marked some functions for inlining

This commit is contained in:
Mark de Wever 2007-02-09 23:01:38 +00:00
parent 4d31f94e46
commit 72eb863302
2 changed files with 56 additions and 273 deletions

View file

@ -13,7 +13,6 @@
#include "global.hpp"
#include "game_config.hpp"
#include "game_events.hpp"
#include "game_errors.hpp"
#include "gamestatus.hpp"
@ -401,36 +400,6 @@ void team::lose_village(const gamemap::location& loc)
}
}
void team::clear_villages()
{
villages_.clear();
}
const std::set<gamemap::location>& team::villages() const
{
return villages_;
}
bool team::owns_village(const gamemap::location& loc) const
{
return villages_.count(loc) > 0;
}
int team::gold() const
{
return gold_;
}
int team::income() const
{
return atoi(info_.income.c_str()) + villages_.size()*info_.income_per_village+game_config::base_income;
}
void team::new_turn()
{
gold_ += income();
}
void team::set_time_of_day(int turn, const time_of_day& tod)
{
aiparams_.clear();
@ -473,58 +442,6 @@ void team::set_time_of_day(int turn, const time_of_day& tod)
caution_ = lexical_cast_default<double>(aiparams_["caution"],0.25);
}
void team::spend_gold(int amount)
{
gold_ -= amount;
}
void team::set_income(int amount)
{
info_.income = lexical_cast<std::string>(amount);
}
int team::countdown_time() const
{
return countdown_time_;
}
void team::set_countdown_time(int amount)
{
countdown_time_=amount;
}
int team::action_bonus_count() const
{
return action_bonus_count_;
}
void team::set_action_bonus_count(int count)
{
action_bonus_count_=count;
}
void team::set_current_player(const std::string player){
info_.current_player = player;
}
const std::set<std::string>& team::recruits() const
{
return info_.can_recruit;
}
std::set<std::string>& team::recruits()
{
return info_.can_recruit;
}
const std::vector<std::string>& team::recruitment_pattern() const
{
return info_.recruitment_pattern;
}
const std::string& team::name() const
{
return info_.name;
}
bool team::calculate_enemies(size_t index) const
{
if(teams == NULL || index >= teams->size()) {
@ -557,63 +474,7 @@ bool team::calculate_is_enemy(size_t index) const
return std::find(info_.enemies.begin(),info_.enemies.end(),int(index+1)) != info_.enemies.end();
}
double team::aggression() const
{
return aggression_;
}
double team::caution() const
{
return caution_;
}
bool team::is_human() const
{
return info_.controller == team_info::HUMAN;
}
bool team::is_ai() const
{
return info_.controller == team_info::AI;
}
bool team::is_network() const
{
return info_.controller == team_info::NETWORK;
}
bool team::is_empty() const
{
return info_.controller == team_info::EMPTY;
}
bool team::is_persistent() const
{
return info_.persistent;
}
void team::make_human()
{
info_.controller = team_info::HUMAN;
}
void team::make_ai()
{
info_.controller = team_info::AI;
}
const std::string& team::team_name() const
{
return info_.team_name;
}
const std::string& team::user_team_name() const
{
return info_.user_team_name;
}
void team::change_team(const std::string& name,
const std::string& user_name)
void team::change_team(const std::string& name, const std::string& user_name)
{
info_.team_name = name;
if (!user_name.empty())
@ -633,15 +494,6 @@ void team::change_team(const std::string& name,
}
}
const std::string& team::save_id() const
{
return info_.save_id;
}
const std::string& team::current_player() const{
return info_.current_player;
}
void team::set_objectives(const t_string& new_objectives, bool silently)
{
info_.objectives = new_objectives;
@ -649,72 +501,11 @@ void team::set_objectives(const t_string& new_objectives, bool silently)
info_.objectives_changed = true;
}
void team::reset_objectives_changed()
{
info_.objectives_changed = false;
}
const t_string& team::objectives() const
{
return info_.objectives;
}
bool team::objectives_changed() const
{
return info_.objectives_changed;
}
const std::string& team::flag() const
{
return info_.flag;
}
const std::string& team::ai_algorithm() const
{
return info_.ai_algorithm;
}
const config& team::ai_parameters() const
{
return aiparams_;
}
const config& team::ai_memory() const
{
return info_.ai_memory_;
}
void team::set_ai_memory(const config& ai_mem){
//would perhaps be more efficient to allow writing to the memory directly,
//but this method comparmentalizes the functionality and protects against
//accidentally overwriting the memory
info_.ai_memory_=ai_mem;
return;
}
void team::make_network()
{
info_.controller = team_info::NETWORK;
}
double team::leader_value() const
{
return info_.leader_value;
}
double team::village_value() const
{
return info_.village_value;
}
int team::villages_per_scout() const
{
return info_.villages_per_scout;
}
std::vector<team::target>& team::targets()
{
return info_.targets;
}
bool team::shrouded(int x, int y) const
@ -794,11 +585,6 @@ bool team::copy_ally_shroud()
return shroud_.copy_from(ally_shroud(*teams));
}
std::string team::map_colour_to() const
{
return info_.colour;
}
int team::nteams()
{
if(teams == NULL) {
@ -978,18 +764,6 @@ const color_range team::get_side_color_range(int side){
return(color_range(0x00FF0000,0x00FFFFFF,0x00000000,0x00FF0000));
}
const Uint32 team::get_side_rgb(int side){
return(get_side_color_range(side).mid());
}
const Uint32 team::get_side_rgb_max(int side){
return(get_side_color_range(side).max());
}
const Uint32 team::get_side_rgb_min(int side){
return(get_side_color_range(side).min());
}
const SDL_Color team::get_side_colour(int side)
{
Uint32 rgb=get_side_color_range(side).rep();

