jedi-academy/code/icarus/TaskManager.cpp

2037 lines
46 KiB
C++

// Task Manager
//
// -- jweier
// this include must remain at the top of every Icarus CPP file
#include "StdAfx.h"
#include "IcarusImplementation.h"
#include "BlockStream.h"
#include "Sequence.h"
#include "TaskManager.h"
#include "Sequencer.h"
#define ICARUS_VALIDATE(a) if ( a == false ) return TASK_FAILED;
#define STL_ITERATE( a, b ) for ( a = b.begin(); a != b.end(); a++ )
#define STL_INSERT( a, b ) a.insert( a.end(), b );
/*
=================================================
CTask
=================================================
*/
CTask::CTask( void )
{
}
CTask::~CTask( void )
{
}
CTask *CTask::Create( int GUID, CBlock *block )
{
CTask *task = new CTask;
//TODO: Emit warning
if ( task == NULL )
return NULL;
task->SetTimeStamp( 0 );
task->SetBlock( block );
task->SetGUID( GUID );
return task;
}
/*
-------------------------
Free
-------------------------
*/
void CTask::Free( void )
{
//NOTENOTE: The block is not consumed by the task, it is the sequencer's job to clean blocks up
delete this;
}
/*
=================================================
CTaskGroup
=================================================
*/
CTaskGroup::CTaskGroup( void )
{
Init();
m_GUID = 0;
m_parent = NULL;
}
CTaskGroup::~CTaskGroup( void )
{
m_completedTasks.clear();
}
/*
-------------------------
SetGUID
-------------------------
*/
void CTaskGroup::SetGUID( int GUID )
{
m_GUID = GUID;
}
/*
-------------------------
Init
-------------------------
*/
void CTaskGroup::Init( void )
{
m_completedTasks.clear();
m_numCompleted = 0;
m_parent = NULL;
}
/*
-------------------------
Add
-------------------------
*/
int CTaskGroup::Add( CTask *task )
{
m_completedTasks[ task->GetGUID() ] = false;
return TASK_OK;
}
/*
-------------------------
MarkTaskComplete
-------------------------
*/
bool CTaskGroup::MarkTaskComplete( int id )
{
if ( (m_completedTasks.find( id )) != m_completedTasks.end() )
{
m_completedTasks[ id ] = true;
m_numCompleted++;
return true;
}
return false;
}
/*
=================================================
CTaskManager
=================================================
*/
CTaskManager::CTaskManager( void )
{
static int uniqueID = 0;
m_id = uniqueID++;
}
CTaskManager::~CTaskManager( void )
{
}
/*
-------------------------
Create
-------------------------
*/
CTaskManager *CTaskManager::Create( void )
{
return new CTaskManager;
}
/*
-------------------------
Init
-------------------------
*/
int CTaskManager::Init( CSequencer *owner )
{
//TODO: Emit warning
if ( owner == NULL )
return TASK_FAILED;
m_tasks.clear();
m_owner = owner;
m_ownerID = owner->GetOwnerID();
m_curGroup = NULL;
m_GUID = 0;
m_resident = false;
return TASK_OK;
}
/*
-------------------------
Free
-------------------------
*/
int CTaskManager::Free( void )
{
taskGroup_v::iterator gi;
tasks_l::iterator ti;
assert(!m_resident); //don't free me, i'm currently running!
//Clear out all pending tasks
for ( ti = m_tasks.begin(); ti != m_tasks.end(); ti++ )
{
(*ti)->Free();
}
m_tasks.clear();
//Clear out all taskGroups
for ( gi = m_taskGroups.begin(); gi != m_taskGroups.end(); gi++ )
{
delete (*gi);
}
m_taskGroups.clear();
m_taskGroupNameMap.clear();
m_taskGroupIDMap.clear();
return TASK_OK;
}
/*
-------------------------
Flush
-------------------------
*/
int CTaskManager::Flush( void )
{
//FIXME: Rewrite
return true;
}
/*
-------------------------
AddTaskGroup
-------------------------
*/
CTaskGroup *CTaskManager::AddTaskGroup( const char *name, CIcarus* icarus )
{
CTaskGroup *group;
//Collect any garbage
taskGroupName_m::iterator tgni;
tgni = m_taskGroupNameMap.find( name );
if ( tgni != m_taskGroupNameMap.end() )
{
group = (*tgni).second;
//Clear it and just move on
group->Init();
return group;
}
//Allocate a new one
group = new CTaskGroup;
//TODO: Emit warning
assert( group );
if ( group == NULL )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Unable to allocate task group \"%s\"\n", name );
return NULL;
}
//Setup the internal information
group->SetGUID( m_GUID++ );
//Add it to the list and associate it for retrieval later
m_taskGroups.insert( m_taskGroups.end(), group );
m_taskGroupNameMap[ name ] = group;
m_taskGroupIDMap[ group->GetGUID() ] = group;
return group;
}
/*
-------------------------
GetTaskGroup
-------------------------
*/
CTaskGroup *CTaskManager::GetTaskGroup( const char *name, CIcarus* icarus )
{
taskGroupName_m::iterator tgi;
tgi = m_taskGroupNameMap.find( name );
if ( tgi == m_taskGroupNameMap.end() )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_WARNING, "Could not find task group \"%s\"\n", name );
return NULL;
}
return (*tgi).second;
}
CTaskGroup *CTaskManager::GetTaskGroup( int id, CIcarus* icarus )
{
taskGroupID_m::iterator tgi;
tgi = m_taskGroupIDMap.find( id );
if ( tgi == m_taskGroupIDMap.end() )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_WARNING, "Could not find task group \"%d\"\n", id );
