- inlined a few more functions
This commit is contained in:
parent
6e7d4aeec5
commit
aa831dbb61
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@ -91,7 +91,7 @@ public:
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class VisibleQuadContainerCache {
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protected:
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void CopyAll(const VisibleQuadContainerCache &obj) {
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inline void CopyAll(const VisibleQuadContainerCache &obj) {
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cacheFrame = obj.cacheFrame;
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visibleObjectList = obj.visibleObjectList;
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visibleUnitList = obj.visibleUnitList;
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@ -106,24 +106,24 @@ protected:
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public:
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VisibleQuadContainerCache() {
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inline VisibleQuadContainerCache() {
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cacheFrame = 0;
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clearFrustrumData();
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clearCacheData();
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}
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VisibleQuadContainerCache(const VisibleQuadContainerCache &obj) {
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inline VisibleQuadContainerCache(const VisibleQuadContainerCache &obj) {
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CopyAll(obj);
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}
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VisibleQuadContainerCache & operator=(const VisibleQuadContainerCache &obj) {
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inline VisibleQuadContainerCache & operator=(const VisibleQuadContainerCache &obj) {
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CopyAll(obj);
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return *this;
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}
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void clearCacheData() {
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inline void clearCacheData() {
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clearVolatileCacheData();
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clearNonVolatileCacheData();
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}
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void clearVolatileCacheData() {
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inline void clearVolatileCacheData() {
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visibleUnitList.clear();
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visibleQuadUnitList.clear();
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//inVisibleUnitList.clear();
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@ -131,14 +131,14 @@ public:
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visibleUnitList.reserve(500);
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visibleQuadUnitList.reserve(500);
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}
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void clearNonVolatileCacheData() {
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inline void clearNonVolatileCacheData() {
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visibleObjectList.clear();
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visibleScaledCellList.clear();
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visibleObjectList.reserve(500);
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visibleScaledCellList.reserve(500);
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}
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void clearFrustrumData() {
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inline void clearFrustrumData() {
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frustumData = vector<vector<float> >(6,vector<float>(4,0));
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proj = vector<float>(16,0);
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modl = vector<float>(16,0);
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@ -313,7 +313,7 @@ private:
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class SurfaceData {
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public:
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SurfaceData() {
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inline SurfaceData() {
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uniqueId=0;
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bufferCount=0;
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textureHandle=0;
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@ -335,8 +335,8 @@ private:
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class MapRenderer {
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public:
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MapRenderer(): map(NULL) {}
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~MapRenderer() { destroy(); }
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inline MapRenderer(): map(NULL) {}
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inline ~MapRenderer() { destroy(); }
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void render(const Map* map,float coordStep,VisibleQuadContainerCache &qCache);
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void renderVisibleLayers(const Map* map,float coordStep,VisibleQuadContainerCache &qCache);
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void destroy();
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@ -346,7 +346,7 @@ private:
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const Map* map;
