mirror of
https://github.com/electronicarts/CnC_Tiberian_Dawn.git
synced 2025-12-14 14:41:39 -05:00
Initial commit of Command & Conquer source code.
This commit is contained in:
91
FTIMER.H
Normal file
91
FTIMER.H
Normal file
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
** Command & Conquer(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/* $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
|
||||
Reference in New Issue
Block a user