return NULL;
}
return (*tgi).second;
}
/*
-------------------------
Update
-------------------------
*/
int CTaskManager::Update( CIcarus* icarus )
{
if ( icarus->GetGame()->IsFrozen(m_ownerID) )
{
return TASK_FAILED;
}
m_count = 0; //Needed for runaway init
m_resident = true;
int returnVal = Go(icarus);
m_resident = false;
return returnVal;
}
/*
-------------------------
Check
-------------------------
*/
inline bool CTaskManager::Check( int targetID, CBlock *block, int memberNum ) const
{
if ( (block->GetMember( memberNum ))->GetID() == targetID )
return true;
return false;
}
/*
-------------------------
GetFloat
-------------------------
*/
int CTaskManager::GetFloat( int entID, CBlock *block, int &memberNum, float &value, CIcarus* icarus )
{
char *name;
int type;
//See if this is a get() command replacement
if ( Check( CIcarus::ID_GET, block, memberNum ) )
{
//Update the member past the header id
memberNum++;
//get( TYPE, NAME )
type = (int) (*(float *) block->GetMemberData( memberNum++ ));
name = (char *) block->GetMemberData( memberNum++ );
//TODO: Emit warning
if ( type != CIcarus::TK_FLOAT )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Get() call tried to return a non-FLOAT parameter!\n" );
return false;
}
return icarus->GetGame()->GetFloat( entID, name, &value );
}
//Look for a random() inline call
if ( Check( CIcarus::ID_RANDOM, block, memberNum ) )
{
float min, max;
memberNum++;
min = *(float *) block->GetMemberData( memberNum++ );
max = *(float *) block->GetMemberData( memberNum++ );
value = icarus->GetGame()->Random( min, max );
return true;
}
//Look for a tag() inline call
if ( Check( CIcarus::ID_TAG, block, memberNum ) )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_WARNING, "Invalid use of \"tag\" inline. Not a valid replacement for type FLOAT\n" );
return false;
}
CBlockMember *bm = block->GetMember( memberNum );
if ( bm->GetID() == CIcarus::TK_INT )
{
value = (float) (*(int *) block->GetMemberData( memberNum++ ));
}
else if ( bm->GetID() == CIcarus::TK_FLOAT )
{
value = *(float *) block->GetMemberData( memberNum++ );
}
else
{
assert(0);
icarus->GetGame()->DebugPrint(IGameInterface::WL_WARNING, "Unexpected value; expected type FLOAT\n" );
return false;
}
return true;
}
/*
-------------------------
GetVector
-------------------------
*/
int CTaskManager::GetVector( int entID, CBlock *block, int &memberNum, vec3_t &value, CIcarus* icarus )
{
char *name;
int type, i;
//See if this is a get() command replacement
if ( Check( CIcarus::ID_GET, block, memberNum ) )
{
//Update the member past the header id
memberNum++;
//get( TYPE, NAME )
type = (int) (*(float *) block->GetMemberData( memberNum++ ));
name = (char *) block->GetMemberData( memberNum++ );
//TODO: Emit warning
if ( type != CIcarus::TK_VECTOR )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Get() call tried to return a non-VECTOR parameter!\n" );
}
return icarus->GetGame()->GetVector( entID, name, value );
}
//Look for a random() inline call
if ( Check( CIcarus::ID_RANDOM, block, memberNum ) )
{
float min, max;
memberNum++;
min = *(float *) block->GetMemberData( memberNum++ );
max = *(float *) block->GetMemberData( memberNum++ );
for ( i = 0; i < 3; i++ )
{
value[i] = (float) icarus->GetGame()->Random( min, max ); //FIXME: Just truncating it for now.. should be fine though
}
return true;
}
//Look for a tag() inline call
if ( Check( CIcarus::ID_TAG, block, memberNum ) )
{
char *tagName;
float tagLookup;
memberNum++;
ICARUS_VALIDATE ( Get( entID, block, memberNum, &tagName, icarus ) );
ICARUS_VALIDATE ( GetFloat( entID, block, memberNum, tagLookup, icarus ) );
if ( icarus->GetGame()->GetTag( entID, tagName, (int) tagLookup, value ) == false)
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Unable to find tag \"%s\"!\n", tagName );
assert(0&&"Unable to find tag");
return TASK_FAILED;
}
return true;
}
//Check for a real vector here
type = (int) (*(float *) block->GetMemberData( memberNum ));
if ( type != CIcarus::TK_VECTOR )
{
// icarus->GetGame()->DPrintf( WL_WARNING, "Unexpected value; expected type VECTOR\n" );
return false;
}
memberNum++;
for ( i = 0; i < 3; i++ )
{
if ( GetFloat( entID, block, memberNum, value[i], icarus ) == false )
return false;
}
return true;
}
/*
-------------------------
Get
-------------------------
*/
int CTaskManager::GetID()
{
return m_id;
}
int CTaskManager::Get( int entID, CBlock *block, int &memberNum, char **value, CIcarus* icarus )
{
static char tempBuffer[128]; //FIXME: EEEK!
vec3_t vector;
char *name, *tagName;
float tagLookup;
int type;
//Look for a get() inline call
if ( Check( CIcarus::ID_GET, block, memberNum ) )
{
//Update the member past the header id
memberNum++;
//get( TYPE, NAME )
type = (int) (*(float *) block->GetMemberData( memberNum++ ));
name = (char *) block->GetMemberData( memberNum++ );
//Format the return properly
//FIXME: This is probably doing double formatting in certain cases...
