marked functions for inlining

This commit is contained in:
Mark de Wever 2007-02-08 21:14:54 +00:00
parent 0bf6de05b1
commit c6aeff28d6
2 changed files with 14 additions and 83 deletions

View file

@ -131,80 +131,11 @@ terrain_type::terrain_type(const config& cfg)
}
}
const std::string& terrain_type::symbol_image() const
{
return symbol_image_;
}
const t_string& terrain_type::name() const
{
return name_;
}
const std::string& terrain_type::id() const
{
return id_;
}
t_translation::t_letter terrain_type::number() const
{
return number_;
}
bool terrain_type::is_nonnull() const
{
return (number_ != 0) && (number_ != t_translation::VOID_TERRAIN );
}
const t_translation::t_list& terrain_type::mvt_type() const
{
return mvt_type_;
}
const t_translation::t_list& terrain_type::def_type() const
{
return def_type_;
}
const t_translation::t_list& terrain_type::union_type() const
{
return union_type_;
}
int terrain_type::light_modification() const
{
return light_modification_;
}
int terrain_type::unit_height_adjust() const
{
return height_adjust_;
}
double terrain_type::unit_submerge() const
{
return submerge_;
}
int terrain_type::gives_healing() const
{
return heals_;
}
bool terrain_type::is_village() const
{
return village_;
}
bool terrain_type::is_castle() const
{
return castle_;
}
bool terrain_type::is_keep() const
{
return keep_;
}
void create_terrain_maps(const std::vector<config*>& cfgs,
t_translation::t_list& terrain_list,

View file

@ -28,28 +28,28 @@ public:
terrain_type();
terrain_type(const config& cfg);
const std::string& symbol_image() const;
const t_string& name() const;
const std::string& id() const;
const std::string& symbol_image() const { return symbol_image_; }
const t_string& name() const { return name_; }
const std::string& id() const { return id_; }
//the character representing this terrain
t_translation::t_letter number() const;
t_translation::t_letter number() const { return number_; }
//the underlying type of the terrain
const t_translation::t_list& mvt_type() const;
const t_translation::t_list& def_type() const;
const t_translation::t_list& union_type() const;
const t_translation::t_list& mvt_type() const { return mvt_type_; }
const t_translation::t_list& def_type() const { return def_type_; }
const t_translation::t_list& union_type() const { return union_type_; }
bool is_nonnull() const;
int light_modification() const;
int light_modification() const { return light_modification_; }
int unit_height_adjust() const;
double unit_submerge() const;
int unit_height_adjust() const { return height_adjust_; }
double unit_submerge() const { return submerge_; }
int gives_healing() const;
bool is_village() const;
bool is_castle() const;
bool is_keep() const;
int gives_healing() const { return heals_; }
bool is_village() const { return village_; }
bool is_castle() const { return castle_; }
bool is_keep() const { return keep_; }
//these descriptions are shown for the terrain in the mouse over
//depending on the owner or the village