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struct Layer {
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Layer(int th):
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inline Layer(int th):
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vbo_vertices(0), vbo_normals(0),
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vbo_fowTexCoords(0), vbo_surfTexCoords(0),
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vbo_indices(0), indexCount(0),
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@ -409,8 +409,8 @@ public:
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void endGame(bool isFinalEnd);
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//get
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int getTriangleCount() const {return triangleCount;}
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int getPointCount() const {return pointCount;}
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inline int getTriangleCount() const {return triangleCount;}
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inline int getPointCount() const {return pointCount;}
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//misc
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void reloadResources();
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@ -431,8 +431,8 @@ public:
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void endFont(Font *font, ResourceScope rs, bool mustExistInList=false);
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void resetFontManager(ResourceScope rs);
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TextRenderer2D *getTextRenderer() const {return textRenderer;}
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TextRenderer3D *getTextRenderer3D() const {return textRenderer3D;}
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inline TextRenderer2D *getTextRenderer() const {return textRenderer;}
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inline TextRenderer3D *getTextRenderer3D() const {return textRenderer3D;}
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void manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs);
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void cleanupParticleSystems(vector<ParticleSystem *> &particleSystems,ResourceScope rs);
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@ -532,8 +532,8 @@ public:
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//misc
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void loadConfig();
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void saveScreen(const string &path,int w=0, int h=0);
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Quad2i getVisibleQuad() const {return visibleQuad;}
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Quad2i getVisibleQuadFromCamera() const {return visibleQuadFromCamera;}
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inline Quad2i getVisibleQuad() const {return visibleQuad;}
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inline Quad2i getVisibleQuadFromCamera() const {return visibleQuadFromCamera;}
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void renderTeamColorPlane();
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void renderTeamColorCircle();
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@ -541,28 +541,28 @@ public:
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static Shadows strToShadows(const string &s);
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static string shadowsToStr(Shadows shadows);
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const Game * getGame() { return game; }
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inline const Game * getGame() { return game; }
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void setAllowRenderUnitTitles(bool value);
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bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; }
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inline bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; }
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void renderUnitTitles(Font2D *font, Vec3f color);
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void renderUnitTitles3D(Font3D *font, Vec3f color);
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Vec3f computeScreenPosition(const Vec3f &worldPos);
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void setPhotoMode(bool value) { photoMode = value; }
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bool getNo2DMouseRendering() const { return no2DMouseRendering; }
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inline bool getNo2DMouseRendering() const { return no2DMouseRendering; }
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void setNo2DMouseRendering(bool value) { no2DMouseRendering = value; }
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bool getShowDebugUI() const { return showDebugUI; }
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inline bool getShowDebugUI() const { return showDebugUI; }
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void setShowDebugUI(bool value) { showDebugUI = value; }
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int getShowDebugUILevel() const { return showDebugUILevel; }
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inline int getShowDebugUILevel() const { return showDebugUILevel; }
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void setShowDebugUILevel(int value) { showDebugUILevel=value; }
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void cycleShowDebugUILevel();
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void setLastRenderFps(int value);
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int getLastRenderFps() const { return lastRenderFps;}
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inline int getLastRenderFps() const { return lastRenderFps;}
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VisibleQuadContainerCache & getQuadCache(bool updateOnDirtyFrame=true,bool forceNew=false);
