@@ -921,11 +921,9 @@ void CGameState::initMapObjects()
for(CGObjectInstance *obj : map->objects)
{
if(obj)
- {
- logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
obj->initObj(getRandomGenerator());
- }
}
+ logGlobal->debug("\tObject initialization done");
if(!obj)
@@ -117,7 +117,7 @@ std::set<int3> CGObjectInstance::getBlockedPos() const
return ret;
-std::set<int3> CGObjectInstance::getBlockedOffsets() const
+const std::set<int3> & CGObjectInstance::getBlockedOffsets() const
return appearance->getBlockedOffsets();
@@ -77,7 +77,7 @@ public:
bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location (x, y) (h3m pos)
std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
- std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
+ const std::set<int3> & getBlockedOffsets() const; //returns set of relative positions blocked by this object
/// returns true if object is visitable
bool isVisitable() const;
@@ -80,7 +80,7 @@ public:
bool isVisibleAt(si32 X, si32 Y) const;
bool isBlockedAt(si32 X, si32 Y) const;
- inline std::set<int3> getBlockedOffsets() const
+ inline const std::set<int3> & getBlockedOffsets() const
return blockedOffsets;
};