//FIXME: STRING MANAGEMENT NEEDS TO BE IMPLEMENTED, MY CURRENT SOLUTION IS NOT ACCEPTABLE!!
switch ( type )
{
case CIcarus::TK_STRING:
if ( icarus->GetGame()->GetString( entID, name, value ) == false )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Get() parameter \"%s\" could not be found!\n", name );
return false;
}
return true;
break;
case CIcarus::TK_FLOAT:
{
float temp;
if ( icarus->GetGame()->GetFloat( entID, name, &temp ) == false )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Get() parameter \"%s\" could not be found!\n", name );
return false;
}
sprintf( (char *) tempBuffer, "%f", temp );
*value = (char *) tempBuffer;
}
return true;
break;
case CIcarus::TK_VECTOR:
{
vec3_t vval;
if ( icarus->GetGame()->GetVector( entID, name, vval ) == false )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Get() parameter \"%s\" could not be found!\n", name );
return false;
}
sprintf( (char *) tempBuffer, "%f %f %f", vval[0], vval[1], vval[2] );
*value = (char *) tempBuffer;
}
return true;
break;
default:
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Get() call tried to return an unknown type!\n" );
return false;
break;
}
}
//Look for a random() inline call
if ( Check( CIcarus::ID_RANDOM, block, memberNum ) )
{
float min, max, ret;
memberNum++;
min = *(float *) block->GetMemberData( memberNum++ );
max = *(float *) block->GetMemberData( memberNum++ );
ret = icarus->GetGame()->Random( min, max );
sprintf( (char *) tempBuffer, "%f", ret );
*value = (char *) tempBuffer;
return true;
}
//Look for a tag() inline call
if ( Check( CIcarus::ID_TAG, block, memberNum ) )
{
memberNum++;
ICARUS_VALIDATE ( Get( entID, block, memberNum, &tagName, icarus ) );
ICARUS_VALIDATE ( GetFloat( entID, block, memberNum, tagLookup, icarus ) );
if (icarus->GetGame()->GetTag( entID, tagName, (int) tagLookup, vector ) == false)
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Unable to find tag \"%s\"!\n", tagName );
assert(0 && "Unable to find tag");
return false;
}
sprintf( (char *) tempBuffer, "%f %f %f", vector[0], vector[1], vector[2] );
*value = (char *) tempBuffer;
return true;
}
//Get an actual piece of data
CBlockMember *bm = block->GetMember( memberNum );
if ( bm->GetID() == CIcarus::TK_INT )
{
float fval = (float) (*(int *) block->GetMemberData( memberNum++ ));
sprintf( (char *) tempBuffer, "%f", fval );
*value = (char *) tempBuffer;
return true;
}
else if ( bm->GetID() == CIcarus::TK_FLOAT )
{
float fval = *(float *) block->GetMemberData( memberNum++ );
sprintf( (char *) tempBuffer, "%f", fval );
*value = (char *) tempBuffer;
return true;
}
else if ( bm->GetID() == CIcarus::TK_VECTOR )
{
vec3_t vval;
memberNum++;
for ( int i = 0; i < 3; i++ )
{
if ( GetFloat( entID, block, memberNum, vval[i], icarus ) == false )
return false;
sprintf( (char *) tempBuffer, "%f %f %f", vval[0], vval[1], vval[2] );
*value = (char *) tempBuffer;
}
return true;
}
else if ( ( bm->GetID() == CIcarus::TK_STRING ) || ( bm->GetID() == CIcarus::TK_IDENTIFIER ) )
{
*value = (char *) block->GetMemberData( memberNum++ );
return true;
}
//TODO: Emit warning
assert( 0 );
icarus->GetGame()->DebugPrint(IGameInterface::WL_WARNING, "Unexpected value; expected type STRING\n" );
return false;
}
/*
-------------------------
Go
-------------------------
*/
int CTaskManager::Go( CIcarus* icarus )
{
CTask *task = NULL;
bool completed = false;
//Check for run away scripts
if ( m_count++ > RUNAWAY_LIMIT )
{
assert(0);
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Runaway loop detected!\n" );
return TASK_FAILED;
}
//If there are tasks to complete, do so
if ( m_tasks.empty() == false )
{
//Get the next task
task = PopTask( CSequence::POP_BACK );
assert( task );
if ( task == NULL )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Invalid task found in Go()!\n" );
return TASK_FAILED;
}
//If this hasn't been stamped, do so
if ( task->GetTimeStamp() == 0 )
task->SetTimeStamp( icarus->GetGame()->GetTime() );
//Switch and call the proper function
switch( task->GetID() )
{
case CIcarus::ID_WAIT:
Wait( task, completed, icarus );
//Push it to consider it again on the next frame if not complete
if ( completed == false )
{
PushTask( task, CSequence::PUSH_BACK );
return TASK_OK;
}
Completed( task->GetGUID() );
break;
case CIcarus::ID_WAITSIGNAL:
WaitSignal( task, completed , icarus);
//Push it to consider it again on the next frame if not complete
if ( completed == false )
{
PushTask( task, CSequence::PUSH_BACK );
return TASK_OK;
}
Completed( task->GetGUID() );
break;
case CIcarus::ID_PRINT: //print( STRING )
Print( task, icarus );
break;
case CIcarus::ID_SOUND: //sound( name )
Sound( task, icarus );
break;
case CIcarus::ID_MOVE: //move ( ORIGIN, ANGLES, DURATION )
Move( task, icarus );
break;
case CIcarus::ID_ROTATE: //rotate( ANGLES, DURATION )
Rotate( task, icarus );
break;
case CIcarus::ID_KILL: //kill( NAME )
Kill( task, icarus );
break;
case CIcarus::ID_REMOVE: //remove( NAME )
Remove( task, icarus );
break;
case CIcarus::ID_CAMERA: //camera( ? )
Camera( task, icarus );
break;
case CIcarus::ID_SET: //set( NAME, ? )
Set( task, icarus );
break;
case CIcarus::ID_USE: //use( NAME )
Use( task, icarus );
break;
case CIcarus::ID_DECLARE://declare( TYPE, NAME )
DeclareVariable( task, icarus );
break;
case CIcarus::ID_FREE: //free( NAME )
FreeVariable( task, icarus );
break;
case CIcarus::ID_SIGNAL: //signal( NAME )
Signal( task, icarus );
break;
case CIcarus::ID_PLAY: //play ( NAME )
Play( task, icarus );
break;
default:
assert(0);
task->Free();
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Found unknown task type!\n" );
return TASK_FAILED;
break;
}
//Pump the sequencer for another task
CallbackCommand( task, TASK_RETURN_COMPLETE , icarus);
task->Free();
}
//FIXME: A command surge limiter could be implemented at this point to be sure a script doesn't
// execute too many commands in one cycle. This may, however, cause timing errors to surface.
