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Fixed high CPU usage by mapHandler::hideObject

This commit is contained in:
DjWarmonger 2015-08-31 11:07:35 +02:00
parent fe2a72f543
commit 32f3f9d76d

View File

@ -1329,33 +1329,38 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = false */)
{
// do we actually need to search through the whole map for this?
for (size_t i=0; i<map->width; i++)
auto pos = obj->pos;
for (size_t i = pos.x; i > pos.x - obj->getWidth(); i--)
{
for (size_t j=0; j<map->height; j++)
for (size_t j = pos.y; j > pos.y - obj->getHeight(); j--)
{
for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
int3 t(i, j, pos.z);
if (!map->isInTheMap(t))
continue;
auto &objs = ttiles[i][j][pos.z].objects;
for (size_t x = 0; x < objs.size(); x++)
{
auto &objs = ttiles[i][j][k].objects;
for(size_t x=0; x < objs.size(); x++)
auto ourObj = objs[x].obj;
if (ourObj && ourObj->id == obj->id)
{
if (objs[x].obj && objs[x].obj->id == obj->id)
if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
{
if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
{
if (startObjectFade(objs[x], false, int3(i, j, k)))
objs[x].obj = nullptr;
else
objs.erase(objs.begin() + x);
}
if (startObjectFade(objs[x], false, t))
objs[x].obj = nullptr; //set original pointer to null
else
objs.erase(objs.begin() + x);
break;
}
else
objs.erase(objs.begin() + x);
break;
}
}
}
}
return true;
}
bool CMapHandler::removeObject(CGObjectInstance *obj, bool fadeout /* = false */)