- inlined a few more functions

This commit is contained in:
Mark Vejvoda
2012-04-17 15:25:31 +00:00
parent 6e7d4aeec5
commit aa831dbb61
9 changed files with 217 additions and 217 deletions

View File

@@ -91,7 +91,7 @@ public:
class VisibleQuadContainerCache { class VisibleQuadContainerCache {
protected: protected:
void CopyAll(const VisibleQuadContainerCache &obj) { inline void CopyAll(const VisibleQuadContainerCache &obj) {
cacheFrame = obj.cacheFrame; cacheFrame = obj.cacheFrame;
visibleObjectList = obj.visibleObjectList; visibleObjectList = obj.visibleObjectList;
visibleUnitList = obj.visibleUnitList; visibleUnitList = obj.visibleUnitList;
@@ -106,24 +106,24 @@ protected:
public: public:
VisibleQuadContainerCache() { inline VisibleQuadContainerCache() {
cacheFrame = 0; cacheFrame = 0;
clearFrustrumData(); clearFrustrumData();
clearCacheData(); clearCacheData();
} }
VisibleQuadContainerCache(const VisibleQuadContainerCache &obj) { inline VisibleQuadContainerCache(const VisibleQuadContainerCache &obj) {
CopyAll(obj); CopyAll(obj);
} }
VisibleQuadContainerCache & operator=(const VisibleQuadContainerCache &obj) { inline VisibleQuadContainerCache & operator=(const VisibleQuadContainerCache &obj) {
CopyAll(obj); CopyAll(obj);
return *this; return *this;
} }
void clearCacheData() { inline void clearCacheData() {
clearVolatileCacheData(); clearVolatileCacheData();
clearNonVolatileCacheData(); clearNonVolatileCacheData();
} }
void clearVolatileCacheData() { inline void clearVolatileCacheData() {
visibleUnitList.clear(); visibleUnitList.clear();
visibleQuadUnitList.clear(); visibleQuadUnitList.clear();
//inVisibleUnitList.clear(); //inVisibleUnitList.clear();
@@ -131,14 +131,14 @@ public:
visibleUnitList.reserve(500); visibleUnitList.reserve(500);
visibleQuadUnitList.reserve(500); visibleQuadUnitList.reserve(500);
} }
void clearNonVolatileCacheData() { inline void clearNonVolatileCacheData() {
visibleObjectList.clear(); visibleObjectList.clear();
visibleScaledCellList.clear(); visibleScaledCellList.clear();
visibleObjectList.reserve(500); visibleObjectList.reserve(500);
visibleScaledCellList.reserve(500); visibleScaledCellList.reserve(500);
} }
void clearFrustrumData() { inline void clearFrustrumData() {
frustumData = vector<vector<float> >(6,vector<float>(4,0)); frustumData = vector<vector<float> >(6,vector<float>(4,0));
proj = vector<float>(16,0); proj = vector<float>(16,0);
modl = vector<float>(16,0); modl = vector<float>(16,0);
@@ -313,7 +313,7 @@ private:
class SurfaceData { class SurfaceData {
public: public:
SurfaceData() { inline SurfaceData() {
uniqueId=0; uniqueId=0;
bufferCount=0; bufferCount=0;
textureHandle=0; textureHandle=0;
@@ -335,8 +335,8 @@ private:
class MapRenderer { class MapRenderer {
public: public:
MapRenderer(): map(NULL) {} inline MapRenderer(): map(NULL) {}
~MapRenderer() { destroy(); } inline ~MapRenderer() { destroy(); }
void render(const Map* map,float coordStep,VisibleQuadContainerCache &qCache); void render(const Map* map,float coordStep,VisibleQuadContainerCache &qCache);
void renderVisibleLayers(const Map* map,float coordStep,VisibleQuadContainerCache &qCache); void renderVisibleLayers(const Map* map,float coordStep,VisibleQuadContainerCache &qCache);
void destroy(); void destroy();
@@ -346,7 +346,7 @@ private:
const Map* map; const Map* map;
struct Layer { struct Layer {
Layer(int th): inline Layer(int th):
vbo_vertices(0), vbo_normals(0), vbo_vertices(0), vbo_normals(0),
vbo_fowTexCoords(0), vbo_surfTexCoords(0), vbo_fowTexCoords(0), vbo_surfTexCoords(0),
vbo_indices(0), indexCount(0), vbo_indices(0), indexCount(0),
@@ -409,8 +409,8 @@ public:
void endGame(bool isFinalEnd); void endGame(bool isFinalEnd);
//get //get
int getTriangleCount() const {return triangleCount;} inline int getTriangleCount() const {return triangleCount;}
int getPointCount() const {return pointCount;} inline int getPointCount() const {return pointCount;}
//misc //misc
void reloadResources(); void reloadResources();
@@ -431,8 +431,8 @@ public:
void endFont(Font *font, ResourceScope rs, bool mustExistInList=false); void endFont(Font *font, ResourceScope rs, bool mustExistInList=false);
void resetFontManager(ResourceScope rs); void resetFontManager(ResourceScope rs);
TextRenderer2D *getTextRenderer() const {return textRenderer;} inline TextRenderer2D *getTextRenderer() const {return textRenderer;}
TextRenderer3D *getTextRenderer3D() const {return textRenderer3D;} inline TextRenderer3D *getTextRenderer3D() const {return textRenderer3D;}
void manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs); void manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs);
void cleanupParticleSystems(vector<ParticleSystem *> &particleSystems,ResourceScope rs); void cleanupParticleSystems(vector<ParticleSystem *> &particleSystems,ResourceScope rs);
@@ -532,8 +532,8 @@ public:
//misc //misc
void loadConfig(); void loadConfig();
void saveScreen(const string &path,int w=0, int h=0); void saveScreen(const string &path,int w=0, int h=0);
Quad2i getVisibleQuad() const {return visibleQuad;} inline Quad2i getVisibleQuad() const {return visibleQuad;}
Quad2i getVisibleQuadFromCamera() const {return visibleQuadFromCamera;} inline Quad2i getVisibleQuadFromCamera() const {return visibleQuadFromCamera;}
void renderTeamColorPlane(); void renderTeamColorPlane();
void renderTeamColorCircle(); void renderTeamColorCircle();
@@ -541,28 +541,28 @@ public:
static Shadows strToShadows(const string &s); static Shadows strToShadows(const string &s);
static string shadowsToStr(Shadows shadows); static string shadowsToStr(Shadows shadows);
const Game * getGame() { return game; } inline const Game * getGame() { return game; }
void setAllowRenderUnitTitles(bool value); void setAllowRenderUnitTitles(bool value);
bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; } inline bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; }
void renderUnitTitles(Font2D *font, Vec3f color); void renderUnitTitles(Font2D *font, Vec3f color);
void renderUnitTitles3D(Font3D *font, Vec3f color); void renderUnitTitles3D(Font3D *font, Vec3f color);
Vec3f computeScreenPosition(const Vec3f &worldPos); Vec3f computeScreenPosition(const Vec3f &worldPos);
void setPhotoMode(bool value) { photoMode = value; } void setPhotoMode(bool value) { photoMode = value; }
bool getNo2DMouseRendering() const { return no2DMouseRendering; } inline bool getNo2DMouseRendering() const { return no2DMouseRendering; }
void setNo2DMouseRendering(bool value) { no2DMouseRendering = value; } void setNo2DMouseRendering(bool value) { no2DMouseRendering = value; }
bool getShowDebugUI() const { return showDebugUI; } inline bool getShowDebugUI() const { return showDebugUI; }
void setShowDebugUI(bool value) { showDebugUI = value; } void setShowDebugUI(bool value) { showDebugUI = value; }
int getShowDebugUILevel() const { return showDebugUILevel; } inline int getShowDebugUILevel() const { return showDebugUILevel; }
void setShowDebugUILevel(int value) { showDebugUILevel=value; } void setShowDebugUILevel(int value) { showDebugUILevel=value; }
void cycleShowDebugUILevel(); void cycleShowDebugUILevel();
void setLastRenderFps(int value); void setLastRenderFps(int value);
int getLastRenderFps() const { return lastRenderFps;} inline int getLastRenderFps() const { return lastRenderFps;}
VisibleQuadContainerCache & getQuadCache(bool updateOnDirtyFrame=true,bool forceNew=false); VisibleQuadContainerCache & getQuadCache(bool updateOnDirtyFrame=true,bool forceNew=false);
void removeObjectFromQuadCache(const Object *o); void removeObjectFromQuadCache(const Object *o);
@@ -577,10 +577,10 @@ public:
static Texture2D * findFactionLogoTexture(string logoFilename); static Texture2D * findFactionLogoTexture(string logoFilename);
static Texture2D * preloadTexture(string logoFilename); static Texture2D * preloadTexture(string logoFilename);
int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); } inline int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); }
void setCustom3dMenuList(GLuint *customlist3dMenu) { this->customlist3dMenu = customlist3dMenu; } void setCustom3dMenuList(GLuint *customlist3dMenu) { this->customlist3dMenu = customlist3dMenu; }
GLuint * getCustom3dMenuList() const { return this->customlist3dMenu; } inline GLuint * getCustom3dMenuList() const { return this->customlist3dMenu; }
void init3dListMenu(const MainMenu *mm); void init3dListMenu(const MainMenu *mm);

View File

@@ -151,12 +151,12 @@ public:
Faction(); Faction();
~Faction(); ~Faction();
void addLivingUnits(int id) { livingUnits.insert(id); } inline void addLivingUnits(int id) { livingUnits.insert(id); }
void addLivingUnitsp(Unit *unit) { livingUnitsp.insert(unit); } inline void addLivingUnitsp(Unit *unit) { livingUnitsp.insert(unit); }
bool isUnitInLivingUnitsp(Unit *unit) { return (livingUnitsp.find(unit) != livingUnitsp.end()); } inline bool isUnitInLivingUnitsp(Unit *unit) { return (livingUnitsp.find(unit) != livingUnitsp.end()); }
void deleteLivingUnits(int id) { livingUnits.erase(id); } inline void deleteLivingUnits(int id) { livingUnits.erase(id); }
void deleteLivingUnitsp(Unit *unit) { livingUnitsp.erase(unit); } inline void deleteLivingUnitsp(Unit *unit) { livingUnitsp.erase(unit); }
//std::map<int,int> unitsMovingList; //std::map<int,int> unitsMovingList;
void addUnitToMovingList(int unitId); void addUnitToMovingList(int unitId);
@@ -175,32 +175,32 @@ public:
bool giveResources, const XmlNode *loadWorldNode=NULL); bool giveResources, const XmlNode *loadWorldNode=NULL);
void end(); void end();
bool getFactionDisconnectHandled() const { return factionDisconnectHandled;} inline bool getFactionDisconnectHandled() const { return factionDisconnectHandled;}
void setFactionDisconnectHandled(bool value) { factionDisconnectHandled=value;} void setFactionDisconnectHandled(bool value) { factionDisconnectHandled=value;}
//get //get
const Resource *getResource(const ResourceType *rt) const; const Resource *getResource(const ResourceType *rt) const;
const Resource *getResource(int i) const {return &resources[i];} inline const Resource *getResource(int i) const {return &resources[i];}
int getStoreAmount(const ResourceType *rt) const; int getStoreAmount(const ResourceType *rt) const;
const FactionType *getType() const {return factionType;} inline const FactionType *getType() const {return factionType;}
int getIndex() const {return index;} inline int getIndex() const {return index;}
int getTeam() const {return teamIndex;} inline int getTeam() const {return teamIndex;}
void setTeam(int team) {teamIndex=team;} void setTeam(int team) {teamIndex=team;}
TechTree * getTechTree() const { return techTree; } inline TechTree * getTechTree() const { return techTree; }
const SwitchTeamVote * getFirstSwitchTeamVote() const; const SwitchTeamVote * getFirstSwitchTeamVote() const;
SwitchTeamVote * getSwitchTeamVote(int factionIndex); SwitchTeamVote * getSwitchTeamVote(int factionIndex);
void setSwitchTeamVote(SwitchTeamVote &vote); void setSwitchTeamVote(SwitchTeamVote &vote);
int getCurrentSwitchTeamVoteFactionIndex() const { return currentSwitchTeamVoteFactionIndex; } inline int getCurrentSwitchTeamVoteFactionIndex() const { return currentSwitchTeamVoteFactionIndex; }
void setCurrentSwitchTeamVoteFactionIndex(int index) { currentSwitchTeamVoteFactionIndex = index; } void setCurrentSwitchTeamVoteFactionIndex(int index) { currentSwitchTeamVoteFactionIndex = index; }
bool getCpuControl(bool enableServerControlledAI, bool isNetworkGame, NetworkRole role) const; bool getCpuControl(bool enableServerControlledAI, bool isNetworkGame, NetworkRole role) const;