return TASK_OK;
}
/*
-------------------------
SetCommand
-------------------------
*/
int CTaskManager::SetCommand( CBlock *command, int type, CIcarus* icarus )
{
CTask *task = CTask::Create( m_GUID++, command );
//If this is part of a task group, add it in
if ( m_curGroup )
{
m_curGroup->Add( task );
}
//TODO: Emit warning
assert( task );
if ( task == NULL )
{
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Unable to allocate new task!\n" );
return TASK_FAILED;
}
PushTask( task, type );
return TASK_OK;
}
/*
-------------------------
MarkTask
-------------------------
*/
int CTaskManager::MarkTask( int id, int operation, CIcarus* icarus )
{
CTaskGroup *group = GetTaskGroup( id, icarus );
assert( group );
if ( group == NULL )
return TASK_FAILED;
if ( operation == TASK_START )
{
//Reset all the completion information
group->Init();
group->SetParent( m_curGroup );
m_curGroup = group;
}
else if ( operation == TASK_END )
{
assert( m_curGroup );
if ( m_curGroup == NULL )
return TASK_FAILED;
m_curGroup = m_curGroup->GetParent();
}
#ifdef _DEBUG
else
{
assert(0);
}
#endif
return TASK_OK;
}
/*
-------------------------
Completed
-------------------------
*/
int CTaskManager::Completed( int id )
{
taskGroup_v::iterator tgi;
//Mark the task as completed
for ( tgi = m_taskGroups.begin(); tgi != m_taskGroups.end(); tgi++ )
{
//If this returns true, then the task was marked properly
if ( (*tgi)->MarkTaskComplete( id ) )
break;
}
return TASK_OK;
}
/*
-------------------------
CallbackCommand
-------------------------
*/
int CTaskManager::CallbackCommand( CTask *task, int returnCode, CIcarus* icarus )
{
if ( m_owner->Callback( this, task->GetBlock(), returnCode, icarus ) == CSequencer::SEQ_OK, icarus )
return Go(icarus);
assert(0);
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Command callback failure!\n" );
return TASK_FAILED;
}
/*
-------------------------
RecallTask
-------------------------
*/
CBlock *CTaskManager::RecallTask( void )
{
CTask *task;
task = PopTask( CSequence::POP_BACK );
if ( task )
{
// fixed 2/12/2 to free the task that has been popped (called from sequencer Recall)
CBlock* retBlock = task->GetBlock();
task->Free();
return retBlock;
// return task->GetBlock();
}
return NULL;
}
/*
-------------------------
PushTask
-------------------------
*/
int CTaskManager::PushTask( CTask *task, int flag )
{
assert( (flag == CSequence::PUSH_FRONT) || (flag == CSequence::PUSH_BACK) );
switch ( flag )
{
case CSequence::PUSH_FRONT:
m_tasks.insert(m_tasks.begin(), task);
return TASK_OK;
break;
case CSequence::PUSH_BACK:
m_tasks.insert(m_tasks.end(), task);
return TASK_OK;
break;
}
//Invalid flag
return CSequencer::SEQ_FAILED;
}
/*
-------------------------
PopTask
-------------------------
*/
CTask *CTaskManager::PopTask( int flag )
{
CTask *task;
assert( (flag == CSequence::POP_FRONT) || (flag == CSequence::POP_BACK) );
if ( m_tasks.empty() )
return NULL;
switch ( flag )
{
case CSequence::POP_FRONT:
task = m_tasks.front();
m_tasks.pop_front();
return task;
break;
case CSequence::POP_BACK:
task = m_tasks.back();
m_tasks.pop_back();
return task;
break;
}
//Invalid flag
return NULL;
}
/*
-------------------------
GetCurrentTask
-------------------------
*/
CBlock *CTaskManager::GetCurrentTask( void )
{
CTask *task = PopTask( CSequence::POP_BACK );
if ( task == NULL )
return NULL;
// fixed 2/12/2 to free the task that has been popped (called from sequencer Interrupt)
CBlock* retBlock = task->GetBlock();
task->Free();
return retBlock;
// return task->GetBlock();
}
/*
=================================================
Task Functions
=================================================
*/
int CTaskManager::Wait( CTask *task, bool &completed , CIcarus* icarus )
{
CBlockMember *bm;
CBlock *block = task->GetBlock();
char *sVal;
float dwtime;
int memberNum = 0;
completed = false;
bm = block->GetMember( 0 );
//Check if this is a task completion wait
if ( bm->GetID() == CIcarus::TK_STRING )
{
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
if ( task->GetTimeStamp() == icarus->GetGame()->GetTime() )
{
//Print out the debug info
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d wait(\"%s\"); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
}
CTaskGroup *group = GetTaskGroup( sVal , icarus);
if ( group == NULL )
{
//TODO: Emit warning
completed = false;
return TASK_FAILED;
}
completed = group->Complete();
}
else //Otherwise it's a time completion wait
{
if ( Check( CIcarus::ID_RANDOM, block, memberNum ) )
{//get it random only the first time
float min, max;
dwtime = *(float *) block->GetMemberData( memberNum++ );
if ( dwtime == icarus->GetGame()->MaxFloat() )
{//we have not evaluated this random yet
min = *(float *) block->GetMemberData( memberNum++ );
max = *(float *) block->GetMemberData( memberNum++ );
dwtime = icarus->GetGame()->Random( min, max );
//store the result in the first member
bm->SetData( &dwtime, sizeof( dwtime ) , icarus);
}
}
else
{
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, dwtime, icarus ) );
}
if ( task->GetTimeStamp() == icarus->GetGame()->GetTime() )
{
//Print out the debug info
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d wait( %d ); [%d]", m_ownerID, (int) dwtime, task->GetTimeStamp() );
