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delobjs.cc
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delobjs.cc
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/*
* delobjs.cc - Game objects that have been removed, but need deleting.
*
* Copyright (C) 2000-2013 The Exult 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <vector>
#include "objs.h"
#include <SDL_timer.h>
#include "delobjs.h"
using std::vector;
struct Obj_with_time {
Game_object *obj;
unsigned int ticks;
Obj_with_time(Game_object *o, unsigned int t) : obj(o), ticks(t)
{ }
};
/*
* Remove and delete all objects.
*/
void Deleted_objects::flush(
) {
typedef vector<Obj_with_time> Obj_time_list;
if (empty())
return;
Obj_time_list keep;
keep.reserve(100);
// Wait at least 3 minutes.
unsigned int curtime = SDL_GetTicks();
for (std::map<Game_object *, unsigned int, Less_objs>::iterator X =
begin(); X != end(); ++X) {
Game_object *obj = (*X).first;
unsigned int ticks = (*X).second;
if (ticks < curtime)
delete obj;
else
keep.push_back(Obj_with_time(obj, ticks));
}
clear(); // Clear map.
for (Obj_time_list::iterator it = keep.begin(); it != keep.end(); ++it)
(*this)[(*it).obj] = (*it).ticks;
}