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