CnC_Remastered_Collection/TIBERIANDAWN/FTIMER.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

89 lines
3.9 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\ftimer.h_v 2.14 16 Oct 1995 16:47:28 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : FTIMER.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 03/16/95 *
* *
* Last Update : March 16, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef FTIMER_H
#define FTIMER_H
/*
** This timer class is based around an external tick system. As such, it is inherently
** in sync with any connected system (through network or modem) that also keeps the external
** tick system in sync. The game frame number is a good sync value.
*/
class TCountDownTimerClass {
public:
// Constructor. Timers set before low level init has been done will not
// be able to be 'Started' or 'on' until timer system is in place.
TCountDownTimerClass(long set=0) {
Set(set);
};
// No destructor.
~TCountDownTimerClass(void) {}
operator long(void) const {return Time();};
// Public functions
void Set(long set) {
Started = Frame;
DelayTime = set;
}; // Set count down value.
void Clear(void) {
Started = -1;
DelayTime = 0;
};
long Get_Start(void) const {
return(Started);
};
long Get_Delay(void) const {
return(DelayTime);
};
bool Active(void) const {
return(Started != -1);
};
int Expired(void) const {return (Time() == 0);};
long Time(void) const {
long remain = DelayTime - (Frame-Started);
if (remain < 0) remain = 0;
return(remain);
}; // Fetch current count down value.
protected:
long Started; // Initial frame time start.
long DelayTime; // Ticks remaining before countdown timer expires.
};
#endif