bool getCpuControl() const; bool getCpuControl() const;
bool getCpuEasyControl() const {return control==ctCpuEasy;} inline bool getCpuEasyControl() const {return control==ctCpuEasy;}
bool getCpuUltraControl() const {return control==ctCpuUltra;} inline bool getCpuUltraControl() const {return control==ctCpuUltra;}
bool getCpuMegaControl() const {return control==ctCpuMega;} inline bool getCpuMegaControl() const {return control==ctCpuMega;}
ControlType getControlType() const {return control;} inline ControlType getControlType() const {return control;}
FactionPersonalityType getPersonalityType() const; FactionPersonalityType getPersonalityType() const;
void setPersonalityType(FactionPersonalityType pType) { overridePersonalityType=pType; } void setPersonalityType(FactionPersonalityType pType) { overridePersonalityType=pType; }
@@ -210,10 +210,10 @@ public:
int getUnitCount() const; int getUnitCount() const;
Mutex * getUnitMutex() {return unitsMutex;} Mutex * getUnitMutex() {return unitsMutex;}
const UpgradeManager *getUpgradeManager() const {return &upgradeManager;} inline const UpgradeManager *getUpgradeManager() const {return &upgradeManager;}
const Texture2D *getTexture() const {return texture;} inline const Texture2D *getTexture() const {return texture;}
int getStartLocationIndex() const {return startLocationIndex;} inline int getStartLocationIndex() const {return startLocationIndex;}
bool getThisFaction() const {return thisFaction;} inline bool getThisFaction() const {return thisFaction;}
//upgrades //upgrades
void startUpgrade(const UpgradeType *ut); void startUpgrade(const UpgradeType *ut);
@@ -259,7 +259,7 @@ public:
Vec2i getClosestResourceTypeTargetFromCache(Unit *unit, const ResourceType *type); Vec2i getClosestResourceTypeTargetFromCache(Unit *unit, const ResourceType *type);
Vec2i getClosestResourceTypeTargetFromCache(const Vec2i &pos, const ResourceType *type); Vec2i getClosestResourceTypeTargetFromCache(const Vec2i &pos, const ResourceType *type);
void cleanupResourceTypeTargetCache(std::vector<Vec2i> *deleteListPtr); void cleanupResourceTypeTargetCache(std::vector<Vec2i> *deleteListPtr);
int getCacheResourceTargetListSize() const { return cacheResourceTargetList.size(); } inline int getCacheResourceTargetListSize() const { return cacheResourceTargetList.size(); }
Unit * findClosestUnitWithSkillClass(const Vec2i &pos,const CommandClass &cmdClass, Unit * findClosestUnitWithSkillClass(const Vec2i &pos,const CommandClass &cmdClass,
const std::vector<SkillClass> &skillClassList, const std::vector<SkillClass> &skillClassList,
@@ -267,7 +267,7 @@ public:
void deletePixels(); void deletePixels();
World * getWorld() { return world; } inline World * getWorld() { return world; }
int getFrameCount(); int getFrameCount();
void signalWorkerThread(int frameIndex); void signalWorkerThread(int frameIndex);
bool isWorkerThreadSignalCompleted(int frameIndex); bool isWorkerThreadSignalCompleted(int frameIndex);

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@@ -445,67 +445,67 @@ public:
//queries //queries
Command *getCurrrentCommandThreadSafe(); Command *getCurrrentCommandThreadSafe();
void setIgnoreCheckCommand(bool value) { ignoreCheckCommand=value;} void setIgnoreCheckCommand(bool value) { ignoreCheckCommand=value;}
bool getIgnoreCheckCommand() const {return ignoreCheckCommand;} inline bool getIgnoreCheckCommand() const {return ignoreCheckCommand;}
int getId() const {return id;} inline int getId() const {return id;}
Field getCurrField() const {return currField;} inline Field getCurrField() const {return currField;}
int getLoadCount() const {return loadCount;} inline int getLoadCount() const {return loadCount;}
float getLastAnimProgress() const {return lastAnimProgress;} inline float getLastAnimProgress() const {return lastAnimProgress;}
//float getProgress() const {return progress;} //float getProgress() const {return progress;}
float getAnimProgress() const {return animProgress;} inline float getAnimProgress() const {return animProgress;}
float getHightlight() const {return highlight;} inline float getHightlight() const {return highlight;}
int getProgress2() const {return progress2;} inline int getProgress2() const {return progress2;}
int getFactionIndex() const; int getFactionIndex() const;
int getTeam() const; int getTeam() const;
int getHp() const {return hp;} inline int getHp() const {return hp;}
int getEp() const {return ep;} inline int getEp() const {return ep;}
int getProductionPercent() const; int getProductionPercent() const;
float getProgressRatio() const; float getProgressRatio() const;
float getHpRatio() const; float getHpRatio() const;
float getEpRatio() const; float getEpRatio() const;
bool getToBeUndertaken() const {return toBeUndertaken;} inline bool getToBeUndertaken() const {return toBeUndertaken;}
Vec2i getTargetPos() const {return targetPos;} inline Vec2i getTargetPos() const {return targetPos;}
Vec3f getTargetVec() const {return targetVec;} inline Vec3f getTargetVec() const {return targetVec;}
Field getTargetField() const {return targetField;} inline Field getTargetField() const {return targetField;}
Vec2i getMeetingPos() const {return meetingPos;} inline Vec2i getMeetingPos() const {return meetingPos;}
Faction *getFaction() const {return faction;} inline Faction *getFaction() const {return faction;}
const ResourceType *getLoadType() const {return loadType;} inline const ResourceType *getLoadType() const {return loadType;}
const UnitType *getType() const {return type;} inline const UnitType *getType() const {return type;}
const SkillType *getCurrSkill() const {return currSkill;} inline const SkillType *getCurrSkill() const {return currSkill;}
const TotalUpgrade *getTotalUpgrade() const {return &totalUpgrade;} inline const TotalUpgrade *getTotalUpgrade() const {return &totalUpgrade;}
