// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: p_tick.c 1228 2016-05-24 17:02:51Z wesleyjohnson $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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 2
// 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.
//
//
// $Log: p_tick.c,v $
// Revision 1.6  2001/01/25 22:15:44  bpereira
// added heretic support
//
// Revision 1.5  2000/11/02 17:50:09  stroggonmeth
// Big 3Dfloors & FraggleScript commit!!
//
// Revision 1.4  2000/10/21 08:43:31  bpereira
// Revision 1.3  2000/10/08 13:30:01  bpereira
// Revision 1.2  2000/02/27 00:42:10  hurdler
// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      Archiving: SaveGame I/O.
//      Thinker, Ticker.
//
//-----------------------------------------------------------------------------


#include "doomstat.h"
#include "g_game.h"
#include "p_local.h"
#include "z_zone.h"
#include "t_script.h"



tic_t     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)
{
    // Setup an action function that does removal.
    thinker->function.acp1 = (actionf_p1) T_RemoveThinker;
}

// Thinker function that removes the thinker.
void T_RemoveThinker( thinker_t* remthink )
{
    // Unlink and delete the thinker
    remthink->next->prev = remthink->prev;
    remthink->prev->next = remthink->next;
    Z_Free (remthink);  // mobj, etc.
}


//
// P_RunThinkers
//
void P_RunThinkers (void)
{
    thinker_t*  currentthinker;
    thinker_t*  next_thinker;

    currentthinker = thinkercap.next;
    while (currentthinker != &thinkercap)
    {
        next_thinker = currentthinker->next;  // because of T_RemoveThinker
        if (currentthinker->function.acp1)
            currentthinker->function.acp1 (currentthinker);
        currentthinker = next_thinker;
    }
}



//
// P_Ticker
//

void P_Ticker (void)
{
    int         i;

    // run the tic
    if (paused || (!netgame && menuactive && !demoplayback))
        return;

    for (i=0 ; i<MAXPLAYERS ; i++)
        if (playeringame[i])
            P_PlayerThink (&players[i]);

    P_RunThinkers ();
    P_UpdateSpecials ();
    P_RespawnSpecials ();
    P_AmbientSound();

    // for par times
    leveltime++;

#ifdef FRAGGLESCRIPT
    // SoM: Update FraggleScript...
    T_DelayedScripts();
#endif
}
