Class Reference

EMERGENCY 5 base treatment logic Parent class for treatment process with doctor and target patient. More...

#include <BaseTreatmentLogic.h>

Inheritance diagram for em5::BaseTreatmentLogic:
qsf::GameLogic qsf::WeakPtrTarget em5::BloodpressureMesuringTreatmentLogic em5::PenLightLyingTreatmentLogic em5::ReanimationTreatmentLogic em5::SplintTreatmentLogic

Public Member Functions

 BaseTreatmentLogic ()
 Default constructor. More...
 
 BaseTreatmentLogic (uint32 gameLogicTypeId)
 
virtual ~BaseTreatmentLogic ()
 Destructor. More...
 
void initWithDiagnosis (qsf::Entity &targetEntity, qsf::Entity &doctorEntity, const Diagnosis &diagnosis)
 Initialize logic with values. More...
 
void initWithMedicalCare (qsf::Entity &targetEntity, qsf::Entity &doctorEntity, const MedicalCare &medicalCare)
 
virtual void playFinishAnimation ()
 
virtual void serialize (qsf::BinarySerializer &serializer) override
 Serialize or deserialize the game logic using a binary serializer. More...
 
virtual bool onStartup () override
 Startup the game logic. More...
 
virtual void onShutdown () override
 Shutdown the game logic. More...
 
- Public Member Functions inherited from qsf::GameLogic
virtual ~GameLogic ()
 Destructor. More...
 
uint32 getId () const
 Get the game logic's unique ID. More...
 
uint32 getTypeId () const
 Get the game logic's type ID. More...
 
uint64 getEntityId () const
 Get the owning entity's ID or zero if there is none. More...
 
EntitygetEntity () const
 Get the owning entity or a null pointer if there is none. More...
 
EntitygetEntitySafe () const
 Get the owning entity or a null pointer if there is none. More...
 
MapgetMap () const
 Get the associated map of the game logic. More...
 
bool startup ()
 Startup the game logic. More...
 
bool isRunning () const
 Return whether or not the game logic is up-and-running. More...
 
void shutdown ()
 Shutdown the game logic. More...
 
bool isDebug () const
 Return whether or not the logic is considered to be in debug mode. More...
 
void setDebug (bool debugMode)
 Set whether or not the logic is considered to be in debug mode. More...
 

Static Public Attributes

static const uint32 GAMELOGIC_TYPE_ID
 

Protected Member Functions

virtual void updateSimulation (const qsf::JobArguments &jobArguments)
 
virtual qsf::EntitycreateEquipment (const std::string &equipmentName, qsf::Entity &parent)
 
virtual void startTreatment ()
 
virtual bool startLoopedTreatment ()
 
virtual void pushDoctorBagToTargetAnimation ()
 
- Protected Member Functions inherited from qsf::GameLogic
virtual void onSetDebug (bool debug)
 Set whether or not the logic is considered to be in debug mode. More...
 
void removeThis ()
 
 GameLogic (uint32 typeId)
 Constructor. More...
 
void registrationAtManager (GameLogicManager &manager, uint32 id)
 Registering call from manager. More...
 
- Protected Member Functions inherited from qsf::WeakPtrTarget
 WeakPtrTarget ()
 Default constructor. More...
 
 WeakPtrTarget (const WeakPtrTarget &other)
 Copy constructor. More...
 
 WeakPtrTarget (WeakPtrTarget &&)=delete
 Delete the move constructor, as WeakPtrTarget would need a proper move constructor-implementation that ensures that its pointer gets updated in the WeakPtrBase as well. More...
 
 ~WeakPtrTarget ()
 Destructor. More...
 
void invalidateAllWeakPtr ()
 Invalidate all weak pointers to this object. More...
 
void operator= (const WeakPtrTarget &other)
 Copy operator. More...
 

Protected Attributes

qsf::WeakPtr< qsf::EntitymTargetEntity
 
qsf::WeakPtr< qsf::EntitymDoctorEntity
 
qsf::WeakPtr< qsf::EntitymDoctorEquipment
 
TreatmentInformationmTreatmentInformation
 
DiagnosismDiagnosis
 
MedicalCaremMedicalCare
 
qsf::Time mUsingTime
 
qsf::Time mTimeRunning
 
std::string mDoctorAnimation
 
std::string mDoctorEquipmentMainName
 
bool mCanStartTreatment
 
bool mCanPlayLoopAnimation
 
bool mCanPlayFinishAnimation
 
bool mDoctorCanStandUp
 
qsf::JobProxy mSimulationJobProxy
 
AudioProxy mAudioProxy
 

Detailed Description

EMERGENCY 5 base treatment logic Parent class for treatment process with doctor and target patient.