float getRotation() const {return rotation;} inline float getRotation() const {return rotation;}
float getRotationX() const; float getRotationX() const;
float getRotationZ() const; float getRotationZ() const;
ParticleSystem *getFire() const {return fire;} inline ParticleSystem *getFire() const {return fire;}
int getKills() const {return kills;} inline int getKills() const {return kills;}
int getEnemyKills() const {return enemyKills;} inline int getEnemyKills() const {return enemyKills;}
const Level *getLevel() const {return level;} inline const Level *getLevel() const {return level;}
const Level *getNextLevel() const; const Level *getNextLevel() const;
string getFullName() const; string getFullName() const;
const UnitPathInterface *getPath() const {return unitPath;} inline const UnitPathInterface *getPath() const {return unitPath;}
UnitPathInterface *getPath() {return unitPath;} inline UnitPathInterface *getPath() {return unitPath;}
WaypointPath *getWaypointPath() {return &waypointPath;} inline WaypointPath *getWaypointPath() {return &waypointPath;}
int getLastAttackerUnitId() const { return lastAttackerUnitId; } inline int getLastAttackerUnitId() const { return lastAttackerUnitId; }
void setLastAttackerUnitId(int unitId) { lastAttackerUnitId = unitId; } inline void setLastAttackerUnitId(int unitId) { lastAttackerUnitId = unitId; }
int getLastAttackedUnitId() const { return lastAttackedUnitId; } inline int getLastAttackedUnitId() const { return lastAttackedUnitId; }
void setLastAttackedUnitId(int unitId) { lastAttackedUnitId = unitId; } inline void setLastAttackedUnitId(int unitId) { lastAttackedUnitId = unitId; }
CauseOfDeathType getCauseOfDeath() const { return causeOfDeath; } inline CauseOfDeathType getCauseOfDeath() const { return causeOfDeath; }
void setCauseOfDeath(CauseOfDeathType cause) { causeOfDeath = cause; } inline void setCauseOfDeath(CauseOfDeathType cause) { causeOfDeath = cause; }
//pos //pos
Vec2i getPos() const {return pos;} inline Vec2i getPos() const {return pos;}
Vec2i getPosWithCellMapSet() const; Vec2i getPosWithCellMapSet() const;
Vec2i getLastPos() const {return lastPos;} inline Vec2i getLastPos() const {return lastPos;}
Vec2i getCenteredPos() const; Vec2i getCenteredPos() const;
Vec2f getFloatCenteredPos() const; Vec2f getFloatCenteredPos() const;
Vec2i getCellPos() const; Vec2i getCellPos() const;
//is //is
bool isHighlighted() const {return highlight>0.f;} inline bool isHighlighted() const {return highlight>0.f;}
bool isDead() const {return !alive;} inline bool isDead() const {return !alive;}
bool isAlive() const {return alive;} inline bool isAlive() const {return alive;}
bool isOperative() const; bool isOperative() const;
bool isBeingBuilt() const; bool isBeingBuilt() const;
bool isBuilt() const; bool isBuilt() const;
@@ -516,19 +516,19 @@ public:
bool isInteresting(InterestingUnitType iut) const; bool isInteresting(InterestingUnitType iut) const;
//set //set
void setCurrField(Field currField) {this->currField= currField;} inline void setCurrField(Field currField) {this->currField= currField;}
void setCurrSkill(const SkillType *currSkill); void setCurrSkill(const SkillType *currSkill);
void setCurrSkill(SkillClass sc); void setCurrSkill(SkillClass sc);
void setLoadCount(int loadCount) {this->loadCount= loadCount;} inline void setLoadCount(int loadCount) {this->loadCount= loadCount;}
void setLoadType(const ResourceType *loadType) {this->loadType= loadType;} inline void setLoadType(const ResourceType *loadType) {this->loadType= loadType;}
void setProgress2(int progress2) {this->progress2= progress2;} inline void setProgress2(int progress2) {this->progress2= progress2;}
void setPos(const Vec2i &pos,bool clearPathFinder=false); void setPos(const Vec2i &pos,bool clearPathFinder=false);
void setTargetPos(const Vec2i &targetPos); void setTargetPos(const Vec2i &targetPos);
void setTarget(const Unit *unit); void setTarget(const Unit *unit);
void setTargetVec(const Vec3f &targetVec); void setTargetVec(const Vec3f &targetVec);
void setMeetingPos(const Vec2i &meetingPos); void setMeetingPos(const Vec2i &meetingPos);
void setVisible(const bool visible); void setVisible(const bool visible);
bool getVisible() const { return visible; } inline bool getVisible() const { return visible; }
//render related //render related
const Model *getCurrentModel(); const Model *getCurrentModel();
@@ -582,26 +582,26 @@ public:
void applyCommand(Command *command); void applyCommand(Command *command);
void setModelFacing(CardinalDir value); void setModelFacing(CardinalDir value);
CardinalDir getModelFacing() const { return modelFacing; } inline CardinalDir getModelFacing() const { return modelFacing; }
bool isMeetingPointSettable() const; bool isMeetingPointSettable() const;
int getLastRenderFrame() const { return lastRenderFrame; } inline int getLastRenderFrame() const { return lastRenderFrame; }
void setLastRenderFrame(int value) { lastRenderFrame = value; } inline void setLastRenderFrame(int value) { lastRenderFrame = value; }
int getRetryCurrCommandCount() const { return retryCurrCommandCount; } inline int getRetryCurrCommandCount() const { return retryCurrCommandCount; }
void setRetryCurrCommandCount(int value) { retryCurrCommandCount = value; } inline void setRetryCurrCommandCount(int value) { retryCurrCommandCount = value; }
Vec3f getScreenPos() const { return screenPos; } inline Vec3f getScreenPos() const { return screenPos; }
void setScreenPos(Vec3f value) { screenPos = value; } void setScreenPos(Vec3f value) { screenPos = value; }
string getCurrentUnitTitle() const {return currentUnitTitle;} inline string getCurrentUnitTitle() const {return currentUnitTitle;}
void setCurrentUnitTitle(string value) { currentUnitTitle = value;} void setCurrentUnitTitle(string value) { currentUnitTitle = value;}