}
if ( (task->GetTimeStamp() + dwtime) < (icarus->GetGame()->GetTime()) )
{
completed = true;
memberNum = 0;
if ( Check( CIcarus::ID_RANDOM, block, memberNum ) )
{//set the data back to 0 so it will be re-randomized next time
dwtime = icarus->GetGame()->MaxFloat();
bm->SetData( &dwtime, sizeof( dwtime ), icarus );
}
}
}
return TASK_OK;
}
/*
-------------------------
WaitSignal
-------------------------
*/
int CTaskManager::WaitSignal( CTask *task, bool &completed , CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
completed = false;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal , icarus) );
if ( task->GetTimeStamp() == icarus->GetGame()->GetTime() )
{
//Print out the debug info
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d waitsignal(\"%s\"); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
}
if ( icarus->CheckSignal( sVal ) )
{
completed = true;
icarus->ClearSignal( sVal );
}
return TASK_OK;
}
/*
-------------------------
Print
-------------------------
*/
int CTaskManager::Print( CTask *task , CIcarus* icarus)
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d print(\"%s\"); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->GetGame()->CenterPrint( sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Sound
-------------------------
*/
int CTaskManager::Sound( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal, *sVal2;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d sound(\"%s\", \"%s\"); [%d]", m_ownerID, sVal, sVal2, task->GetTimeStamp() );
//Only instantly complete if the user has requested it
if( icarus->GetGame()->PlaySound( task->GetGUID(), m_ownerID, sVal2, sVal ) )
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Rotate
-------------------------
*/
int CTaskManager::Rotate( CTask *task , CIcarus* icarus)
{
vec3_t vector;
CBlock *block = task->GetBlock();
char *tagName;
float tagLookup, duration;
int memberNum = 0;
//Check for a tag reference
if ( Check( CIcarus::ID_TAG, block, memberNum ) )
{
memberNum++;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &tagName, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, tagLookup, icarus ) );
if ( icarus->GetGame()->GetTag( m_ownerID, tagName, (int) tagLookup, vector ) == false )
{
//TODO: Emit warning
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Unable to find tag \"%s\"!\n", tagName );
assert(0);
return TASK_FAILED;
}
}
else
{
//Get a normal vector
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector, icarus ) );
}
//Find the duration
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, duration, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d rotate( <%f,%f,%f>, %d); [%d]", m_ownerID, vector[0], vector[1], vector[2], (int) duration, task->GetTimeStamp() );
icarus->GetGame()->Lerp2Angles( task->GetGUID(), m_ownerID, vector, duration );
return TASK_OK;
}
/*
-------------------------
Remove
-------------------------
*/
int CTaskManager::Remove( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d remove(\"%s\"); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->GetGame()->Remove( m_ownerID, sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Camera
-------------------------
*/
int CTaskManager::Camera( CTask *task , CIcarus* icarus)
{
CBlock *block = task->GetBlock();
vec3_t vector, vector2;
float type, fVal, fVal2, fVal3;
char *sVal;
int memberNum = 0;
//Get the camera function type
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, type, icarus ) );
switch ( (int) type )
{
case CIcarus::TYPE_PAN:
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector, icarus ) );
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector2, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( PAN, <%f %f %f>, <%f %f %f>, %f); [%d]", m_ownerID, vector[0], vector[1], vector[2], vector2[0], vector2[1], vector2[2], fVal, task->GetTimeStamp() );
icarus->GetGame()->CameraPan( vector, vector2, fVal );
break;
case CIcarus::TYPE_ZOOM:
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( ZOOM, %f, %f); [%d]", m_ownerID, fVal, fVal2, task->GetTimeStamp() );
icarus->GetGame()->CameraZoom( fVal, fVal2 );
break;
case CIcarus::TYPE_MOVE:
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( MOVE, <%f %f %f>, %f); [%d]", m_ownerID, vector[0], vector[1], vector[2], fVal, task->GetTimeStamp() );
icarus->GetGame()->CameraMove( vector, fVal );
break;
case CIcarus::TYPE_ROLL:
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( ROLL, %f, %f); [%d]", m_ownerID, fVal, fVal2, task->GetTimeStamp() );
icarus->GetGame()->CameraRoll( fVal, fVal2 );
break;
case CIcarus::TYPE_FOLLOW:
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( FOLLOW, \"%s\", %f, %f); [%d]", m_ownerID, sVal, fVal, fVal2, task->GetTimeStamp() );
icarus->GetGame()->CameraFollow( (const char *) sVal, fVal, fVal2 );
break;
case CIcarus::TYPE_TRACK:
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( TRACK, \"%s\", %f, %f); [%d]", m_ownerID, sVal, fVal, fVal2, task->GetTimeStamp() );
icarus->GetGame()->CameraTrack( (const char *) sVal, fVal, fVal2 );
break;
case CIcarus::TYPE_DISTANCE:
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( DISTANCE, %f, %f); [%d]", m_ownerID, fVal, fVal2, task->GetTimeStamp() );
icarus->GetGame()->CameraDistance( fVal, fVal2 );
