Emergency 20 Dokumentation  4.2.0
em5::SplintTreatmentLogic Class Reference

EMERGENCY 5 generic splint treatment logic. More...

#include <SplintTreatmentLogic.h>

Inheritance diagram for em5::SplintTreatmentLogic:
em5::BaseTreatmentLogic qsf::GameLogic qsf::WeakPtrTarget

Public Types

enum  SplintType { SPLINTTYPE_ARM, SPLINTTYPE_LEG, SPLINTTYPE_BODY }
 

Public Member Functions

 SplintTreatmentLogic ()
 Default constructor. More...
 
virtual ~SplintTreatmentLogic ()
 Destructor. More...
 
void init (uint64 targetEntityId)
 Initialize logic. More...
 
virtual void serialize (qsf::BinarySerializer &serializer) override
 Serialize or deserialize the game logic using a binary serializer. More...
 
- Public Member Functions inherited from em5::BaseTreatmentLogic
 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 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
 
- Static Public Attributes inherited from em5::BaseTreatmentLogic
static const uint32 GAMELOGIC_TYPE_ID
 

Protected Member Functions

virtual void updateSimulation (const qsf::JobArguments &jobArguments) override
 
virtual void startTreatment ()
 
- Protected Member Functions inherited from em5::BaseTreatmentLogic
virtual qsf::EntitycreateEquipment (const std::string &equipmentName, qsf::Entity &parent)
 
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...
 

Additional Inherited Members

- Protected Attributes inherited from em5::BaseTreatmentLogic
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 generic splint treatment logic.

Member Enumeration Documentation

Enumerator
SPLINTTYPE_ARM 
SPLINTTYPE_LEG 
SPLINTTYPE_BODY 

Constructor & Destructor Documentation

em5::SplintTreatmentLogic::SplintTreatmentLogic ( )

Default constructor.

virtual em5::SplintTreatmentLogic::~SplintTreatmentLogic ( )
virtual

Destructor.

Member Function Documentation

void em5::SplintTreatmentLogic::init ( uint64  targetEntityId)

Initialize logic.

virtual void em5::SplintTreatmentLogic::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 em5::BaseTreatmentLogic.

virtual void em5::SplintTreatmentLogic::startTreatment ( )
protectedvirtual

Reimplemented from em5::BaseTreatmentLogic.

virtual void em5::SplintTreatmentLogic::updateSimulation ( const qsf::JobArguments jobArguments)
overrideprotectedvirtual

Reimplemented from em5::BaseTreatmentLogic.

Member Data Documentation

const uint32 em5::SplintTreatmentLogic::GAMELOGIC_TYPE_ID
static

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