sourcemod/plugins/include/timers.inc
Scott Ehlert 251cced1f8 Spring Cleaning, Part Ichi (1)
Various minor things done to project files
Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way)
Updated regex project file and makefile

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
2008-03-30 07:00:22 +00:00

200 lines
7.7 KiB
SourcePawn

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* 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, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _timers_included
#endinput
#endif
#define _timers_included
#include <datapack>
#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
#define TIMER_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its value when finished */
/**
* Any of the following prototypes will work for a timed function.
*/
funcenum Timer
{
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param hndl Handle passed when the timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer, Handle:hndl),
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param value Value passed when the timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer, any:value),
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer),
};
/**
* Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param value Handle or value to give to the timer function.
* @param flags Flags to set (such as repeatability or auto-Handle closing).
* @return Handle to the timer object. You do not need to call CloseHandle().
* If the timer could not be created, INVALID_HANDLE will be returned.
*/
native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0);
/**
* Kills a timer. Use this instead of CloseHandle() if you need more options.
*
* @param autoClose If autoClose is true, the timer's value will be
* closed as a handle if TIMER_HNDL_CLOSE was not specified.
* @noreturn
*/
native KillTimer(Handle:timer, bool:autoClose=false);
/**
* Manually triggers a timer so its function will be called.
*
* @param timer Timer Handle to trigger.
* @param reset If reset is true, the elapsed time counter is reset
* so the full interval must pass again.
* @noreturn
*/
native TriggerTimer(Handle:timer, bool:reset=false);
/**
* Returns the simulated game time.
*
* This time is internally maintained by SourceMod and is based on the game
* tick count and tick rate. Unlike GetGameTime(), it will increment past
* map changes and while no players are connected. Unlike GetEngineTime(),
* it will not increment based on the system clock (i.e. it is still bound
* to the ticking process).
*
* @return Time based on the game tick count.
*/
native Float:GetTickedTime();
/**
* Returns an estimate of the time left before the map ends. If the server
* has not processed any frames yet (i.e. no players have joined the map yet),
* then the time left returned will always be infinite.
*
* @param timeleft Variable to store the time, in seconds. If the
* value is less than 0, the time limit is infinite.
* @return True if the operation is supported, false otherwise.
*/
native bool:GetMapTimeLeft(&timeleft);
/**
* Retrieves the current map time limit. If the server has not processed any
* frames yet (i.e. no players have joined the map yet), then the time limit
* returned will always be 0.
*
* @param time Set to the number of total seconds in the map time
* limit, or 0 if there is no time limit set.
* @return True on success, false if operation is not supported.
*/
native bool:GetMapTimeLimit(&time);
/**
* Extends the map time limit in a way that will notify all plugins.
*
* @param time Number of seconds to extend map time limit by.
* The number can be negative to decrease the time limit.
* If 0, the map will be set to have no time limit.
* @return True on success, false if operation is not supported.
*/
native bool:ExtendMapTimeLimit(time);
/**
* Notification that the map's time left has changed via a change in the time
* limit or a change in the game rules (such as mp_restartgame). This is useful
* for plugins trying to create timers based on the time left in the map.
*
* Calling ExtendMapTimeLimit() from here, without proper precaution, will
* cause infinite recursion.
*
* If the operation is not supported, this will never be called.
* If the server has not yet processed any frames (i.e. no players have joined
* the map yet), then this will be called once the server begins ticking, even
* if there is no time limit set.
*/
forward OnMapTimeLeftChanged();
/**
* Returns whether or not the server is processing frames or not.
*
* The server does not process frames until at least one client joins the game.
* Once the first player has in, even if that player, leaves, the server's
* timers and entities will work.
*
* @return True if the server is ticking, false otherwise.
*/
native bool:IsServerProcessing();
/**
* Creates a timer associated with a new data pack, and returns the datapack.
* @note The datapack is automatically freed when the timer ends.
* @note The position of the datapack is not reset or changed for the timer function.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param data The newly created datapack is passed though this by-reference parameter.
* @param flags Timer flags.
* @return Handle to the timer object. You do not need to call CloseHandle().
*/
stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags=0)
{
data = CreateDataPack();
flags |= TIMER_HNDL_CLOSE;
return CreateTimer(interval, func, data, flags);
}