break;
case CIcarus::TYPE_FADE:
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector2, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal3, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( FADE, <%f %f %f>, %f, <%f %f %f>, %f, %f); [%d]", m_ownerID, vector[0], vector[1], vector[2], fVal, vector2[0], vector2[1], vector2[2], fVal2, fVal3, task->GetTimeStamp() );
icarus->GetGame()->CameraFade( vector[0], vector[1], vector[2], fVal, vector2[0], vector2[1], vector2[2], fVal2, fVal3 );
break;
case CIcarus::TYPE_PATH:
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( PATH, \"%s\"); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->GetGame()->CameraPath( sVal );
break;
case CIcarus::TYPE_ENABLE:
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( ENABLE ); [%d]", m_ownerID, task->GetTimeStamp() );
icarus->GetGame()->CameraEnable();
break;
case CIcarus::TYPE_DISABLE:
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( DISABLE ); [%d]", m_ownerID, task->GetTimeStamp() );
icarus->GetGame()->CameraDisable();
break;
case CIcarus::TYPE_SHAKE:
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d camera( SHAKE, %f, %f ); [%d]", m_ownerID, fVal, fVal2, task->GetTimeStamp() );
icarus->GetGame()->CameraShake( fVal, (int) fVal2 );
break;
}
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Move
-------------------------
*/
int CTaskManager::Move( CTask *task, CIcarus* icarus )
{
vec3_t vector, vector2;
CBlock *block = task->GetBlock();
float duration;
int memberNum = 0;
//Get the goal position
ICARUS_VALIDATE( GetVector( m_ownerID, block, memberNum, vector, icarus ) );
//Check for possible angles field
if ( GetVector( m_ownerID, block, memberNum, vector2, icarus ) == false )
{
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, duration, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d move( <%f %f %f>, %f ); [%d]", m_ownerID, vector[0], vector[1], vector[2], duration, task->GetTimeStamp() );
icarus->GetGame()->Lerp2Pos( task->GetGUID(), m_ownerID, vector, NULL, duration );
return TASK_OK;
}
//Get the duration and make the call
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, duration, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d move( <%f %f %f>, <%f %f %f>, %f ); [%d]", m_ownerID, vector[0], vector[1], vector[2], vector2[0], vector2[1], vector2[2], duration, task->GetTimeStamp() );
icarus->GetGame()->Lerp2Pos( task->GetGUID(), m_ownerID, vector, vector2, duration );
return TASK_OK;
}
/*
-------------------------
Kill
-------------------------
*/
int CTaskManager::Kill( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d kill( \"%s\" ); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->GetGame()->Kill( m_ownerID, sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Set
-------------------------
*/
int CTaskManager::Set( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal, *sVal2;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d set( \"%s\", \"%s\" ); [%d]", m_ownerID, sVal, sVal2, task->GetTimeStamp() );
icarus->GetGame()->Set( task->GetGUID(), m_ownerID, sVal, sVal2 );
return TASK_OK;
}
/*
-------------------------
Use
-------------------------
*/
int CTaskManager::Use( CTask *task , CIcarus* icarus)
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d use( \"%s\" ); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->GetGame()->Use( m_ownerID, sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
DeclareVariable
-------------------------
*/
int CTaskManager::DeclareVariable( CTask *task , CIcarus* icarus)
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
float fVal;
ICARUS_VALIDATE( GetFloat( m_ownerID, block, memberNum, fVal, icarus ) );
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d declare( %d, \"%s\" ); [%d]", m_ownerID, (int) fVal, sVal, task->GetTimeStamp() );
icarus->GetGame()->DeclareVariable( (int) fVal, sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
FreeVariable
-------------------------
*/
int CTaskManager::FreeVariable( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d free( \"%s\" ); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->GetGame()->FreeVariable( sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Signal
-------------------------
*/
int CTaskManager::Signal( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d signal( \"%s\" ); [%d]", m_ownerID, sVal, task->GetTimeStamp() );
icarus->Signal( (const char *) sVal );
Completed( task->GetGUID() );
return TASK_OK;
}
/*
-------------------------
Play
-------------------------
*/
int CTaskManager::Play( CTask *task, CIcarus* icarus )
{
CBlock *block = task->GetBlock();
char *sVal, *sVal2;
int memberNum = 0;
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal, icarus ) );
ICARUS_VALIDATE( Get( m_ownerID, block, memberNum, &sVal2, icarus ) );
icarus->GetGame()->DebugPrint(IGameInterface::WL_DEBUG, "%4d play( \"%s\", \"%s\" ); [%d]", m_ownerID, sVal, sVal2, task->GetTimeStamp() );
icarus->GetGame()->Play( task->GetGUID(), m_ownerID, (const char *) sVal, (const char *) sVal2 );
return TASK_OK;
}
/*
-------------------------
SaveCommand
-------------------------
*/
//FIXME: ARGH! This is duplicated from CSequence because I can't directly link it any other way...
