CGDoom/cgdoom/p_tick.c

178 lines
3.9 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Archiving: SaveGame I/O.
// Thinker, Ticker.
//
//-----------------------------------------------------------------------------
//static const char
#include "z_zone.h"
#include "p_local.h"
#include "doomstat.h"
#include "i_system.h"
int leveltime;
//
// THINKERS
// All thinkers should be allocated by Z_Malloc
// so they can be operated on uniformly.
// The actual structures will vary in size,
// but the first element must be thinker_t.
//
// Both the head and tail of the thinker list.
thinker_t thinkercap;
//
// P_InitThinkers
//
void P_InitThinkers (void)
{
thinkercap.prev = thinkercap.next = &thinkercap;
}
//
// P_AddThinker
// Adds a new thinker at the end of the list.
//
void P_AddThinker (thinker_t* thinker, void* tgt)
{
thinkercap.prev->next = thinker;
thinker->next = &thinkercap;
thinker->prev = thinkercap.prev;
thinker->target= tgt;
thinkercap.prev = thinker;
}
//
// P_RemoveThinker
// Deallocation is lazy -- it will not actually be freed
// until its thinking turn comes up.
//
void P_RemoveThinker (thinker_t* thinker)
{
// FIXME: NOP.
thinker->function = TT_Ded;
}
/*//
// P_AllocateThinker
// Allocates memory and adds a new thinker at the end of the list.
//
void P_AllocateThinker (thinker_t* thinker)
{
}*/
//
// P_RunThinkers
//
void P_RunThinkers (void)
{
thinker_t* currentthinker;
currentthinker = thinkercap.next;
while (currentthinker != &thinkercap)
{
if ( currentthinker->function == TT_Ded )
{
//I_Error("fucks, thinker died");
// time to remove it
currentthinker->next->prev = currentthinker->prev;
currentthinker->prev->next = currentthinker->next;
Z_Free (currentthinker);
}
else
{
// If action not null...
if (currentthinker->function)
{
// ...execute its action (since we've removed the function pointers, we're doing it in an old fashioned way...)
switch (currentthinker->function)
{
case TP_MobjThinker:P_MobjThinker((mobj_t*)currentthinker->target);break;
case TT_MoveCeiling:T_MoveCeiling((ceiling_t*)currentthinker->target);break;
case TT_VerticalDoor:T_VerticalDoor((vldoor_t*)currentthinker->target);break;
case TT_PlatRaise:T_PlatRaise((plat_t*)currentthinker->target);break;
case TT_MoveFloor:T_MoveFloor((floormove_t*)currentthinker->target);break;
case TT_LightFlash:T_LightFlash((lightflash_t*)currentthinker->target);break;
case TT_StrobeFlash:T_StrobeFlash((strobe_t*)currentthinker->target);break;
case TT_Glow:T_Glow((glow_t*)currentthinker->target);break;
case TT_FireFlicker:T_FireFlicker((fireflicker_t*)currentthinker->target);break;
default:
I_Error("UNDEFINED OBJ FUNCTION");
break;
}
//I_Error("TSB");
//currentthinker->function (currentthinker);
//currentthinker->function (currentthinker,NULL);
}
}
currentthinker = currentthinker->next;
}
}
//
// P_Ticker
//
void P_Ticker (void)
{
// run the tic
if (paused)
return;
// pause if in menu and at least one tic has been run
if ( menuactive && players[consoleplayer].viewz != 1)
{
return;
}
if (playeringame[0])
P_PlayerThink (&players[0]);
P_RunThinkers ();
P_UpdateSpecials ();
P_RespawnSpecials ();
// for par times
leveltime++;
}