Constructor & Destructor Documentation

em5::BaseTreatmentLogic::BaseTreatmentLogic ( )

Default constructor.

em5::BaseTreatmentLogic::BaseTreatmentLogic ( uint32  gameLogicTypeId)
virtual em5::BaseTreatmentLogic::~BaseTreatmentLogic ( )
virtual

Destructor.

Member Function Documentation

virtual qsf::Entity* em5::BaseTreatmentLogic::createEquipment ( const std::string &  equipmentName,
qsf::Entity parent 
)
protectedvirtual
void em5::BaseTreatmentLogic::initWithDiagnosis ( qsf::Entity targetEntity,
qsf::Entity doctorEntity,
const Diagnosis diagnosis 
)

Initialize logic with values.

void em5::BaseTreatmentLogic::initWithMedicalCare ( qsf::Entity targetEntity,
qsf::Entity doctorEntity,
const MedicalCare medicalCare 
)
virtual void em5::BaseTreatmentLogic::onShutdown ( )
overridevirtual

Shutdown the game logic.

Reimplemented from qsf::GameLogic.

virtual bool em5::BaseTreatmentLogic::onStartup ( )
overridevirtual

Startup the game logic.

Reimplemented from qsf::GameLogic.

virtual void em5::BaseTreatmentLogic::playFinishAnimation ( )
virtual
virtual void em5::BaseTreatmentLogic::pushDoctorBagToTargetAnimation ( )
protectedvirtual
virtual void em5::BaseTreatmentLogic::serialize ( qsf::BinarySerializer serializer)
overridevirtual

Serialize or deserialize the game logic using a binary serializer.

Parameters
[in]serializerThe serializer, which can be either in read or write mode

Reimplemented from qsf::GameLogic.

Reimplemented in em5::ReanimationTreatmentLogic, em5::SplintTreatmentLogic, em5::PenLightLyingTreatmentLogic, and em5::BloodpressureMesuringTreatmentLogic.

virtual bool em5::BaseTreatmentLogic::startLoopedTreatment ( )
protectedvirtual
virtual void em5::BaseTreatmentLogic::startTreatment ( )
protectedvirtual
virtual void em5::BaseTreatmentLogic::updateSimulation ( const qsf::JobArguments jobArguments)
protectedvirtual

Member Data Documentation

const uint32 em5::BaseTreatmentLogic::GAMELOGIC_TYPE_ID
static
AudioProxy em5::BaseTreatmentLogic::mAudioProxy
protected
bool em5::BaseTreatmentLogic::mCanPlayFinishAnimation
protected
bool em5::BaseTreatmentLogic::mCanPlayLoopAnimation
protected
bool em5::BaseTreatmentLogic::mCanStartTreatment
protected
Diagnosis* em5::BaseTreatmentLogic::mDiagnosis
protected
std::string em5::BaseTreatmentLogic::mDoctorAnimation
protected
bool em5::BaseTreatmentLogic::mDoctorCanStandUp
protected
qsf::WeakPtr<qsf::Entity> em5::BaseTreatmentLogic::mDoctorEntity
protected
qsf::WeakPtr<qsf::Entity> em5::BaseTreatmentLogic::mDoctorEquipment
protected
std::string em5::BaseTreatmentLogic::mDoctorEquipmentMainName
protected
MedicalCare* em5::BaseTreatmentLogic::mMedicalCare
protected
qsf::JobProxy em5::BaseTreatmentLogic::mSimulationJobProxy
protected
qsf::WeakPtr<qsf::Entity> em5::BaseTreatmentLogic::mTargetEntity
protected
qsf::Time em5::BaseTreatmentLogic::mTimeRunning
protected
TreatmentInformation* em5::BaseTreatmentLogic::mTreatmentInformation
protected
qsf::Time em5::BaseTreatmentLogic::mUsingTime
protected

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