| 877 | } |
| 878 | |
| 879 | void CGameItem::AddMultiObject(CMultiObject *obj) |
| 880 | { |
| 881 | if (m_Items == nullptr) |
| 882 | { |
| 883 | m_Items = new CMulti(obj->GetX(), obj->GetY()); |
| 884 | m_Items->m_Next = nullptr; |
| 885 | m_Items->m_Items = obj; |
| 886 | obj->m_Next = nullptr; |
| 887 | obj->m_Prev = nullptr; |
| 888 | } |
| 889 | else |
| 890 | { |
| 891 | CMulti *multi = GetMultiAtXY(obj->GetX(), obj->GetY()); |
| 892 | if (multi != nullptr) |
| 893 | { |
| 894 | QFOR(multiobj, multi->m_Items, CMultiObject *) |
| 895 | { |
| 896 | if (obj->GetZ() < multiobj->GetZ()) |
| 897 | { |
| 898 | if (multiobj->m_Prev == nullptr) |
| 899 | { |
| 900 | multi->Insert(multiobj->m_Prev, obj); |
| 901 | } |
| 902 | else |
| 903 | { |
| 904 | multi->Insert(multiobj, obj); |
| 905 | } |
| 906 | |
| 907 | return; |
| 908 | } |
| 909 | |
| 910 | if (multiobj->m_Next == nullptr) |
| 911 | { |
| 912 | multiobj->m_Next = obj; |
| 913 | obj->m_Prev = multiobj; |
| 914 | obj->m_Next = nullptr; |
| 915 | |
| 916 | return; |
| 917 | } |
| 918 | } |
| 919 | |
| 920 | //Если пришли сюда - что-то пошло не так |
| 921 | } |
| 922 | else |
| 923 | { |
| 924 | // FIXME: check potential leak |
| 925 | CMulti *newmulti = new CMulti(obj->GetX(), obj->GetY()); |
| 926 | newmulti->m_Next = nullptr; |
| 927 | newmulti->m_Items = obj; |
| 928 | obj->m_Next = nullptr; |
| 929 | obj->m_Prev = nullptr; |
| 930 | |
| 931 | QFOR(subMulti, m_Items, CMulti *) |
| 932 | { |
| 933 | if (subMulti->m_Next == nullptr) |
| 934 | { |
| 935 | subMulti->m_Next = newmulti; |
| 936 | newmulti->m_Prev = subMulti; |