marked several functions for inlining

This commit is contained in:
Mark de Wever 2007-02-04 14:17:33 +00:00
parent 83df034738
commit 65865114fd
2 changed files with 28 additions and 84 deletions

View file

@ -82,48 +82,6 @@ const t_translation::t_list& gamemap::underlying_union_terrain(t_translation::t_
return i->second.union_type();
}
}
bool gamemap::is_village(t_translation::t_letter terrain) const
{
return get_terrain_info(terrain).is_village();
}
int gamemap::gives_healing(t_translation::t_letter terrain) const
{
return get_terrain_info(terrain).gives_healing();
}
bool gamemap::is_castle(t_translation::t_letter terrain) const
{
return get_terrain_info(terrain).is_castle();
}
bool gamemap::is_keep(t_translation::t_letter terrain) const
{
return get_terrain_info(terrain).is_keep();
}
bool gamemap::is_village(const gamemap::location& loc) const
{
return on_board(loc) && is_village(get_terrain(loc));
}
int gamemap::gives_healing(const gamemap::location& loc) const
{
if (!on_board(loc))
return 0;
return gives_healing(get_terrain(loc));
}
bool gamemap::is_castle(const gamemap::location& loc) const
{
return on_board(loc) && is_castle(get_terrain(loc));
}
bool gamemap::is_keep(const gamemap::location& loc) const
{
return on_board(loc) && is_keep(get_terrain(loc));
}
bool gamemap::filter_location(const gamemap::location &loc,const config & /*con*/) const
{ //need to fill this in
@ -472,14 +430,6 @@ void gamemap::overlay(const gamemap& m, const config& rules_cfg, const int xpos,
}
}
int gamemap::x() const { return tiles_.size(); }
int gamemap::y() const { return tiles_.empty() ? 0 : tiles_.front().size(); }
const t_translation::t_list& gamemap::operator[](int index) const
{
return tiles_[index];
}
t_translation::t_letter gamemap::get_terrain(const gamemap::location& loc) const
{
if(on_board(loc))
@ -539,11 +489,6 @@ int gamemap::num_valid_starting_positions() const
return res;
}
int gamemap::num_starting_positions() const
{
return sizeof(startingPositions_)/sizeof(*startingPositions_);
}
int gamemap::is_starting_position(const gamemap::location& loc) const
{
const gamemap::location* const beg = startingPositions_+1;
@ -572,10 +517,6 @@ const terrain_type& gamemap::get_terrain_info(const t_translation::t_letter terr
return default_terrain;
}
const terrain_type& gamemap::get_terrain_info(const gamemap::location &loc) const
{
return get_terrain_info(get_terrain(loc));
}
bool gamemap::terrain_matches_filter(const gamemap::location& loc, const config& cfg,
const gamestatus& game_status, const unit_map& units, const bool flat_tod) const
{
@ -685,11 +626,6 @@ bool gamemap::terrain_matches_filter(const gamemap::location& loc, const config&
return true;
}
const t_translation::t_list& gamemap::get_terrain_list() const
{
return terrainList_;
}
void gamemap::set_terrain(const gamemap::location& loc, const t_translation::t_letter terrain)
{
if(!on_board(loc))
@ -762,8 +698,3 @@ const std::map<t_translation::t_letter, size_t>& gamemap::get_weighted_terrain_f
return terrainFrequencyCache_;
}
void gamemap::remove_from_border_cache(const location &loc) {
borderCache_.erase(loc);
}

View file

@ -99,15 +99,23 @@ public:
const t_translation::t_list& underlying_union_terrain(const location& loc) const
{ return underlying_union_terrain(get_terrain(loc)); }
bool is_village(t_translation::t_letter terrain) const;
int gives_healing(t_translation::t_letter terrain) const;
bool is_castle(t_translation::t_letter terrain) const;
bool is_keep(t_translation::t_letter terrain) const;
bool is_village(t_translation::t_letter terrain) const
{ return get_terrain_info(terrain).is_village(); }
int gives_healing(t_translation::t_letter terrain) const
{ return get_terrain_info(terrain).gives_healing(); }
bool is_castle(t_translation::t_letter terrain) const
{ return get_terrain_info(terrain).is_castle(); }
bool is_keep(t_translation::t_letter terrain) const
{ return get_terrain_info(terrain).is_keep(); }
bool is_village(const location& loc) const;
int gives_healing(const location& loc) const;
bool is_castle(const location& loc) const;
bool is_keep(const location& loc) const;
bool is_village(const location& loc) const
{ return on_board(loc) && is_village(get_terrain(loc)); }
int gives_healing(const location& loc) const
{ return on_board(loc) ? gives_healing(get_terrain(loc)) : 0; }
bool is_castle(const location& loc) const
{ return on_board(loc) && is_castle(get_terrain(loc)); }
bool is_keep(const location& loc) const
{ return on_board(loc) && is_keep(get_terrain(loc)); }
//function to filter whether a location matches a set of criteria
bool filter_location(const location &loc,const config &con) const;
@ -125,11 +133,12 @@ public:
void overlay(const gamemap& m, const config& rules, int x=0, int y=0);
//dimensions of the map.
int x() const;
int y() const;
int x() const { return tiles_.size(); }
int y() const { return tiles_.empty() ? 0 : tiles_.front().size(); }
//allows lookup of terrain at a particular location.
const t_translation::t_list& operator[](int index) const;
const t_translation::t_list& operator[](int index) const
{ return tiles_[index]; }
//looks up terrain at a particular location. Hexes off the map
//may be looked up, and their 'emulated' terrain will also be returned.
@ -168,13 +177,15 @@ public:
const terrain_type& get_terrain_info(const t_translation::t_letter terrain) const;
//shortcut to get_terrain_info(get_terrain(loc))
const terrain_type& get_terrain_info(const location &loc) const;
const terrain_type& get_terrain_info(const location &loc) const
{ return get_terrain_info(get_terrain(loc)); }
//
bool terrain_matches_filter(const location& loc, const config& cfg,
const gamestatus& game_status, const unit_map& units, const bool flat_tod=false) const;
//gets the list of terrains
const t_translation::t_list& get_terrain_list() const;
const t_translation::t_list& get_terrain_list() const
{ return terrainList_; }
//clobbers over the terrain at location 'loc', with the given terrain
void set_terrain(const location& loc, const t_translation::t_letter terrain);
@ -185,7 +196,8 @@ public:
//remove the cached border terrain at loc. Needed by the editor
//to make tiles at the border update correctly when drawing
//other tiles.
void remove_from_border_cache(const location &loc);
void remove_from_border_cache(const location &loc)
{ borderCache_.erase(loc); }
//the size of the starting positions array
//the positions themselves are numbered from
@ -197,7 +209,8 @@ protected:
location startingPositions_[STARTING_POSITIONS];
private:
int num_starting_positions() const;
int num_starting_positions() const
{ return sizeof(startingPositions_)/sizeof(*startingPositions_); }
t_translation::t_list terrainList_;
std::map<t_translation::t_letter, terrain_type> letterToTerrain_;