etqw-sdk/source/game/script/Script_Thread.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __SCRIPT_THREAD_H__
#define __SCRIPT_THREAD_H__
#include "Script_Interpreter.h"
#include "Script_SysCall.h"
class idThread : public sdSysCallThread {
private:
int waitingUntil;
bool waitFrame;
idInterpreter interpreter;
int threadNum;
idStr threadName;
idLinkList< idThread > threadNode;
int lastExecuteTime;
int creationTime;
bool manualControl;
bool guiThread;
static idThread* currentThread;
static int threadIndex;
static idLinkList< idThread > threadList;
static idList< int > threadNumList;
static idBlockAlloc< idThread, 16 > threadAllocator;
void Init( void );
void Pause( void );
void Finalize( void );
public:
CLASS_PROTOTYPE( idThread );
idThread();
void Init( idInterpreter *source, const sdProgram::sdFunction* func, int args, bool guiThread );
virtual ~idThread();
// tells the thread manager not to delete this thread when it ends
void ManualDelete( void );
void AutoDelete( void );
void WaitMS( int time );
void WaitFrame( void );
virtual void Wait( float time );
virtual void Assert( void );
virtual void CallFunction( const sdProgram::sdFunction* func );
virtual void CallFunction( idScriptObject* object, const sdProgram::sdFunction* func );
virtual void SetName( const char* name );
virtual bool IsWaiting( void ) const { return waitingUntil > gameLocal.time; }
virtual bool IsDying( void ) const { return interpreter.threadDying; };
idInterpreter& GetInterpreter( void ) { return interpreter; }
void DisplayInfo();
static idThread* GetThread( int num );
static void ListThreads( void );
static void PruneThreads( void );
static void Restart( void );
static idThread* AllocThread( void );
static void FreeThread( idThread* thread );
static idLinkList<idThread>*GetThreads ( void );
bool IsDoneProcessing ( void );
void End( void );
static void KillThread( const char *name );
static void KillThread( int num );
bool Execute( void );
void ManualControl( void ) { manualControl = true; CancelEvents( &EV_Thread_Execute ); };
void DoneProcessing( void ) { interpreter.doneProcessing = true; };
void ContinueProcessing( void ) { interpreter.doneProcessing = false; };
void EndThread( void );
void ClearWaitFor( void );
void DelayedStart( int delay );
void SetThreadNum( int num );
int GetThreadNum( void );
const char *GetThreadName( void );
void Error( const char* text ) const;
void Warning( const char *fmt, ... ) const;
static int GetFreeThreadNum( void );
static idThread* CurrentThread( void );
static int CurrentThreadNum( void );
virtual const char* CurrentFile( void ) const;
virtual int CurrentLine( void ) const;
virtual void StackTrace( void ) const;
void Event_Remove( void );
};
/*
================
idThread::SetThreadNum
================
*/
ID_INLINE void idThread::SetThreadNum( int num ) {
threadNum = num;
}
/*
================
idThread::GetThreadNum
================
*/
ID_INLINE int idThread::GetThreadNum( void ) {
return threadNum;
}
/*
================
idThread::GetThreadName
================
*/
ID_INLINE const char *idThread::GetThreadName( void ) {
return threadName.c_str();
}
/*
================
idThread::GetThreads
================
*/
ID_INLINE idLinkList<idThread>* idThread::GetThreads ( void ) {
return &threadList;
}
/*
================
idThread::IsDoneProcessing
================
*/
ID_INLINE bool idThread::IsDoneProcessing ( void ) {
return interpreter.doneProcessing;
}
#endif /* !__SCRIPT_THREAD_H__ */