int CTaskManager::SaveCommand( CBlock *block )
{
CIcarus *pIcarus = (CIcarus *)IIcarusInterface::GetIcarus();
unsigned char flags;
int numMembers, bID, size;
CBlockMember *bm;
//Save out the block ID
bID = block->GetBlockID();
pIcarus->BufferWrite( &bID, sizeof( bID ) );
//Save out the block's flags
flags = block->GetFlags();
pIcarus->BufferWrite( &flags, sizeof( flags ) );
//Save out the number of members to read
numMembers = block->GetNumMembers();
pIcarus->BufferWrite( &numMembers, sizeof( numMembers ) );
for ( int i = 0; i < numMembers; i++ )
{
bm = block->GetMember( i );
//Save the block id
bID = bm->GetID();
pIcarus->BufferWrite( &bID, sizeof( bID ) );
//Save out the data size
size = bm->GetSize();
pIcarus->BufferWrite( &size, sizeof( size ) );
//Save out the raw data
pIcarus->BufferWrite( bm->GetData(), size );
}
return true;
}
/*
-------------------------
Save
-------------------------
*/
void CTaskManager::Save()
{
CTaskGroup *taskGroup;
const char *name;
CBlock *block;
DWORD timeStamp;
bool completed;
int id, numCommands;
int numWritten;
// Data saved here.
// Taskmanager GUID.
// Number of Tasks.
// Tasks:
// - GUID.
// - Timestamp.
// - Block/Command.
// Number of task groups.
// Task groups ID's.
// Task groups (data).
// - Parent.
// - Number of Commands.
// - Commands:
// + ID.
// + State of Completion.
// - Number of Completed Commands.
// Currently active group.
// Task group names:
// - String Size.
// - String.
// - ID.
CIcarus *pIcarus = (CIcarus *)IIcarusInterface::GetIcarus();
//Save the taskmanager's GUID
pIcarus->BufferWrite( &m_GUID, sizeof( m_GUID ) );
//Save out the number of tasks that will follow
int iNumTasks = m_tasks.size();
pIcarus->BufferWrite( &iNumTasks, sizeof( iNumTasks ) );
//Save out all the tasks
tasks_l::iterator ti;
STL_ITERATE( ti, m_tasks )
{
//Save the GUID
id = (*ti)->GetGUID();
pIcarus->BufferWrite( &id, sizeof( id ) );
//Save the timeStamp (FIXME: Although, this is going to be worthless if time is not consistent...)
timeStamp = (*ti)->GetTimeStamp();
pIcarus->BufferWrite( &timeStamp, sizeof( timeStamp ) );
//Save out the block
block = (*ti)->GetBlock();
SaveCommand( block );
}
//Save out the number of task groups
int numTaskGroups = m_taskGroups.size();
pIcarus->BufferWrite( &numTaskGroups, sizeof( numTaskGroups ) );
//Save out the IDs of all the task groups
numWritten = 0;
taskGroup_v::iterator tgi;
STL_ITERATE( tgi, m_taskGroups )
{
id = (*tgi)->GetGUID();
pIcarus->BufferWrite( &id, sizeof( id ) );
numWritten++;
}
assert (numWritten == numTaskGroups);
//Save out the task groups
numWritten = 0;
STL_ITERATE( tgi, m_taskGroups )
{
//Save out the parent
id = ( (*tgi)->GetParent() == NULL ) ? -1 : ((*tgi)->GetParent())->GetGUID();
pIcarus->BufferWrite( &id, sizeof( id ) );
//Save out the number of commands
numCommands = (*tgi)->m_completedTasks.size();
pIcarus->BufferWrite( &numCommands, sizeof( numCommands ) );
//Save out the command map
CTaskGroup::taskCallback_m::iterator tci;
STL_ITERATE( tci, (*tgi)->m_completedTasks )
{
//Write out the ID
id = (*tci).first;
pIcarus->BufferWrite( &id, sizeof( id ) );
//Write out the state of completion
completed = (*tci).second;
pIcarus->BufferWrite( &completed, sizeof( completed ) );
}
//Save out the number of completed commands
id = (*tgi)->m_numCompleted;
pIcarus->BufferWrite( &id, sizeof( id ) );
numWritten++;
}
assert (numWritten == numTaskGroups);
//Only bother if we've got tasks present
if ( m_taskGroups.size() )
{
//Save out the currently active group
int curGroupID = ( m_curGroup == NULL ) ? -1 : m_curGroup->GetGUID();
pIcarus->BufferWrite( &curGroupID, sizeof( curGroupID ) );
}
//Save out the task group name maps
taskGroupName_m::iterator tmi;
numWritten = 0;
STL_ITERATE( tmi, m_taskGroupNameMap )
{
name = ((*tmi).first).c_str();
//Make sure this is a valid string
assert( ( name != NULL ) && ( name[0] != NULL ) );
int length = strlen( name ) + 1;
//Save out the string size
//icarus->GetGame()->WriteSaveData( 'TGNL', &length, sizeof ( length ) );
pIcarus->BufferWrite( &length, sizeof( length ) );
//Write out the string
pIcarus->BufferWrite( (void *) name, length );
taskGroup = (*tmi).second;
id = taskGroup->GetGUID();
//Write out the ID
pIcarus->BufferWrite( &id, sizeof( id ) );
numWritten++;
}
assert (numWritten == numTaskGroups);
}
/*
-------------------------
Load
-------------------------
*/
void CTaskManager::Load( CIcarus* icarus )
{
unsigned char flags;
CTaskGroup *taskGroup;
CBlock *block;
CTask *task;
DWORD timeStamp;
bool completed;
void *bData;
int id, numTasks, numMembers;
int bID, bSize;
// Data expected/loaded here.
// Taskmanager GUID.
// Number of Tasks.
// Tasks:
// - GUID.
// - Timestamp.
// - Block/Command.
// Number of task groups.
// Task groups ID's.
// Task groups (data).
// - Parent.
// - Number of Commands.
// - Commands:
// + ID.
// + State of Completion.
// - Number of Completed Commands.
// Currently active group.