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void removeObjectFromQuadCache(const Object *o);
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@ -577,10 +577,10 @@ public:
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static Texture2D * findFactionLogoTexture(string logoFilename);
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static Texture2D * preloadTexture(string logoFilename);
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int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); }
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inline int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); }
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void setCustom3dMenuList(GLuint *customlist3dMenu) { this->customlist3dMenu = customlist3dMenu; }
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GLuint * getCustom3dMenuList() const { return this->customlist3dMenu; }
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inline GLuint * getCustom3dMenuList() const { return this->customlist3dMenu; }
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void init3dListMenu(const MainMenu *mm);
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@ -151,12 +151,12 @@ public:
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Faction();
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~Faction();
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void addLivingUnits(int id) { livingUnits.insert(id); }
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void addLivingUnitsp(Unit *unit) { livingUnitsp.insert(unit); }
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inline void addLivingUnits(int id) { livingUnits.insert(id); }
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inline void addLivingUnitsp(Unit *unit) { livingUnitsp.insert(unit); }
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bool isUnitInLivingUnitsp(Unit *unit) { return (livingUnitsp.find(unit) != livingUnitsp.end()); }
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void deleteLivingUnits(int id) { livingUnits.erase(id); }
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void deleteLivingUnitsp(Unit *unit) { livingUnitsp.erase(unit); }
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inline bool isUnitInLivingUnitsp(Unit *unit) { return (livingUnitsp.find(unit) != livingUnitsp.end()); }
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inline void deleteLivingUnits(int id) { livingUnits.erase(id); }
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inline void deleteLivingUnitsp(Unit *unit) { livingUnitsp.erase(unit); }
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//std::map<int,int> unitsMovingList;
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void addUnitToMovingList(int unitId);
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@ -175,32 +175,32 @@ public:
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bool giveResources, const XmlNode *loadWorldNode=NULL);
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void end();
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bool getFactionDisconnectHandled() const { return factionDisconnectHandled;}
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inline bool getFactionDisconnectHandled() const { return factionDisconnectHandled;}
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void setFactionDisconnectHandled(bool value) { factionDisconnectHandled=value;}
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//get
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const Resource *getResource(const ResourceType *rt) const;
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const Resource *getResource(int i) const {return &resources[i];}
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inline const Resource *getResource(int i) const {return &resources[i];}
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int getStoreAmount(const ResourceType *rt) const;
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const FactionType *getType() const {return factionType;}
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int getIndex() const {return index;}
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inline const FactionType *getType() const {return factionType;}
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inline int getIndex() const {return index;}
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int getTeam() const {return teamIndex;}
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inline int getTeam() const {return teamIndex;}
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void setTeam(int team) {teamIndex=team;}
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TechTree * getTechTree() const { return techTree; }
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inline TechTree * getTechTree() const { return techTree; }
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const SwitchTeamVote * getFirstSwitchTeamVote() const;
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SwitchTeamVote * getSwitchTeamVote(int factionIndex);
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void setSwitchTeamVote(SwitchTeamVote &vote);
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int getCurrentSwitchTeamVoteFactionIndex() const { return currentSwitchTeamVoteFactionIndex; }
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inline int getCurrentSwitchTeamVoteFactionIndex() const { return currentSwitchTeamVoteFactionIndex; }
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void setCurrentSwitchTeamVoteFactionIndex(int index) { currentSwitchTeamVoteFactionIndex = index; }
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bool getCpuControl(bool enableServerControlledAI, bool isNetworkGame, NetworkRole role) const;
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bool getCpuControl() const;
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bool getCpuEasyControl() const {return control==ctCpuEasy;}
