Пример #1
0
void CSector::GoAwake()
{
    ADDTOCALLSTACK("CSector::GoAwake");
    ProfileTask charactersTask(PROFILE_TIMERS);
    CTimedObject::GoAwake();  // Awake it first, otherwise other things won't work.

    CChar * pCharNext = nullptr;
    CChar * pChar = static_cast <CChar*>(m_Chars_Active.GetHead());
    for (; pChar != nullptr; pChar = pCharNext)
    {
        pCharNext = pChar->GetNext();
        if (pChar->IsSleeping())
            pChar->GoAwake();
    }

    pChar = static_cast<CChar*>(m_Chars_Disconnect.GetHead());
    for (; pChar != nullptr; pChar = pCharNext)
    {
        pCharNext = pChar->GetNext();
        if (pChar->IsSleeping())
            pChar->GoAwake();
    }

    CItem * pItemNext = nullptr;
    CItem * pItem = static_cast <CItem*>(m_Items_Timer.GetHead());
    for (; pItem != nullptr; pItem = pItemNext)
    {
        pItemNext = pItem->GetNext();
		if (pItem->IsSleeping())
        	pItem->GoAwake();
    }
    pItem = static_cast <CItem*>(m_Items_Inert.GetHead());
    for (; pItem != nullptr; pItem = pItemNext)
    {
        pItemNext = pItem->GetNext();
        if (pItem->IsSleeping())
			pItem->GoAwake();
    }

    /*
    * Awake adjacent sectors when awaking this one to avoid the effect
    * of NPCs being stop until you enter the sector, or all the spawns
    * generating NPCs at once.
    */
    static CSector *pCentral = nullptr;   // do this only for the awaken sector
    if (!pCentral)
    {
        pCentral = this;  
        for (int i = 0; i < (int)DIR_QTY; ++i)
        {
            CSector *pSector = GetAdjacentSector((DIR_TYPE)i);
            if (pSector && !pSector->IsSleeping())
            {
                pSector->GoAwake();
            }
        }
        pCentral = nullptr;
    }
    OnTick();   // Unknown time passed, make the sector tick now to reflect any possible environ changes.
}