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https://github.com/ioquake/jedi-academy.git
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227 lines
5.4 KiB
C++
227 lines
5.4 KiB
C++
// Task Manager header file
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#ifndef __TASK_MANAGER__
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#define __TASK_MANAGER__
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typedef unsigned long DWORD;
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#define MAX_TASK_NAME 64
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#define TASKFLAG_NORMAL 0x00000000
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const int RUNAWAY_LIMIT = 256;
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enum
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{
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TASK_RETURN_COMPLETE,
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TASK_RETURN_FAILED,
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};
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enum
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{
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TASK_OK,
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TASK_FAILED,
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TASK_START,
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TASK_END,
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};
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// CTask
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class CTask
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{
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public:
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CTask();
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~CTask();
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static CTask *Create( int GUID, CBlock *block );
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void Free( void );
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DWORD GetTimeStamp( void ) const { return m_timeStamp; }
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CBlock *GetBlock( void ) const { return m_block; }
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int GetGUID( void) const { return m_id; }
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int GetID( void ) const { return m_block->GetBlockID(); }
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void SetTimeStamp( DWORD timeStamp ) { m_timeStamp = timeStamp; }
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void SetBlock( CBlock *block ) { m_block = block; }
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void SetGUID( int id ) { m_id = id; }
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// Overloaded new operator.
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inline void *operator new( size_t size )
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{ // Allocate the memory.
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return IGameInterface::GetGame()->Malloc( size );
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}
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// Overloaded delete operator.
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inline void operator delete( void *pRawData )
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{ // Free the Memory.
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IGameInterface::GetGame()->Free( pRawData );
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}
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protected:
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int m_id;
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DWORD m_timeStamp;
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CBlock *m_block;
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};
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// CTaskGroup
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class CTaskGroup
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{
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public:
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typedef map < int, bool > taskCallback_m;
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CTaskGroup( void );
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~CTaskGroup( void );
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void Init( void );
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int Add( CTask *task );
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void SetGUID( int GUID );
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void SetParent( CTaskGroup *group ) { m_parent = group; }
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bool Complete(void) const { return ( m_numCompleted == m_completedTasks.size() ); }
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bool MarkTaskComplete( int id );
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CTaskGroup *GetParent( void ) const { return m_parent; }
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int GetGUID( void ) const { return m_GUID; }
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// Overloaded new operator.
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static void *operator new( size_t size )
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{ // Allocate the memory.
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return IGameInterface::GetGame()->Malloc( size );
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}
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// Overloaded delete operator.
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static void operator delete( void *pRawData )
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{ // Free the Memory.
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IGameInterface::GetGame()->Free( pRawData );
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}
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//protected:
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taskCallback_m m_completedTasks;
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CTaskGroup *m_parent;
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unsigned int m_numCompleted;
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int m_GUID;
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};
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// CTaskManager
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class CSequencer;
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class CTaskManager
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{
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typedef map < int, CTask * > taskID_m;
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typedef map < string, CTaskGroup * > taskGroupName_m;
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typedef map < int, CTaskGroup * > taskGroupID_m;
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typedef vector < CTaskGroup * > taskGroup_v;
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typedef list < CTask *> tasks_l;
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public:
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CTaskManager();
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~CTaskManager();
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int GetID();
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static CTaskManager *Create( void );
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CBlock *GetCurrentTask( void );
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int Init( CSequencer *owner );
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int Free( void );
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int Flush( void );
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int SetCommand( CBlock *block, int type, CIcarus* icarus );
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int Completed( int id );
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int Update( CIcarus* icarus );
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int IsRunning( void ) const { return(!m_tasks.empty()); };
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bool IsResident( void ) const { return m_resident;};
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CTaskGroup *AddTaskGroup( const char *name , CIcarus* icarus);
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CTaskGroup *GetTaskGroup( const char *name, CIcarus* icarus);
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CTaskGroup *GetTaskGroup( int id, CIcarus* icarus );
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int MarkTask( int id, int operation, CIcarus* icarus );
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CBlock *RecallTask( void );
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void Save();
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void Load( CIcarus* icarus );
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// Overloaded new operator.
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inline void* operator new( size_t size )
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{ // Allocate the memory.
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return IGameInterface::GetGame()->Malloc( size );
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}
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// Overloaded delete operator.
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inline void operator delete( void *pRawData )
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{ // Free the Memory.
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IGameInterface::GetGame()->Free( pRawData );
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}
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protected:
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int Go( CIcarus* icarus ); //Heartbeat function called once per game frame
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int CallbackCommand( CTask *task, int returnCode, CIcarus* icarus );
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inline bool Check( int targetID, CBlock *block, int memberNum ) const;
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int GetVector( int entID, CBlock *block, int &memberNum, vec3_t &value, CIcarus* icarus );
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int GetFloat( int entID, CBlock *block, int &memberNum, float &value, CIcarus* icarus );
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int Get( int entID, CBlock *block, int &memberNum, char **value, CIcarus* icarus );
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int PushTask( CTask *task, int flag );
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CTask *PopTask( int flag );
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// Task functions
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int Rotate( CTask *task, CIcarus* icarus );
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int Remove( CTask *task , CIcarus* icarus);
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int Camera( CTask *task, CIcarus* icarus );
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int Print( CTask *task , CIcarus* icarus);
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int Sound( CTask *task, CIcarus* icarus );
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int Move( CTask *task , CIcarus* icarus);
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int Kill( CTask *task , CIcarus* icarus);
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int Set( CTask *task, CIcarus* icarus );
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int Use( CTask *task , CIcarus* icarus);
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int DeclareVariable( CTask *task , CIcarus* icarus);
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int FreeVariable( CTask *task, CIcarus* icarus );
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int Signal( CTask *task , CIcarus* icarus);
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int Play( CTask *task , CIcarus* icarus);
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int Wait( CTask *task, bool &completed, CIcarus* icarus );
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int WaitSignal( CTask *task, bool &completed, CIcarus* icarus);
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int SaveCommand( CBlock *block );
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// Variables
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CSequencer *m_owner;
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int m_ownerID;
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CTaskGroup *m_curGroup;
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taskGroup_v m_taskGroups;
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tasks_l m_tasks;
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int m_GUID;
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int m_count;
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taskGroupName_m m_taskGroupNameMap;
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taskGroupID_m m_taskGroupIDMap;
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bool m_resident;
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int m_id;
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//CTask *m_waitTask; //Global pointer to the current task that is waiting for callback completion
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};
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#endif //__TASK_MANAGER__
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