void exploreCells(); void exploreCells();
bool getInBailOutAttempt() const { return inBailOutAttempt; } inline bool getInBailOutAttempt() const { return inBailOutAttempt; }
void setInBailOutAttempt(bool value) { inBailOutAttempt = value; } inline void setInBailOutAttempt(bool value) { inBailOutAttempt = value; }
//std::vector<std::pair<Vec2i,Chrono> > getBadHarvestPosList() const { return badHarvestPosList; } //std::vector<std::pair<Vec2i,Chrono> > getBadHarvestPosList() const { return badHarvestPosList; }
//void setBadHarvestPosList(std::vector<std::pair<Vec2i,Chrono> > value) { badHarvestPosList = value; } //void setBadHarvestPosList(std::vector<std::pair<Vec2i,Chrono> > value) { badHarvestPosList = value; }
@@ -611,7 +611,7 @@ public:
void cleanupOldBadHarvestPos(); void cleanupOldBadHarvestPos();
void setLastHarvestResourceTarget(const Vec2i *pos); void setLastHarvestResourceTarget(const Vec2i *pos);
std::pair<Vec2i,int> getLastHarvestResourceTarget() const { return lastHarvestResourceTarget;} inline std::pair<Vec2i,int> getLastHarvestResourceTarget() const { return lastHarvestResourceTarget;}
//std::pair<Vec2i,std::vector<Vec2i> > getCurrentTargetPathTaken() const { return currentTargetPathTaken; } //std::pair<Vec2i,std::vector<Vec2i> > getCurrentTargetPathTaken() const { return currentTargetPathTaken; }
//void addCurrentTargetPathTakenCell(const Vec2i &target,const Vec2i &cell); //void addCurrentTargetPathTakenCell(const Vec2i &target,const Vec2i &cell);
@@ -621,23 +621,23 @@ public:
bool needToUpdate(); bool needToUpdate();
bool isLastStuckFrameWithinCurrentFrameTolerance() const; bool isLastStuckFrameWithinCurrentFrameTolerance() const;
uint32 getLastStuckFrame() const { return lastStuckFrame; } inline uint32 getLastStuckFrame() const { return lastStuckFrame; }
void setLastStuckFrame(uint32 value) { lastStuckFrame = value; } inline void setLastStuckFrame(uint32 value) { lastStuckFrame = value; }
void setLastStuckFrameToCurrentFrame(); void setLastStuckFrameToCurrentFrame();
Vec2i getLastStuckPos() const { return lastStuckPos; } inline Vec2i getLastStuckPos() const { return lastStuckPos; }
void setLastStuckPos(Vec2i pos) { lastStuckPos = pos; } inline void setLastStuckPos(Vec2i pos) { lastStuckPos = pos; }
bool isLastPathfindFailedFrameWithinCurrentFrameTolerance() const; bool isLastPathfindFailedFrameWithinCurrentFrameTolerance() const;
uint32 getLastPathfindFailedFrame() const { return lastPathfindFailedFrame; } inline uint32 getLastPathfindFailedFrame() const { return lastPathfindFailedFrame; }
void setLastPathfindFailedFrame(uint32 value) { lastPathfindFailedFrame = value; } inline void setLastPathfindFailedFrame(uint32 value) { lastPathfindFailedFrame = value; }
void setLastPathfindFailedFrameToCurrentFrame(); void setLastPathfindFailedFrameToCurrentFrame();
Vec2i getLastPathfindFailedPos() const { return lastPathfindFailedPos; } inline Vec2i getLastPathfindFailedPos() const { return lastPathfindFailedPos; }
void setLastPathfindFailedPos(Vec2i pos) { lastPathfindFailedPos = pos; } inline void setLastPathfindFailedPos(Vec2i pos) { lastPathfindFailedPos = pos; }
bool getUsePathfinderExtendedMaxNodes() const { return usePathfinderExtendedMaxNodes; } inline bool getUsePathfinderExtendedMaxNodes() const { return usePathfinderExtendedMaxNodes; }
void setUsePathfinderExtendedMaxNodes(bool value) { usePathfinderExtendedMaxNodes = value; } inline void setUsePathfinderExtendedMaxNodes(bool value) { usePathfinderExtendedMaxNodes = value; }
void updateTimedParticles(); void updateTimedParticles();

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@@ -153,46 +153,46 @@ public:
Checksum* techtreeChecksum, std::map<string,vector<pair<string, string> > > &loadedFileList); Checksum* techtreeChecksum, std::map<string,vector<pair<string, string> > > &loadedFileList);
//get //get
int getId() const {return id;} inline int getId() const {return id;}
int getMaxHp() const {return maxHp;} inline int getMaxHp() const {return maxHp;}
int getHpRegeneration() const {return hpRegeneration;} inline int getHpRegeneration() const {return hpRegeneration;}
int getMaxEp() const {return maxEp;} inline int getMaxEp() const {return maxEp;}
int getEpRegeneration() const {return epRegeneration;} inline int getEpRegeneration() const {return epRegeneration;}
int getMaxUnitCount() const {return maxUnitCount;} inline int getMaxUnitCount() const {return maxUnitCount;}
bool getField(Field field) const {return fields[field];} inline bool getField(Field field) const {return fields[field];}
Field getField() const {return field;} inline Field getField() const {return field;}
bool getProperty(Property property) const {return properties[property];} inline bool getProperty(Property property) const {return properties[property];}
int getArmor() const {return armor;} inline int getArmor() const {return armor;}
const ArmorType *getArmorType() const {return armorType;} inline const ArmorType *getArmorType() const {return armorType;}
const SkillType *getSkillType(int i) const {return skillTypes[i];} inline const SkillType *getSkillType(int i) const {return skillTypes[i];}
const CommandType *getCommandType(int i) const; const CommandType *getCommandType(int i) const;
const Level *getLevel(int i) const {return &levels[i];} inline const Level *getLevel(int i) const {return &levels[i];}
const Level *getLevel(string name) const; const Level *getLevel(string name) const;
int getSkillTypeCount() const {return skillTypes.size();} inline int getSkillTypeCount() const {return skillTypes.size();}
int getCommandTypeCount() const {return commandTypes.size();} inline int getCommandTypeCount() const {return commandTypes.size();}
int getLevelCount() const {return levels.size();} inline int getLevelCount() const {return levels.size();}
