/* ** 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 . */ /* $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