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bool getCpuUltraControl() const {return control==ctCpuUltra;}
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bool getCpuMegaControl() const {return control==ctCpuMega;}
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ControlType getControlType() const {return control;}
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inline bool getCpuEasyControl() const {return control==ctCpuEasy;}
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inline bool getCpuUltraControl() const {return control==ctCpuUltra;}
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inline bool getCpuMegaControl() const {return control==ctCpuMega;}
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inline ControlType getControlType() const {return control;}
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FactionPersonalityType getPersonalityType() const;
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void setPersonalityType(FactionPersonalityType pType) { overridePersonalityType=pType; }
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@ -210,10 +210,10 @@ public:
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int getUnitCount() const;
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Mutex * getUnitMutex() {return unitsMutex;}
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const UpgradeManager *getUpgradeManager() const {return &upgradeManager;}
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const Texture2D *getTexture() const {return texture;}
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int getStartLocationIndex() const {return startLocationIndex;}
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bool getThisFaction() const {return thisFaction;}
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inline const UpgradeManager *getUpgradeManager() const {return &upgradeManager;}
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inline const Texture2D *getTexture() const {return texture;}
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inline int getStartLocationIndex() const {return startLocationIndex;}
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inline bool getThisFaction() const {return thisFaction;}
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//upgrades
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void startUpgrade(const UpgradeType *ut);
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@ -259,7 +259,7 @@ public:
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Vec2i getClosestResourceTypeTargetFromCache(Unit *unit, const ResourceType *type);
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Vec2i getClosestResourceTypeTargetFromCache(const Vec2i &pos, const ResourceType *type);
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void cleanupResourceTypeTargetCache(std::vector<Vec2i> *deleteListPtr);
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int getCacheResourceTargetListSize() const { return cacheResourceTargetList.size(); }
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inline int getCacheResourceTargetListSize() const { return cacheResourceTargetList.size(); }
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Unit * findClosestUnitWithSkillClass(const Vec2i &pos,const CommandClass &cmdClass,
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const std::vector<SkillClass> &skillClassList,
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@ -267,7 +267,7 @@ public:
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void deletePixels();
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World * getWorld() { return world; }
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inline World * getWorld() { return world; }
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int getFrameCount();
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void signalWorkerThread(int frameIndex);
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bool isWorkerThreadSignalCompleted(int frameIndex);
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@ -445,67 +445,67 @@ public:
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//queries
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Command *getCurrrentCommandThreadSafe();
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void setIgnoreCheckCommand(bool value) { ignoreCheckCommand=value;}
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bool getIgnoreCheckCommand() const {return ignoreCheckCommand;}
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int getId() const {return id;}
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Field getCurrField() const {return currField;}
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int getLoadCount() const {return loadCount;}
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float getLastAnimProgress() const {return lastAnimProgress;}
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inline bool getIgnoreCheckCommand() const {return ignoreCheckCommand;}
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inline int getId() const {return id;}
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inline Field getCurrField() const {return currField;}
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inline int getLoadCount() const {return loadCount;}
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inline float getLastAnimProgress() const {return lastAnimProgress;}
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//float getProgress() const {return progress;}
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float getAnimProgress() const {return animProgress;}
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float getHightlight() const {return highlight;}
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int getProgress2() const {return progress2;}
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inline float getAnimProgress() const {return animProgress;}
