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