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