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inline float getHightlight() const {return highlight;}
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inline int getProgress2() const {return progress2;}
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int getFactionIndex() const;
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int getTeam() const;
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int getHp() const {return hp;}
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int getEp() const {return ep;}
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inline int getHp() const {return hp;}
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inline int getEp() const {return ep;}
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int getProductionPercent() const;
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float getProgressRatio() const;
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float getHpRatio() const;
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float getEpRatio() const;
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bool getToBeUndertaken() const {return toBeUndertaken;}
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Vec2i getTargetPos() const {return targetPos;}
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Vec3f getTargetVec() const {return targetVec;}
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Field getTargetField() const {return targetField;}
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Vec2i getMeetingPos() const {return meetingPos;}
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Faction *getFaction() const {return faction;}
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const ResourceType *getLoadType() const {return loadType;}
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const UnitType *getType() const {return type;}
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const SkillType *getCurrSkill() const {return currSkill;}
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const TotalUpgrade *getTotalUpgrade() const {return &totalUpgrade;}
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float getRotation() const {return rotation;}
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inline bool getToBeUndertaken() const {return toBeUndertaken;}
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inline Vec2i getTargetPos() const {return targetPos;}
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inline Vec3f getTargetVec() const {return targetVec;}
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inline Field getTargetField() const {return targetField;}
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inline Vec2i getMeetingPos() const {return meetingPos;}
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inline Faction *getFaction() const {return faction;}
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inline const ResourceType *getLoadType() const {return loadType;}
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inline const UnitType *getType() const {return type;}
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inline const SkillType *getCurrSkill() const {return currSkill;}
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inline const TotalUpgrade *getTotalUpgrade() const {return &totalUpgrade;}
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inline float getRotation() const {return rotation;}
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float getRotationX() const;
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float getRotationZ() const;
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ParticleSystem *getFire() const {return fire;}
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int getKills() const {return kills;}
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int getEnemyKills() const {return enemyKills;}
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const Level *getLevel() const {return level;}
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inline ParticleSystem *getFire() const {return fire;}
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inline int getKills() const {return kills;}
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inline int getEnemyKills() const {return enemyKills;}
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inline const Level *getLevel() const {return level;}
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const Level *getNextLevel() const;
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string getFullName() const;
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const UnitPathInterface *getPath() const {return unitPath;}
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UnitPathInterface *getPath() {return unitPath;}
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WaypointPath *getWaypointPath() {return &waypointPath;}
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inline const UnitPathInterface *getPath() const {return unitPath;}
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inline UnitPathInterface *getPath() {return unitPath;}
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inline WaypointPath *getWaypointPath() {return &waypointPath;}
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int getLastAttackerUnitId() const { return lastAttackerUnitId; }
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void setLastAttackerUnitId(int unitId) { lastAttackerUnitId = unitId; }
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inline int getLastAttackerUnitId() const { return lastAttackerUnitId; }
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inline void setLastAttackerUnitId(int unitId) { lastAttackerUnitId = unitId; }
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int getLastAttackedUnitId() const { return lastAttackedUnitId; }
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void setLastAttackedUnitId(int unitId) { lastAttackedUnitId = unitId; }
