Avoid redundant per-frame calls to getDbProp("UI:VARIABLES:TOTAL_MALUS_EQUIP", false)
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beff07c398
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2 changed files with 9 additions and 2 deletions
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@ -941,6 +941,8 @@ void CSPhraseManager::reset()
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CSkillManager *pSM= CSkillManager::getInstance();
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CSkillManager *pSM= CSkillManager::getInstance();
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pBM->removeBrickLearnedCallback(&_ProgressionUpdate);
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pBM->removeBrickLearnedCallback(&_ProgressionUpdate);
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pSM->removeSkillChangeCallback(&_ProgressionUpdate);
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pSM->removeSkillChangeCallback(&_ProgressionUpdate);
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_TotalMalusEquipLeaf = NULL;
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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@ -1122,7 +1124,9 @@ void CSPhraseManager::buildPhraseDesc(ucstring &text, const CSPhraseCom &phrase,
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// **** Compute Phrase Elements from phrase
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// **** Compute Phrase Elements from phrase
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// get the current action malus (0-100)
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// get the current action malus (0-100)
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uint32 totalActionMalus= 0;
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uint32 totalActionMalus= 0;
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CCDBNodeLeaf *actMalus= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TOTAL_MALUS_EQUIP", false);
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CCDBNodeLeaf *actMalus = (CCDBNodeLeaf *)_TotalMalusEquipLeaf ? &*_TotalMalusEquipLeaf
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: (_TotalMalusEquipLeaf = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TOTAL_MALUS_EQUIP", false));
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// root brick must not be Power or aura, because Action malus don't apply to them
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// root brick must not be Power or aura, because Action malus don't apply to them
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// (ie leave 0 ActionMalus for Aura or Powers
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// (ie leave 0 ActionMalus for Aura or Powers
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if(actMalus && !rootBrick->isSpecialPower())
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if(actMalus && !rootBrick->isSpecialPower())
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@ -4501,7 +4505,8 @@ uint32 CSPhraseManager::getTotalActionMalus(const CSPhraseCom &phrase) const
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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CSBrickManager *pBM= CSBrickManager::getInstance();
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CSBrickManager *pBM= CSBrickManager::getInstance();
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uint32 totalActionMalus= 0;
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uint32 totalActionMalus= 0;
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CCDBNodeLeaf *actMalus= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TOTAL_MALUS_EQUIP", false);
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CCDBNodeLeaf *actMalus = (CCDBNodeLeaf *)_TotalMalusEquipLeaf ? &*_TotalMalusEquipLeaf
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: (_TotalMalusEquipLeaf = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TOTAL_MALUS_EQUIP", false));
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// root brick must not be Power or aura, because Action malus don't apply to them
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// root brick must not be Power or aura, because Action malus don't apply to them
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// (ie leave 0 ActionMalus for Aura or Powers
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// (ie leave 0 ActionMalus for Aura or Powers
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if (!phrase.Bricks.empty())
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if (!phrase.Bricks.empty())
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@ -651,6 +651,8 @@ private:
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void computePhraseProgression();
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void computePhraseProgression();
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void insertProgressionSkillRecurs(SKILLS::ESkills skill, uint32 value, sint *skillReqLevel, std::vector<SKILLS::ESkills> &skillsToInsert);
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void insertProgressionSkillRecurs(SKILLS::ESkills skill, uint32 value, sint *skillReqLevel, std::vector<SKILLS::ESkills> &skillsToInsert);
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mutable NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _TotalMalusEquipLeaf;
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// @}
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// @}
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/// return the skill of the root
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/// return the skill of the root
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