stvoy-sp-sdk/icarus/taskmanager.h

190 lines
3.9 KiB
C++

// 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__