ugfx/demos/3rdparty/doom/p_tick.c
inmarket 39adfff2a9 demo - DOOM the game.
Runs but not quite functional yet (requires user input to be completed).
Shareware WAD file. Please read README.txt and DOOMLIC.txt
2013-12-24 01:00:14 +10:00

159 lines
2.9 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
rcsid[] = "$Id: p_tick.c,v 1.4 1997/02/03 16:47:55 b1 Exp $";
#include "z_zone.h"
#include "p_local.h"
#include "doomstat.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)
{
thinkercap.prev->next = thinker;
thinker->next = &thinkercap;
thinker->prev = thinkercap.prev;
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.acv = (actionf_v)(-1);
}
//
// 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.acv == (actionf_v)(-1) )
{
// time to remove it
currentthinker->next->prev = currentthinker->prev;
currentthinker->prev->next = currentthinker->next;
Z_Free (currentthinker);
}
else
{
if (currentthinker->function.acp1)
currentthinker->function.acp1 (currentthinker);
}
currentthinker = currentthinker->next;
}
}
//
// P_Ticker
//
void P_Ticker (void)
{
int i;
// run the tic
if (paused)
return;
// pause if in menu and at least one tic has been run
if ( !netgame
&& menuactive
&& !demoplayback
&& players[consoleplayer].viewz != 1)
{
return;
}
for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[i])
P_PlayerThink (&players[i]);
P_RunThinkers ();
P_UpdateSpecials ();
P_RespawnSpecials ();
// for par times
leveltime++;
}