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inline int getLastAttackedUnitId() const { return lastAttackedUnitId; }
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inline void setLastAttackedUnitId(int unitId) { lastAttackedUnitId = unitId; }
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CauseOfDeathType getCauseOfDeath() const { return causeOfDeath; }
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void setCauseOfDeath(CauseOfDeathType cause) { causeOfDeath = cause; }
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inline CauseOfDeathType getCauseOfDeath() const { return causeOfDeath; }
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inline void setCauseOfDeath(CauseOfDeathType cause) { causeOfDeath = cause; }
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//pos
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Vec2i getPos() const {return pos;}
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inline Vec2i getPos() const {return pos;}
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Vec2i getPosWithCellMapSet() const;
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Vec2i getLastPos() const {return lastPos;}
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inline Vec2i getLastPos() const {return lastPos;}
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Vec2i getCenteredPos() const;
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Vec2f getFloatCenteredPos() const;
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Vec2i getCellPos() const;
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//is
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bool isHighlighted() const {return highlight>0.f;}
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bool isDead() const {return !alive;}
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bool isAlive() const {return alive;}
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inline bool isHighlighted() const {return highlight>0.f;}
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inline bool isDead() const {return !alive;}
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inline bool isAlive() const {return alive;}
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bool isOperative() const;
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bool isBeingBuilt() const;
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bool isBuilt() const;
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@ -516,19 +516,19 @@ public:
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bool isInteresting(InterestingUnitType iut) const;
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//set
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void setCurrField(Field currField) {this->currField= currField;}
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inline void setCurrField(Field currField) {this->currField= currField;}
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void setCurrSkill(const SkillType *currSkill);
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void setCurrSkill(SkillClass sc);
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void setLoadCount(int loadCount) {this->loadCount= loadCount;}
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void setLoadType(const ResourceType *loadType) {this->loadType= loadType;}
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void setProgress2(int progress2) {this->progress2= progress2;}
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inline void setLoadCount(int loadCount) {this->loadCount= loadCount;}
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inline void setLoadType(const ResourceType *loadType) {this->loadType= loadType;}
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inline void setProgress2(int progress2) {this->progress2= progress2;}
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void setPos(const Vec2i &pos,bool clearPathFinder=false);
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void setTargetPos(const Vec2i &targetPos);
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void setTarget(const Unit *unit);
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void setTargetVec(const Vec3f &targetVec);
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void setMeetingPos(const Vec2i &meetingPos);
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void setVisible(const bool visible);
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bool getVisible() const { return visible; }
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inline bool getVisible() const { return visible; }
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//render related
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const Model *getCurrentModel();
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@ -582,26 +582,26 @@ public:
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void applyCommand(Command *command);
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void setModelFacing(CardinalDir value);
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CardinalDir getModelFacing() const { return modelFacing; }
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inline CardinalDir getModelFacing() const { return modelFacing; }
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bool isMeetingPointSettable() const;
|
||||
|
||||
int getLastRenderFrame() const { return lastRenderFrame; }
|
||||
void setLastRenderFrame(int value) { lastRenderFrame = value; }
|
||||
inline int getLastRenderFrame() const { return lastRenderFrame; }
|
||||
inline void setLastRenderFrame(int value) { lastRenderFrame = value; }
|
||||
|
||||
int getRetryCurrCommandCount() const { return retryCurrCommandCount; }
|
||||
void setRetryCurrCommandCount(int value) { retryCurrCommandCount = value; }
|
||||
inline int getRetryCurrCommandCount() const { return retryCurrCommandCount; }
|
||||
inline void setRetryCurrCommandCount(int value) { retryCurrCommandCount = value; }
