scummvm/engines/illusions/thread.h
2020-03-01 10:45:32 +11:00

119 lines
3.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ILLUSIONS_THREAD_H
#define ILLUSIONS_THREAD_H
#include "common/list.h"
namespace Illusions {
class IllusionsEngine;
enum ThreadType {
kTTScriptThread = 1,
kTTTimerThread = 2,
kTTTalkThread = 3,
kTTAbortableThread = 4,
kTTSpecialThread = 5,
kTTCauseThread = 6
};
enum ThreadStatus {
kTSTerminate = 1,
kTSYield = 2,
kTSSuspend = 3,
kTSRun = 4
};
class Thread {
public:
Thread(IllusionsEngine *vm, uint32 threadId, uint32 callingThreadId, uint notifyFlags);
virtual ~Thread();
virtual int onUpdate();
virtual void onSuspend();
virtual void onNotify();
virtual void onPause();
virtual void onUnpause();
virtual void onResume();
virtual void onTerminated();
virtual void onKill();
virtual uint32 sendMessage(int msgNum, uint32 msgValue);
void pause();
void unpause();
void resume();
void suspend();
void notify();
int update();
void terminate();
public:
IllusionsEngine *_vm;
//field_0 dw
int _pauseCtr;
bool _terminated;
//field_6 dw
uint _type;
uint32 _threadId;
uint32 _callingThreadId;
uint32 _sceneId;
uint _notifyFlags;
};
class ThreadList {
public:
ThreadList(IllusionsEngine *vm);
void startThread(Thread *thread);
void updateThreads();
Thread *findThread(uint32 threadId);
void suspendId(uint32 threadId);
void notifyId(uint32 threadId);
void notifyTimerThreads(uint32 callingThreadId);
void suspendTimerThreads(uint32 callingThreadId);
void terminateThreads(uint32 threadId);
void terminateActiveThreads(uint32 threadId);
void terminateThreadsBySceneId(uint32 sceneId, uint32 threadId);
void suspendThreadsBySceneId(uint32 sceneId, uint32 threadId);
void notifyThreads(uint32 threadId);
void notifyThreadsBySceneId(uint32 sceneId, uint32 threadId);
void pauseThreads(uint32 threadId);
void unpauseThreads(uint32 threadId);
void suspendThreads(uint32 threadId);
void resumeThreads(uint32 threadId);
void endTalkThreads();
void endTalkThreadsNoNotify();
void terminateThreadChain(uint32 threadId);
void killThread(uint32 threadId);
void setThreadSceneId(uint32 threadId, uint32 sceneId);
uint32 getThreadSceneId(uint32 threadId);
bool isActiveThread(int msgNum);
~ThreadList();
protected:
typedef Common::List<Thread*> List;
typedef List::iterator Iterator;
IllusionsEngine *_vm;
List _threads;
};
} // End of namespace Illusions
#endif // ILLUSIONS_THREAD_H