openclonk/planet/System.ocg/Schedule.c

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/*--
Schedule.c
Authors:
Schedule can be used to execute scripts or functions repetitively with delay.
--*/
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// Executes a script repetitively with delay.
global func Schedule(object obj, string script, int interval, int repeats)
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{
// Defaults.
if (!repeats)
repeats = 1;
// Create effect.
var effect = AddEffect("IntSchedule", obj, 1, interval, obj);
if (!effect)
return false;
// Set variables.
effect.Script = script;
effect.Repeats = repeats;
return true;
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}
global func FxIntScheduleTimer(object obj, proplist effect)
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{
// Just a specific number of repeats.
var done = --effect.Repeats <= 0;
// Execute.
eval(effect.Script);
// Remove schedule if done.
if (done)
return FX_Execute_Kill;
return FX_OK;
}
// Adds a timed call to an object, replacement of DefCore TimerCall.
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global func AddTimer(call_function, int interval)
{
if (!this)
return false;
// Default to one second.
if (interval == nil)
interval = 36;
// Create effect and add function and repeat infinitely.
var effect = AddEffect("IntScheduleCall", this, 1, interval, this);
effect.Function = call_function;
effect.NoStop = true;
effect.Pars = [];
return true;
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}
// removes a timer from an object that was added earlier with AddTimer. This removes exactly one timer that fits to the name and returns true on success
global func RemoveTimer(call_function /* name or pointer to the timer to remove */)
{
if(!this)
return false;
var effect, index = 0;
while(effect = GetEffect("IntScheduleCall", this, index++))
{
if(effect.Function != call_function) continue;
if(effect.NoStop != true) continue;
RemoveEffect(nil, this, effect);
return true;
}
// not found
return false;
}
// Executes a function repetitively with delay.
global func ScheduleCall(object obj, call_function, int interval, int repeats, par0, par1, par2, par3, par4)
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{
// Defaults.
if (!repeats)
repeats = 1;
// Create effect.
var effect = AddEffect("IntScheduleCall", obj, 1, interval, obj);
if (!effect)
return false;
// Set variables.
effect.Function = call_function;
effect.Repeats = repeats;
effect.Pars = [par0, par1, par2, par3, par4];
return true;
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}
global func FxIntScheduleCallTimer(object obj, proplist effect)
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{
// Just a specific number of repeats.
var done = --effect.Repeats <= 0;
// Execute.
Call(effect.Function, effect.Pars[0], effect.Pars[1], effect.Pars[2], effect.Pars[3], effect.Pars[4]);
// Remove schedule call if done, take into account infinite schedules.
if (done && !effect.NoStop)
return FX_Execute_Kill;
return FX_OK;
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}
global func ClearScheduleCall(object obj, call_function)
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{
var i, effect;
// Count downwards from effectnumber, to remove effects.
i = GetEffectCount("IntScheduleCall", obj);
while (i--)
// Check All ScheduleCall-Effects.
if (effect = GetEffect("IntScheduleCall", obj, i))
// Found right function.
if (effect.Function == call_function)
// Remove effect.
RemoveEffect(nil, obj, effect);
return;
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}