|
||||
|
||||
Vec3f getScreenPos() const { return screenPos; }
|
||||
inline Vec3f getScreenPos() const { return screenPos; }
|
||||
void setScreenPos(Vec3f value) { screenPos = value; }
|
||||
|
||||
string getCurrentUnitTitle() const {return currentUnitTitle;}
|
||||
inline string getCurrentUnitTitle() const {return currentUnitTitle;}
|
||||
void setCurrentUnitTitle(string value) { currentUnitTitle = value;}
|
||||
|
||||
void exploreCells();
|
||||
|
||||
bool getInBailOutAttempt() const { return inBailOutAttempt; }
|
||||
void setInBailOutAttempt(bool value) { inBailOutAttempt = value; }
|
||||
inline bool getInBailOutAttempt() const { return inBailOutAttempt; }
|
||||
inline void setInBailOutAttempt(bool value) { inBailOutAttempt = value; }
|
||||
|
||||
//std::vector<std::pair<Vec2i,Chrono> > getBadHarvestPosList() const { return badHarvestPosList; }
|
||||
//void setBadHarvestPosList(std::vector<std::pair<Vec2i,Chrono> > value) { badHarvestPosList = value; }
|
||||
|
@ -611,7 +611,7 @@ public:
|
|||
void cleanupOldBadHarvestPos();
|
||||
|
||||
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; }
|
||||
//void addCurrentTargetPathTakenCell(const Vec2i &target,const Vec2i &cell);
|
||||
|
@ -621,23 +621,23 @@ public:
|
|||
bool needToUpdate();
|
||||
|
||||
bool isLastStuckFrameWithinCurrentFrameTolerance() const;
|
||||
uint32 getLastStuckFrame() const { return lastStuckFrame; }
|
||||
void setLastStuckFrame(uint32 value) { lastStuckFrame = value; }
|
||||
inline uint32 getLastStuckFrame() const { return lastStuckFrame; }
|
||||
inline void setLastStuckFrame(uint32 value) { lastStuckFrame = value; }
|
||||
void setLastStuckFrameToCurrentFrame();
|
||||
|
||||
Vec2i getLastStuckPos() const { return lastStuckPos; }
|
||||
void setLastStuckPos(Vec2i pos) { lastStuckPos = pos; }
|
||||
inline Vec2i getLastStuckPos() const { return lastStuckPos; }
|
||||
inline void setLastStuckPos(Vec2i pos) { lastStuckPos = pos; }
|
||||
|
||||
bool isLastPathfindFailedFrameWithinCurrentFrameTolerance() const;
|
||||
uint32 getLastPathfindFailedFrame() const { return lastPathfindFailedFrame; }
|
||||
void setLastPathfindFailedFrame(uint32 value) { lastPathfindFailedFrame = value; }
|
||||
inline uint32 getLastPathfindFailedFrame() const { return lastPathfindFailedFrame; }
|
||||
inline void setLastPathfindFailedFrame(uint32 value) { lastPathfindFailedFrame = value; }
|
||||
void setLastPathfindFailedFrameToCurrentFrame();
|
||||
|
||||
Vec2i getLastPathfindFailedPos() const { return lastPathfindFailedPos; }
|
||||
void setLastPathfindFailedPos(Vec2i pos) { lastPathfindFailedPos = pos; }
|
||||
inline Vec2i getLastPathfindFailedPos() const { return lastPathfindFailedPos; }
|
||||
inline void setLastPathfindFailedPos(Vec2i pos) { lastPathfindFailedPos = pos; }
|
||||
|
||||
bool getUsePathfinderExtendedMaxNodes() const { return usePathfinderExtendedMaxNodes; }
|
||||
void setUsePathfinderExtendedMaxNodes(bool value) { usePathfinderExtendedMaxNodes = value; }
|
||||
inline bool getUsePathfinderExtendedMaxNodes() const { return usePathfinderExtendedMaxNodes; }
|
||||
inline void setUsePathfinderExtendedMaxNodes(bool value) { usePathfinderExtendedMaxNodes = value; }
|
||||
|
||||
void updateTimedParticles();
|
||||
|
||||
|
|
|
@ -153,46 +153,46 @@ public:
|
|||
Checksum* techtreeChecksum, std::map<string,vector<pair<string, string> > > &loadedFileList);
|
||||
|
||||
//get
|
||||
int getId() const {return id;}
|
||||
int getMaxHp() const {return maxHp;}
|
||||
int getHpRegeneration() const {return hpRegeneration;}
|
||||
int getMaxEp() const {return maxEp;}
|
||||
int getEpRegeneration() const {return epRegeneration;}
|
||||
int getMaxUnitCount() const {return maxUnitCount;}
|
||||
bool getField(Field field) const {return fields[field];}
|
||||
Field getField() const {return field;}
|
||||
bool getProperty(Property property) const {return properties[property];}
|
||||
int getArmor() const {return armor;}
|
||||
const ArmorType *getArmorType() const {return armorType;}
|
||||
const SkillType *getSkillType(int i) const {return skillTypes[i];}
|
||||
inline int getId() const {return id;}
|
||||
inline int getMaxHp() const {return maxHp;}
|
||||
inline int getHpRegeneration() const {return hpRegeneration;}
|
||||
inline int getMaxEp() const {return maxEp;}
|
||||
inline int getEpRegeneration() const {return epRegeneration;}
|
||||
inline int getMaxUnitCount() const {return maxUnitCount;}
|
||||
inline bool getField(Field field) const {return fields[field];}
|
||||
inline Field getField() const {return field;}
|
||||
inline bool getProperty(Property property) const {return properties[property];}
|
||||
inline int getArmor() const {return armor;}
|
||||
inline const ArmorType *getArmorType() const {return armorType;}
|
||||
inline const SkillType *getSkillType(int i) const {return skillTypes[i];}
|
||||
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;
|
||||
int getSkillTypeCount() const {return skillTypes.size();}
|
||||
int getCommandTypeCount() const {return commandTypes.size();}
|
||||
int getLevelCount() const {return levels.size();}
|
||||
bool getLight() const {return light;}
|
||||
bool getRotationAllowed() const {return rotationAllowed;}
|
||||
Vec3f getLightColor() const {return lightColor;}
|
||||
bool getMultiSelect() const {return multiSelect;}
|
||||
int getSight() const {return sight;}
|
||||
int getSize() const {return size;}
|
||||
inline int getSkillTypeCount() const {return skillTypes.size();}
|
||||
inline int getCommandTypeCount() const {return commandTypes.size();}
|
||||
inline int getLevelCount() const {return levels.size();}
|
||||
inline bool getLight() const {return light;}
|
||||
inline bool getRotationAllowed() const {return rotationAllowed;}
|
||||
inline Vec3f getLightColor() const {return lightColor;}
|
||||
inline bool getMultiSelect() const {return multiSelect;}
|
||||
inline int getSight() const {return sight;}
|
||||
inline int getSize() const {return size;}