View file

@ -15,6 +15,7 @@
#include "config.hpp"
#include "color_range.hpp"
#include "game_config.hpp"
#include "map.hpp"
struct time_of_day;
@ -117,35 +118,43 @@ public:
bool get_village(const gamemap::location&);
void lose_village(const gamemap::location&);
void clear_villages();
const std::set<gamemap::location>& villages() const;
bool owns_village(const gamemap::location&) const;
void clear_villages() { villages_.clear(); }
const std::set<gamemap::location>& villages() const { return villages_; }
bool owns_village(const gamemap::location& loc) const
{ return villages_.count(loc) > 0; }
int gold() const;
int income() const;
void new_turn();
int gold() const { return gold_; }
int income() const
{ return atoi(info_.income.c_str()) + villages_.size()*info_.income_per_village+game_config::base_income; }
void new_turn() { gold_ += income(); }
void set_time_of_day(int turn, const struct time_of_day& tod);
void get_shared_maps();
void spend_gold(int amount);
void set_income(int amount);
int countdown_time() const;
void set_countdown_time(int amount);
int action_bonus_count() const;
void set_action_bonus_count(int count);
void set_current_player(const std::string player);
void spend_gold(const int amount) { gold_ -= amount; }
void set_income(const int amount)
{ info_.income = lexical_cast<std::string>(amount); }
int countdown_time() const { return countdown_time_; }
void set_countdown_time(const int amount)
{ countdown_time_ = amount; }
int action_bonus_count() const { return action_bonus_count_; }
void set_action_bonus_count(const int count) { action_bonus_count_ = count; }
void set_current_player(const std::string player)
{ info_.current_player = player; }
const std::set<std::string>& recruits() const;
std::set<std::string>& recruits();
const std::vector<std::string>& recruitment_pattern() const;
const std::string& name() const;
const std::string& save_id() const;
const std::string& current_player() const;
const std::set<std::string>& recruits() const
{ return info_.can_recruit; }
std::set<std::string>& recruits() { return info_.can_recruit; }
const std::vector<std::string>& recruitment_pattern() const
{ return info_.recruitment_pattern; }
const std::string& name() const
{ return info_.name; }
const std::string& save_id() const { return info_.save_id; }
const std::string& current_player() const { return info_.current_player; }
void set_objectives(const t_string& new_objectives, bool silently=false);
void reset_objectives_changed();
void reset_objectives_changed() { info_.objectives_changed = false; }
const t_string& objectives() const;
bool objectives_changed() const;
const t_string& objectives() const { return info_.objectives; }
bool objectives_changed() const { return info_.objectives_changed; }
bool is_enemy(int n) const {
const size_t index = size_t(n-1);
@ -171,38 +180,38 @@ public:
seen_[index] = true;
}
double aggression() const;
double caution() const;
double aggression() const { return aggression_; }
double caution() const { return caution_; }
bool is_human() const;
bool is_network() const;
bool is_ai() const;
bool is_empty() const;
bool is_human() const { return info_.controller == team_info::HUMAN; }
bool is_network() const { return info_.controller == team_info::NETWORK; }
bool is_ai() const { return info_.controller == team_info::AI; }
bool is_empty() const { return info_.controller == team_info::EMPTY; }
bool is_persistent() const;
bool is_persistent() const { return info_.persistent; }
void make_human();
void make_network();
void make_ai();
void make_human() { info_.controller = team_info::HUMAN; }
void make_network() { info_.controller = team_info::NETWORK; }
void make_ai() { info_.controller = team_info::AI; }
const std::string& team_name() const;
const std::string& user_team_name() const;
const std::string& team_name() const { return info_.team_name; }
const std::string& user_team_name() const { return info_.user_team_name; }
void change_team(const std::string& name,
const std::string& user_name);
const std::string& flag() const;
const std::string& flag() const { return info_.flag; }
const std::string& ai_algorithm() const;
const config& ai_parameters() const;
const config& ai_memory() const;
const std::string& ai_algorithm() const { return info_.ai_algorithm; }
const config& ai_parameters() const { return aiparams_; }
const config& ai_memory() const { return info_.ai_memory_; }
void set_ai_memory(const config& ai_mem);
double leader_value() const;
double village_value() const;
double leader_value() const { return info_.leader_value; }
double village_value() const { return info_.village_value; }
int villages_per_scout() const;
int villages_per_scout() const { return info_.villages_per_scout; }
std::vector<target>& targets();
std::vector<target>& targets() { return info_.targets; }
//Returns true if the hex is shrouded/fogged for this side, or
//any other ally with shared vision.
@ -225,15 +234,15 @@ public:
bool auto_shroud_updates() const { return auto_shroud_updates_; }
void set_auto_shroud_updates(bool value) { auto_shroud_updates_ = value; }
std::string map_colour_to() const;
std::string map_colour_to() const { return info_.colour; }
static int nteams();
//function which, when given a 1-based side will return the colour used by that side.
static const color_range get_side_color_range(int side);
static const Uint32 get_side_rgb(int side);
static const Uint32 get_side_rgb_max(int side);
static const Uint32 get_side_rgb_min(int side);
static const Uint32 get_side_rgb(int side) { return(get_side_color_range(side).mid()); }
static const Uint32 get_side_rgb_max(int side) { return(get_side_color_range(side).max()); }
static const Uint32 get_side_rgb_min(int side) { return(get_side_color_range(side).min()); }
static const SDL_Color get_side_colour(int side);
static std::string get_side_colour_index(int side);