marked functions for inlining
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0bf6de05b1
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c6aeff28d6
2 changed files with 14 additions and 83 deletions
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@ -131,80 +131,11 @@ terrain_type::terrain_type(const config& cfg)
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}
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}
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const std::string& terrain_type::symbol_image() const
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{
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return symbol_image_;
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}
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const t_string& terrain_type::name() const
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{
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return name_;
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}
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const std::string& terrain_type::id() const
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{
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return id_;
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}
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t_translation::t_letter terrain_type::number() const
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{
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return number_;
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}
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bool terrain_type::is_nonnull() const
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{
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return (number_ != 0) && (number_ != t_translation::VOID_TERRAIN );
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}
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const t_translation::t_list& terrain_type::mvt_type() const
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{
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return mvt_type_;
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}
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const t_translation::t_list& terrain_type::def_type() const
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{
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return def_type_;
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}
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const t_translation::t_list& terrain_type::union_type() const
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{
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return union_type_;
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}
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int terrain_type::light_modification() const
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{
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return light_modification_;
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}
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int terrain_type::unit_height_adjust() const
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{
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return height_adjust_;
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}
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double terrain_type::unit_submerge() const
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{
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return submerge_;
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}
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int terrain_type::gives_healing() const
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{
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return heals_;
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}
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bool terrain_type::is_village() const
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{
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return village_;
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}
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bool terrain_type::is_castle() const
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{
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return castle_;
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}
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bool terrain_type::is_keep() const
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{
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return keep_;
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}
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void create_terrain_maps(const std::vector<config*>& cfgs,
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t_translation::t_list& terrain_list,
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@ -28,28 +28,28 @@ public:
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terrain_type();
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terrain_type(const config& cfg);
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const std::string& symbol_image() const;
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const t_string& name() const;
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const std::string& id() const;
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const std::string& symbol_image() const { return symbol_image_; }
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const t_string& name() const { return name_; }
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const std::string& id() const { return id_; }
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//the character representing this terrain
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t_translation::t_letter number() const;
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t_translation::t_letter number() const { return number_; }
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//the underlying type of the terrain
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const t_translation::t_list& mvt_type() const;
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const t_translation::t_list& def_type() const;
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const t_translation::t_list& union_type() const;
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const t_translation::t_list& mvt_type() const { return mvt_type_; }
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const t_translation::t_list& def_type() const { return def_type_; }
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const t_translation::t_list& union_type() const { return union_type_; }
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bool is_nonnull() const;
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int light_modification() const;
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int light_modification() const { return light_modification_; }
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int unit_height_adjust() const;
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double unit_submerge() const;
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int unit_height_adjust() const { return height_adjust_; }
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double unit_submerge() const { return submerge_; }
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int gives_healing() const;
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bool is_village() const;
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bool is_castle() const;
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bool is_keep() const;
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int gives_healing() const { return heals_; }
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bool is_village() const { return village_; }
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bool is_castle() const { return castle_; }
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bool is_keep() const { return keep_; }
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//these descriptions are shown for the terrain in the mouse over
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//depending on the owner or the village
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