marked several functions for inlining
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parent
83df034738
commit
65865114fd
2 changed files with 28 additions and 84 deletions
69
src/map.cpp
69
src/map.cpp
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@ -82,48 +82,6 @@ const t_translation::t_list& gamemap::underlying_union_terrain(t_translation::t_
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return i->second.union_type();
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}
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}
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bool gamemap::is_village(t_translation::t_letter terrain) const
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{
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return get_terrain_info(terrain).is_village();
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}
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int gamemap::gives_healing(t_translation::t_letter terrain) const
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{
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return get_terrain_info(terrain).gives_healing();
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}
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bool gamemap::is_castle(t_translation::t_letter terrain) const
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{
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return get_terrain_info(terrain).is_castle();
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}
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bool gamemap::is_keep(t_translation::t_letter terrain) const
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{
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return get_terrain_info(terrain).is_keep();
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}
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bool gamemap::is_village(const gamemap::location& loc) const
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{
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return on_board(loc) && is_village(get_terrain(loc));
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}
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int gamemap::gives_healing(const gamemap::location& loc) const
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{
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if (!on_board(loc))
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return 0;
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return gives_healing(get_terrain(loc));
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}
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bool gamemap::is_castle(const gamemap::location& loc) const
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{
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return on_board(loc) && is_castle(get_terrain(loc));
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}
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bool gamemap::is_keep(const gamemap::location& loc) const
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{
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return on_board(loc) && is_keep(get_terrain(loc));
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}
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bool gamemap::filter_location(const gamemap::location &loc,const config & /*con*/) const
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{ //need to fill this in
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@ -472,14 +430,6 @@ void gamemap::overlay(const gamemap& m, const config& rules_cfg, const int xpos,
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}
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}
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int gamemap::x() const { return tiles_.size(); }
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int gamemap::y() const { return tiles_.empty() ? 0 : tiles_.front().size(); }
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const t_translation::t_list& gamemap::operator[](int index) const
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{
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return tiles_[index];
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}
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t_translation::t_letter gamemap::get_terrain(const gamemap::location& loc) const
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{
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if(on_board(loc))
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@ -539,11 +489,6 @@ int gamemap::num_valid_starting_positions() const
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return res;
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}
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int gamemap::num_starting_positions() const
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{
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return sizeof(startingPositions_)/sizeof(*startingPositions_);
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}
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int gamemap::is_starting_position(const gamemap::location& loc) const
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{
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const gamemap::location* const beg = startingPositions_+1;
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@ -572,10 +517,6 @@ const terrain_type& gamemap::get_terrain_info(const t_translation::t_letter terr
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return default_terrain;
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}
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const terrain_type& gamemap::get_terrain_info(const gamemap::location &loc) const
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{
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return get_terrain_info(get_terrain(loc));
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}
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bool gamemap::terrain_matches_filter(const gamemap::location& loc, const config& cfg,
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const gamestatus& game_status, const unit_map& units, const bool flat_tod) const
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{
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@ -685,11 +626,6 @@ bool gamemap::terrain_matches_filter(const gamemap::location& loc, const config&
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return true;
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}
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const t_translation::t_list& gamemap::get_terrain_list() const
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{
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return terrainList_;
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}
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void gamemap::set_terrain(const gamemap::location& loc, const t_translation::t_letter terrain)
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{
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if(!on_board(loc))
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@ -762,8 +698,3 @@ const std::map<t_translation::t_letter, size_t>& gamemap::get_weighted_terrain_f
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return terrainFrequencyCache_;
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}
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void gamemap::remove_from_border_cache(const location &loc) {
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borderCache_.erase(loc);
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}
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43
src/map.hpp
43
src/map.hpp
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@ -99,15 +99,23 @@ public:
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const t_translation::t_list& underlying_union_terrain(const location& loc) const
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{ return underlying_union_terrain(get_terrain(loc)); }
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bool is_village(t_translation::t_letter terrain) const;
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int gives_healing(t_translation::t_letter terrain) const;
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bool is_castle(t_translation::t_letter terrain) const;
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bool is_keep(t_translation::t_letter terrain) const;
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bool is_village(t_translation::t_letter terrain) const
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{ return get_terrain_info(terrain).is_village(); }
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int gives_healing(t_translation::t_letter terrain) const
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{ return get_terrain_info(terrain).gives_healing(); }
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bool is_castle(t_translation::t_letter terrain) const
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{ return get_terrain_info(terrain).is_castle(); }
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bool is_keep(t_translation::t_letter terrain) const
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{ return get_terrain_info(terrain).is_keep(); }
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bool is_village(const location& loc) const;
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int gives_healing(const location& loc) const;
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bool is_castle(const location& loc) const;
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bool is_keep(const location& loc) const;
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bool is_village(const location& loc) const
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{ return on_board(loc) && is_village(get_terrain(loc)); }
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int gives_healing(const location& loc) const
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{ return on_board(loc) ? gives_healing(get_terrain(loc)) : 0; }
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bool is_castle(const location& loc) const
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{ return on_board(loc) && is_castle(get_terrain(loc)); }
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bool is_keep(const location& loc) const
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{ return on_board(loc) && is_keep(get_terrain(loc)); }
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//function to filter whether a location matches a set of criteria
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bool filter_location(const location &loc,const config &con) const;
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@ -125,11 +133,12 @@ public:
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void overlay(const gamemap& m, const config& rules, int x=0, int y=0);
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//dimensions of the map.
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int x() const;
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int y() const;
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int x() const { return tiles_.size(); }
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int y() const { return tiles_.empty() ? 0 : tiles_.front().size(); }
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//allows lookup of terrain at a particular location.
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const t_translation::t_list& operator[](int index) const;
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const t_translation::t_list& operator[](int index) const
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{ return tiles_[index]; }
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//looks up terrain at a particular location. Hexes off the map
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//may be looked up, and their 'emulated' terrain will also be returned.
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@ -168,13 +177,15 @@ public:
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const terrain_type& get_terrain_info(const t_translation::t_letter terrain) const;
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//shortcut to get_terrain_info(get_terrain(loc))
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const terrain_type& get_terrain_info(const location &loc) const;
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const terrain_type& get_terrain_info(const location &loc) const
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{ return get_terrain_info(get_terrain(loc)); }
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//
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bool terrain_matches_filter(const location& loc, const config& cfg,
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const gamestatus& game_status, const unit_map& units, const bool flat_tod=false) const;
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//gets the list of terrains
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const t_translation::t_list& get_terrain_list() const;
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const t_translation::t_list& get_terrain_list() const
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{ return terrainList_; }
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//clobbers over the terrain at location 'loc', with the given terrain
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void set_terrain(const location& loc, const t_translation::t_letter terrain);
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@ -185,7 +196,8 @@ public:
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//remove the cached border terrain at loc. Needed by the editor
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//to make tiles at the border update correctly when drawing
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//other tiles.
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void remove_from_border_cache(const location &loc);
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void remove_from_border_cache(const location &loc)
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{ borderCache_.erase(loc); }
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//the size of the starting positions array
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//the positions themselves are numbered from
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@ -197,7 +209,8 @@ protected:
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location startingPositions_[STARTING_POSITIONS];
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private:
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int num_starting_positions() const;
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int num_starting_positions() const
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{ return sizeof(startingPositions_)/sizeof(*startingPositions_); }
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t_translation::t_list terrainList_;
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std::map<t_translation::t_letter, terrain_type> letterToTerrain_;
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