// Task group names:
// - String Size.
// - String.
// - ID.
CIcarus *pIcarus = (CIcarus *)IIcarusInterface::GetIcarus();
//Get the GUID
pIcarus->BufferRead( &m_GUID, sizeof( m_GUID ) );
//Get the number of tasks to follow
pIcarus->BufferRead( &numTasks, sizeof( numTasks ) );
//Reload all the tasks
int i;
for ( i = 0; i < numTasks; i++ )
{
task = new CTask;
assert( task );
//Get the GUID
pIcarus->BufferRead( &id, sizeof( id ) );
task->SetGUID( id );
//Get the time stamp
pIcarus->BufferRead( &timeStamp, sizeof( timeStamp ) );
task->SetTimeStamp( timeStamp );
//
// BLOCK LOADING
//
//Get the block ID and create a new container
pIcarus->BufferRead( &id, sizeof( id ) );
block = new CBlock;
block->Create( id );
//Read the block's flags
pIcarus->BufferRead( &flags, sizeof( flags ) );
block->SetFlags( flags );
//Get the number of block members
pIcarus->BufferRead( &numMembers, sizeof( numMembers ) );
for ( int j = 0; j < numMembers; j++ )
{
//Get the member ID
pIcarus->BufferRead( &bID, sizeof( bID ) );
//Get the member size
pIcarus->BufferRead( &bSize, sizeof( bSize ) );
//Get the member's data
if ( ( bData = icarus->GetGame()->Malloc( bSize ) ) == NULL )
{
assert( 0 );
return;
}
//Get the actual raw data
pIcarus->BufferRead( bData, bSize );
//Write out the correct type
switch ( bID )
{
case CIcarus::TK_FLOAT:
block->Write( CIcarus::TK_FLOAT, *(float *) bData, icarus );
break;
case CIcarus::TK_IDENTIFIER:
block->Write( CIcarus::TK_IDENTIFIER, (char *) bData , icarus);
break;
case CIcarus::TK_STRING:
block->Write( CIcarus::TK_STRING, (char *) bData , icarus);
break;
case CIcarus::TK_VECTOR:
block->Write( CIcarus::TK_VECTOR, *(vec3_t *) bData, icarus );
break;
case CIcarus::ID_RANDOM:
block->Write( CIcarus::ID_RANDOM, *(float *) bData, icarus );//ID_RANDOM );
break;
case CIcarus::ID_TAG:
block->Write( CIcarus::ID_TAG, (float) CIcarus::ID_TAG , icarus);
break;
case CIcarus::ID_GET:
block->Write( CIcarus::ID_GET, (float) CIcarus::ID_GET , icarus);
break;
default:
icarus->GetGame()->DebugPrint(IGameInterface::WL_ERROR, "Invalid Block id %d\n", bID);
assert( 0 );
break;
}
//Get rid of the temp memory
icarus->GetGame()->Free( bData );
}
task->SetBlock( block );
STL_INSERT( m_tasks, task );
}
//Load the task groups
int numTaskGroups;
//icarus->GetGame()->ReadSaveData( 'TG#G', &numTaskGroups, sizeof( numTaskGroups ) );
pIcarus->BufferRead( &numTaskGroups, sizeof( numTaskGroups ) );
if ( numTaskGroups == 0 )
return;
int *taskIDs = new int[ numTaskGroups ];
//Get the task group IDs
for ( i = 0; i < numTaskGroups; i++ )
{
//Creat a new task group
taskGroup = new CTaskGroup;
assert( taskGroup );
//Get this task group's ID
pIcarus->BufferRead( &taskIDs[i], sizeof( taskIDs[i] ) );
taskGroup->m_GUID = taskIDs[i];
m_taskGroupIDMap[ taskIDs[i] ] = taskGroup;
STL_INSERT( m_taskGroups, taskGroup );
}
//Recreate and load the task groups
for ( i = 0; i < numTaskGroups; i++ )
{
taskGroup = GetTaskGroup( taskIDs[i], icarus );
assert( taskGroup );
//Load the parent ID
pIcarus->BufferRead( &id, sizeof( id ) );
if ( id != -1 )
taskGroup->m_parent = ( GetTaskGroup( id, icarus ) != NULL ) ? GetTaskGroup( id, icarus ) : NULL;
//Get the number of commands in this group
pIcarus->BufferRead( &numMembers, sizeof( numMembers ) );
//Get each command and its completion state
for ( int j = 0; j < numMembers; j++ )
{
//Get the ID
pIcarus->BufferRead( &id, sizeof( id ) );
//Write out the state of completion
pIcarus->BufferRead( &completed, sizeof( completed ) );
//Save it out
taskGroup->m_completedTasks[ id ] = completed;
}
//Get the number of completed tasks
pIcarus->BufferRead( &taskGroup->m_numCompleted, sizeof( taskGroup->m_numCompleted ) );
}
//Reload the currently active group
int curGroupID;
pIcarus->BufferRead( &curGroupID, sizeof( curGroupID ) );
//Reload the map entries
for ( i = 0; i < numTaskGroups; i++ )
{
char name[1024];
int length;
//Get the size of the string
pIcarus->BufferRead( &length, sizeof( length ) );
//Get the string
pIcarus->BufferRead( &name, length );
//Get the id
pIcarus->BufferRead( &id, sizeof( id ) );
taskGroup = GetTaskGroup( id, icarus );
assert( taskGroup );
m_taskGroupNameMap[ name ] = taskGroup;
m_taskGroupIDMap[ taskGroup->GetGUID() ] = taskGroup;
}
m_curGroup = ( curGroupID == -1 ) ? NULL : m_taskGroupIDMap[curGroupID];
delete[] taskIDs;
}