bool getLight() const {return light;} inline bool getLight() const {return light;}
bool getRotationAllowed() const {return rotationAllowed;} inline bool getRotationAllowed() const {return rotationAllowed;}
Vec3f getLightColor() const {return lightColor;} inline Vec3f getLightColor() const {return lightColor;}
bool getMultiSelect() const {return multiSelect;} inline bool getMultiSelect() const {return multiSelect;}
int getSight() const {return sight;} inline int getSight() const {return sight;}
int getSize() const {return size;} inline int getSize() const {return size;}
int getHeight() const {return height;} int getHeight() const {return height;}
int getStoredResourceCount() const {return storedResources.size();} int getStoredResourceCount() const {return storedResources.size();}
const Resource *getStoredResource(int i) const {return &storedResources[i];} inline const Resource *getStoredResource(int i) const {return &storedResources[i];}
bool getCellMapCell(int x, int y, CardinalDir facing) const; bool getCellMapCell(int x, int y, CardinalDir facing) const;
bool getMeetingPoint() const {return meetingPoint;} inline bool getMeetingPoint() const {return meetingPoint;}
bool getCountUnitDeathInStats() const {return countUnitDeathInStats;} inline bool getCountUnitDeathInStats() const {return countUnitDeathInStats;}
bool getCountUnitProductionInStats() const {return countUnitProductionInStats;} inline bool getCountUnitProductionInStats() const {return countUnitProductionInStats;}
bool getCountUnitKillInStats() const {return countUnitKillInStats;} inline bool getCountUnitKillInStats() const {return countUnitKillInStats;}
bool getCountKillForUnitUpgrade() const {return countKillForUnitUpgrade;} inline bool getCountKillForUnitUpgrade() const {return countKillForUnitUpgrade;}
bool isMobile() const {return (firstSkillTypeOfClass[scMove] != NULL);} inline bool isMobile() const {return (firstSkillTypeOfClass[scMove] != NULL);}
Texture2D *getMeetingPointImage() const {return meetingPointImage;} inline Texture2D *getMeetingPointImage() const {return meetingPointImage;}
StaticSound *getSelectionSound() const {return selectionSounds.getRandSound();} inline StaticSound *getSelectionSound() const {return selectionSounds.getRandSound();}
StaticSound *getCommandSound() const {return commandSounds.getRandSound();} inline StaticSound *getCommandSound() const {return commandSounds.getRandSound();}
const SoundContainer & getSelectionSounds() const { return selectionSounds; } inline const SoundContainer & getSelectionSounds() const { return selectionSounds; }
const SoundContainer & getCommandSounds() const { return commandSounds; } inline const SoundContainer & getCommandSounds() const { return commandSounds; }
int getStore(const ResourceType *rt) const; int getStore(const ResourceType *rt) const;
const SkillType *getSkillType(const string &skillName, SkillClass skillClass) const; const SkillType *getSkillType(const string &skillName, SkillClass skillClass) const;
@@ -216,8 +216,8 @@ public:
bool hasCommandClass(CommandClass commandClass) const; bool hasCommandClass(CommandClass commandClass) const;
bool hasSkillType(const SkillType *skillType) const; bool hasSkillType(const SkillType *skillType) const;
bool hasSkillClass(SkillClass skillClass) const; bool hasSkillClass(SkillClass skillClass) const;
bool hasCellMap() const {return cellMap!=NULL;} inline bool hasCellMap() const {return cellMap!=NULL;}
bool getAllowEmptyCellMap() const {return allowEmptyCellMap;} inline bool getAllowEmptyCellMap() const {return allowEmptyCellMap;}
bool hasEmptyCellMap() const; bool hasEmptyCellMap() const;
Vec2i getFirstOccupiedCellInCellMap(Vec2i currentPos) const; Vec2i getFirstOccupiedCellInCellMap(Vec2i currentPos) const;
@@ -228,8 +228,8 @@ public:
const CommandType* findCommandTypeById(int id) const; const CommandType* findCommandTypeById(int id) const;
string getCommandTypeListDesc() const; string getCommandTypeListDesc() const;
float getRotatedBuildPos() { return rotatedBuildPos; } inline float getRotatedBuildPos() { return rotatedBuildPos; }
void setRotatedBuildPos(float value) { rotatedBuildPos = value; } inline void setRotatedBuildPos(float value) { rotatedBuildPos = value; }
//other //other
virtual string getReqDesc() const; virtual string getReqDesc() const;

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@@ -64,9 +64,9 @@ public:
inline Unit *getUnitWithEmptyCellMap(int field) const { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} return unitsWithEmptyCellMap[field];} inline Unit *getUnitWithEmptyCellMap(int field) const { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} return unitsWithEmptyCellMap[field];}
inline float getHeight() const {return height;} inline float getHeight() const {return height;}
void setUnit(int field, Unit *unit) { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} units[field]= unit;} inline void setUnit(int field, Unit *unit) { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} units[field]= unit;}
void setUnitWithEmptyCellMap(int field, Unit *unit) { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} unitsWithEmptyCellMap[field]= unit;} inline void setUnitWithEmptyCellMap(int field, Unit *unit) { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} unitsWithEmptyCellMap[field]= unit;}
void setHeight(float height) {this->height= height;} inline void setHeight(float height) {this->height= height;}
inline bool isFree(Field field) const { inline bool isFree(Field field) const {
bool result = getUnit(field) == NULL || getUnit(field)->isPutrefacting(); bool result = getUnit(field) == NULL || getUnit(field)->isPutrefacting();
@@ -134,34 +134,34 @@ public:
void end(); //to kill particles void end(); //to kill particles
//get //get
const Vec3f &getVertex() const {return vertex;} inline const Vec3f &getVertex() const {return vertex;}
