openclonk/planet/System.ocg/Schedule.c

117 lines
2.9 KiB
C

/**
Schedule.c
Schedule can be used to execute scripts or functions repetitively with delay.
@author
*/
// Executes a script repetitively with delay.
// documented in /docs/sdk/script/fn
global func Schedule(object obj, string script, int interval, int repeats)
{
// Defaults.
if (!repeats)
repeats = 1;
// Create effect.
var fx = AddEffect("IntSchedule", obj, 1, interval, obj);
if (!fx)
return false;
// Set variables.
fx.Script = script;
fx.Repeats = repeats;
return true;
}
global func FxIntScheduleTimer(object obj, effect fx)
{
// Just a specific number of repeats.
var done = --fx.Repeats <= 0;
// Execute.
eval(fx.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.
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 fx = AddEffect("IntScheduleCall", this, 1, interval, this);
fx.Function = call_function;
fx.NoStop = true;
fx.Pars = [];
return true;
}
// 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 fx, index = 0;
while(fx = GetEffect("IntScheduleCall", this, index++))
{
if(fx.Function != call_function) continue;
if(fx.NoStop != true) continue;
RemoveEffect(nil, this, fx);
return true;
}
// not found
return false;
}
// Executes a function repetitively with delay.
// documented in /docs/sdk/script/fn
global func ScheduleCall(object obj, call_function, int interval, int repeats, par0, par1, par2, par3, par4)
{
// Defaults.
if (!repeats)
repeats = 1;
// Create effect.
var fx = AddEffect("IntScheduleCall", obj, 1, interval, obj);
if (!fx)
return false;
// Set variables.
fx.Function = call_function;
fx.Repeats = repeats;
fx.Pars = [par0, par1, par2, par3, par4];
return true;
}
global func FxIntScheduleCallTimer(object obj, effect fx)
{
// Just a specific number of repeats.
var done = --fx.Repeats <= 0;
// Execute.
Call(fx.Function, fx.Pars[0], fx.Pars[1], fx.Pars[2], fx.Pars[3], fx.Pars[4]);
// Remove schedule call if done, take into account infinite schedules.
if (done && !fx.NoStop)
return FX_Execute_Kill;
return FX_OK;
}
// documented in /docs/sdk/script/fn
global func ClearScheduleCall(object obj, call_function)
{
var i;
// Count downwards from effectnumber, to remove effects.
i = GetEffectCount("IntScheduleCall", obj);
while (i--) {
// Check All ScheduleCall-Effects.
var fx = GetEffect("IntScheduleCall", obj, i);
if (fx && fx.Function == call_function)
// Found right function. Remove effect.
RemoveEffect(nil, obj, fx);
}
return;
}