/* * delobjs.cc - Game objects that have been removed, but need deleting. * * Copyright (C) 2000-2001 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 #endif #include #include "objs.h" #include #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_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::iterator X = begin(); X != end(); ++X) { Game_object *obj = (*X).first; 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; }