float getHeight() const {return vertex.y;} inline float getHeight() const {return vertex.y;}
const Vec3f &getColor() const {return color;} inline const Vec3f &getColor() const {return color;}
const Vec3f &getNormal() const {return normal;} inline const Vec3f &getNormal() const {return normal;}
int getSurfaceType() const {return surfaceType;} inline int getSurfaceType() const {return surfaceType;}
const Texture2D *getSurfaceTexture() const {return surfaceTexture;} inline const Texture2D *getSurfaceTexture() const {return surfaceTexture;}
Object *getObject() const {return object;} inline Object *getObject() const {return object;}
Resource *getResource() const {return object==NULL? NULL: object->getResource();} inline Resource *getResource() const {return object==NULL? NULL: object->getResource();}
const Vec2f &getFowTexCoord() const {return fowTexCoord;} inline const Vec2f &getFowTexCoord() const {return fowTexCoord;}
const Vec2f &getSurfTexCoord() const {return surfTexCoord;} inline const Vec2f &getSurfTexCoord() const {return surfTexCoord;}
bool getNearSubmerged() const {return nearSubmerged;} inline bool getNearSubmerged() const {return nearSubmerged;}
inline bool isVisible(int teamIndex) const {return visible[teamIndex];} inline bool isVisible(int teamIndex) const {return visible[teamIndex];}
inline bool isExplored(int teamIndex) const {return explored[teamIndex];} inline bool isExplored(int teamIndex) const {return explored[teamIndex];}
//set //set
void setVertex(const Vec3f &vertex) {this->vertex= vertex;} inline void setVertex(const Vec3f &vertex) {this->vertex= vertex;}
void setHeight(float height, bool cellChangedFromOriginalMapLoadValue=false); inline void setHeight(float height, bool cellChangedFromOriginalMapLoadValue=false);
void setNormal(const Vec3f &normal) {this->normal= normal;} inline void setNormal(const Vec3f &normal) {this->normal= normal;}
void setColor(const Vec3f &color) {this->color= color;} inline void setColor(const Vec3f &color) {this->color= color;}
void setSurfaceType(int surfaceType) {this->surfaceType= surfaceType;} inline void setSurfaceType(int surfaceType) {this->surfaceType= surfaceType;}
void setSurfaceTexture(const Texture2D *st) {this->surfaceTexture= st;} inline void setSurfaceTexture(const Texture2D *st) {this->surfaceTexture= st;}
void setObject(Object *object) {this->object= object;} inline void setObject(Object *object) {this->object= object;}
void setFowTexCoord(const Vec2f &ftc) {this->fowTexCoord= ftc;} inline void setFowTexCoord(const Vec2f &ftc) {this->fowTexCoord= ftc;}
void setSurfTexCoord(const Vec2f &stc) {this->surfTexCoord= stc;} inline void setSurfTexCoord(const Vec2f &stc) {this->surfTexCoord= stc;}
void setExplored(int teamIndex, bool explored); void setExplored(int teamIndex, bool explored);
void setVisible(int teamIndex, bool visible); void setVisible(int teamIndex, bool visible);
void setNearSubmerged(bool nearSubmerged) {this->nearSubmerged= nearSubmerged;} inline void setNearSubmerged(bool nearSubmerged) {this->nearSubmerged= nearSubmerged;}
//misc //misc
void deleteResource(); void deleteResource();

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@@ -46,16 +46,16 @@ public:
SurfaceInfo(const Pixmap2D *lu, const Pixmap2D *ru, const Pixmap2D *ld, const Pixmap2D *rd); SurfaceInfo(const Pixmap2D *lu, const Pixmap2D *ru, const Pixmap2D *ld, const Pixmap2D *rd);
bool operator==(const SurfaceInfo &si) const; bool operator==(const SurfaceInfo &si) const;
const Pixmap2D *getCenter() const {return center;} inline const Pixmap2D *getCenter() const {return center;}
const Pixmap2D *getLeftUp() const {return leftUp;} inline const Pixmap2D *getLeftUp() const {return leftUp;}
const Pixmap2D *getRightUp() const {return rightUp;} inline const Pixmap2D *getRightUp() const {return rightUp;}
const Pixmap2D *getLeftDown() const {return leftDown;} inline const Pixmap2D *getLeftDown() const {return leftDown;}
const Pixmap2D *getRightDown() const {return rightDown;} inline const Pixmap2D *getRightDown() const {return rightDown;}
const Vec2f &getCoord() const {return coord;} inline const Vec2f &getCoord() const {return coord;}
const Texture2D *getTexture() const {return texture;} inline const Texture2D *getTexture() const {return texture;}
void setCoord(const Vec2f &coord) {this->coord= coord;} inline void setCoord(const Vec2f &coord) {this->coord= coord;}
void setTexture(const Texture2D *texture) {this->texture= texture;} inline void setTexture(const Texture2D *texture) {this->texture= texture;}
}; };
// ===================================================== // =====================================================

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@@ -51,11 +51,11 @@ public:
} }
void init(Tileset *tileset); void init(Tileset *tileset);
float getTime() const {return time;} inline float getTime() const {return time;}
bool isDay() const {return time>dawn && time<dusk;} inline bool isDay() const {return time>dawn && time<dusk;}
bool isNight() const {return !isDay();} inline bool isNight() const {return !isDay();}
bool isTotalNight() const {return time<dawn+1.f || time>dusk-1.f;} inline bool isTotalNight() const {return time<dawn+1.f || time>dusk-1.f;}
float getTimeInc() const {return timeInc;} inline float getTimeInc() const {return timeInc;}
Vec3f computeLightColor() const; Vec3f computeLightColor() const;
void update(); void update();

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@@ -117,7 +117,7 @@ public:
void clearUnitPrecache(Unit *unit); void clearUnitPrecache(Unit *unit);
void removeUnitPrecache(Unit *unit); void removeUnitPrecache(Unit *unit);
unsigned int getAttackWarningCount() const { return attackWarnings.size(); } inline unsigned int getAttackWarningCount() const { return attackWarnings.size(); }
std::pair<bool,Unit *> unitBeingAttacked(const Unit *unit); std::pair<bool,Unit *> unitBeingAttacked(const Unit *unit);
void unitBeingAttacked(std::pair<bool,Unit *> &result, const Unit *unit, const AttackSkillType *ast,float *currentDistToUnit=NULL); void unitBeingAttacked(std::pair<bool,Unit *> &result, const Unit *unit, const AttackSkillType *ast,float *currentDistToUnit=NULL);
vector<Unit*> enemyUnitsOnRange(const Unit *unit,const AttackSkillType *ast); vector<Unit*> enemyUnitsOnRange(const Unit *unit,const AttackSkillType *ast);

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@@ -156,38 +156,38 @@ public:
void endScenario(); //to die before selection does void endScenario(); //to die before selection does
//get //get
int getMaxPlayers() const {return map.getMaxPlayers();} inline int getMaxPlayers() const {return map.getMaxPlayers();}
int getThisFactionIndex() const {return thisFactionIndex;} inline int getThisFactionIndex() const {return thisFactionIndex;}
int getThisTeamIndex() const {return thisTeamIndex;} inline int getThisTeamIndex() const {return thisTeamIndex;}
void setThisTeamIndex(int team) { thisTeamIndex=team;} inline void setThisTeamIndex(int team) { thisTeamIndex=team;}
const Faction *getThisFaction() const {return factions[thisFactionIndex];} inline const Faction *getThisFaction() const {return factions[thisFactionIndex];}
Faction *getThisFactionPtr() {return factions[thisFactionIndex];} inline Faction *getThisFactionPtr() {return factions[thisFactionIndex];}
int getFactionCount() const {return factions.size();} inline int getFactionCount() const {return factions.size();}
const Map *getMap() const {return &map;} inline const Map *getMap() const {return &map;}
Map *getMapPtr() {return &map;} inline Map *getMapPtr() {return &map;}
const Tileset *getTileset() const {return &tileset;} inline const Tileset *getTileset() const {return &tileset;}
const TechTree *getTechTree() const {return techTree;} inline const TechTree *getTechTree() const {return techTree;}
const Scenario *getScenario() const {return &scenario;} inline const Scenario *getScenario() const {return &scenario;}
const TimeFlow *getTimeFlow() const {return &timeFlow;} inline const TimeFlow *getTimeFlow() const {return &timeFlow;}
Tileset *getTileset() {return &tileset;} inline Tileset *getTileset() {return &tileset;}
Map *getMap() {return &map;} inline Map *getMap() {return &map;}
Cartographer* getCartographer() {return cartographer;} Cartographer* getCartographer() {return cartographer;}
RoutePlanner* getRoutePlanner() {return routePlanner;} RoutePlanner* getRoutePlanner() {return routePlanner;}
const Faction *getFaction(int i) const {return factions[i];} inline const Faction *getFaction(int i) const {return factions[i];}
Faction *getFaction(int i) {return factions[i];} inline Faction *getFaction(int i) {return factions[i];}
const Minimap *getMinimap() const {return &minimap;} inline const Minimap *getMinimap() const {return &minimap;}
Minimap *getMiniMapObject() {return &minimap;} inline Minimap *getMiniMapObject() {return &minimap;}
const Stats *getStats() const {return &stats;}; inline const Stats *getStats() const {return &stats;};
Stats *getStats() {return &stats;}; inline Stats *getStats() {return &stats;};
const WaterEffects *getWaterEffects() const {return &waterEffects;} inline const WaterEffects *getWaterEffects() const {return &waterEffects;}
const WaterEffects *getAttackEffects() const {return &attackEffects;} inline const WaterEffects *getAttackEffects() const {return &attackEffects;}
int getNextUnitId(Faction *faction); int getNextUnitId(Faction *faction);
int getNextCommandGroupId(); int getNextCommandGroupId();
int getFrameCount() const {return frameCount;} inline int getFrameCount() const {return frameCount;}
//init & load //init & load
void init(Game *game, bool createUnits, bool initFactions=true); void init(Game *game, bool createUnits, bool initFactions=true);
@@ -201,8 +201,8 @@ public:
Checksum loadMap(const string &path, Checksum* checksum); Checksum loadMap(const string &path, Checksum* checksum);
Checksum loadScenario(const string &path, Checksum* checksum,bool resetCurrentScenario=false,const XmlNode *rootNode=NULL); Checksum loadScenario(const string &path, Checksum* checksum,bool resetCurrentScenario=false,const XmlNode *rootNode=NULL);
void setQueuedScenario(string scenarioName,bool keepFactions); void setQueuedScenario(string scenarioName,bool keepFactions);
string getQueuedScenario() const { return queuedScenarioName; } inline string getQueuedScenario() const { return queuedScenarioName; }
bool getQueuedScenarioKeepFactions() const { return queuedScenarioKeepFactions; } inline bool getQueuedScenarioKeepFactions() const { return queuedScenarioKeepFactions; }
void initUnitsForScenario(); void initUnitsForScenario();
//misc //misc
@@ -249,7 +249,7 @@ public:
const string getSystemMacroValue(const string key); const string getSystemMacroValue(const string key);
const string getPlayerName(int factionIndex); const string getPlayerName(int factionIndex);
Game * getGame() { return game; } inline Game * getGame() { return game; }
const GameSettings * getGameSettings() const; const GameSettings * getGameSettings() const;
GameSettings * getGameSettingsPtr(); GameSettings * getGameSettingsPtr();
@@ -266,7 +266,7 @@ public:
void exploreCells(const Vec2i &newPos, int sightRange, int teamIndex); void exploreCells(const Vec2i &newPos, int sightRange, int teamIndex);
bool showWorldForPlayer(int factionIndex) const; bool showWorldForPlayer(int factionIndex) const;
UnitUpdater * getUnitUpdater() { return &unitUpdater; } inline UnitUpdater * getUnitUpdater() { return &unitUpdater; }
void removeResourceTargetFromCache(const Vec2i &pos); void removeResourceTargetFromCache(const Vec2i &pos);