|
||||
int getHeight() const {return height;}
|
||||
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 getMeetingPoint() const {return meetingPoint;}
|
||||
bool getCountUnitDeathInStats() const {return countUnitDeathInStats;}
|
||||
bool getCountUnitProductionInStats() const {return countUnitProductionInStats;}
|
||||
bool getCountUnitKillInStats() const {return countUnitKillInStats;}
|
||||
bool getCountKillForUnitUpgrade() const {return countKillForUnitUpgrade;}
|
||||
bool isMobile() const {return (firstSkillTypeOfClass[scMove] != NULL);}
|
||||
Texture2D *getMeetingPointImage() const {return meetingPointImage;}
|
||||
StaticSound *getSelectionSound() const {return selectionSounds.getRandSound();}
|
||||
StaticSound *getCommandSound() const {return commandSounds.getRandSound();}
|
||||
inline bool getMeetingPoint() const {return meetingPoint;}
|
||||
inline bool getCountUnitDeathInStats() const {return countUnitDeathInStats;}
|
||||
inline bool getCountUnitProductionInStats() const {return countUnitProductionInStats;}
|
||||
inline bool getCountUnitKillInStats() const {return countUnitKillInStats;}
|
||||
inline bool getCountKillForUnitUpgrade() const {return countKillForUnitUpgrade;}
|
||||
inline bool isMobile() const {return (firstSkillTypeOfClass[scMove] != NULL);}
|
||||
inline Texture2D *getMeetingPointImage() const {return meetingPointImage;}
|
||||
inline StaticSound *getSelectionSound() const {return selectionSounds.getRandSound();}
|
||||
inline StaticSound *getCommandSound() const {return commandSounds.getRandSound();}
|
||||
|
||||
const SoundContainer & getSelectionSounds() const { return selectionSounds; }
|
||||
const SoundContainer & getCommandSounds() const { return commandSounds; }
|
||||
inline const SoundContainer & getSelectionSounds() const { return selectionSounds; }
|
||||
inline const SoundContainer & getCommandSounds() const { return commandSounds; }
|
||||
|
||||
int getStore(const ResourceType *rt) const;
|
||||
const SkillType *getSkillType(const string &skillName, SkillClass skillClass) const;
|
||||
|
@ -216,8 +216,8 @@ public:
|
|||
bool hasCommandClass(CommandClass commandClass) const;
|
||||
bool hasSkillType(const SkillType *skillType) const;
|
||||
bool hasSkillClass(SkillClass skillClass) const;
|
||||
bool hasCellMap() const {return cellMap!=NULL;}
|
||||
bool getAllowEmptyCellMap() const {return allowEmptyCellMap;}
|
||||
inline bool hasCellMap() const {return cellMap!=NULL;}
|
||||
inline bool getAllowEmptyCellMap() const {return allowEmptyCellMap;}
|
||||
bool hasEmptyCellMap() const;
|
||||
Vec2i getFirstOccupiedCellInCellMap(Vec2i currentPos) const;
|
||||
|
||||
|
@ -228,8 +228,8 @@ public:
|
|||
const CommandType* findCommandTypeById(int id) const;
|
||||
string getCommandTypeListDesc() const;
|
||||
|
||||
float getRotatedBuildPos() { return rotatedBuildPos; }
|
||||
void setRotatedBuildPos(float value) { rotatedBuildPos = value; }
|
||||
inline float getRotatedBuildPos() { return rotatedBuildPos; }
|
||||
inline void setRotatedBuildPos(float value) { rotatedBuildPos = value; }
|
||||
|
||||
//other
|
||||
virtual string getReqDesc() const;
|
||||
|
|
|
@ -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 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;}
|
||||
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 setUnit(int field, Unit *unit) { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} units[field]= unit;}
|
||||
inline void setUnitWithEmptyCellMap(int field, Unit *unit) { if(field >= fieldCount) { throw megaglest_runtime_error("Invalid field value" + intToStr(field));} unitsWithEmptyCellMap[field]= unit;}
|
||||
inline void setHeight(float height) {this->height= height;}
|
||||
|
||||
inline bool isFree(Field field) const {
|
||||
bool result = getUnit(field) == NULL || getUnit(field)->isPutrefacting();
|
||||
|
@ -134,34 +134,34 @@ public:
|
|||
|
||||
void end(); //to kill particles
|
||||
//get
|
||||
const Vec3f &getVertex() const {return vertex;}
|
||||
float getHeight() const {return vertex.y;}
|
||||
const Vec3f &getColor() const {return color;}
|
||||
const Vec3f &getNormal() const {return normal;}
|
||||
int getSurfaceType() const {return surfaceType;}
|
||||
const Texture2D *getSurfaceTexture() const {return surfaceTexture;}
|
||||
Object *getObject() const {return object;}
|
||||
Resource *getResource() const {return object==NULL? NULL: object->getResource();}
|
||||
const Vec2f &getFowTexCoord() const {return fowTexCoord;}
|
||||
const Vec2f &getSurfTexCoord() const {return surfTexCoord;}
|
||||
bool getNearSubmerged() const {return nearSubmerged;}
|
||||
inline const Vec3f &getVertex() const {return vertex;}
|
||||
inline float getHeight() const {return vertex.y;}
|
||||
inline const Vec3f &getColor() const {return color;}
|
||||
inline const Vec3f &getNormal() const {return normal;}
|
||||
inline int getSurfaceType() const {return surfaceType;}
|
||||
inline const Texture2D *getSurfaceTexture() const {return surfaceTexture;}
|
||||
inline Object *getObject() const {return object;}
|
||||
inline Resource *getResource() const {return object==NULL? NULL: object->getResource();}
|
||||
inline const Vec2f &getFowTexCoord() const {return fowTexCoord;}
|
||||
inline const Vec2f &getSurfTexCoord() const {return surfTexCoord;}
|
||||
inline bool getNearSubmerged() const {return nearSubmerged;}
|
||||
|
||||
inline bool isVisible(int teamIndex) const {return visible[teamIndex];}
|
||||
inline bool isExplored(int teamIndex) const {return explored[teamIndex];}
|
||||
|
||||
//set
|
||||
void setVertex(const Vec3f &vertex) {this->vertex= vertex;}
|
||||
void setHeight(float height, bool cellChangedFromOriginalMapLoadValue=false);
|
||||
void setNormal(const Vec3f &normal) {this->normal= normal;}
|
||||
void setColor(const Vec3f &color) {this->color= color;}
|
||||
void setSurfaceType(int surfaceType) {this->surfaceType= surfaceType;}
|
||||
void setSurfaceTexture(const Texture2D *st) {this->surfaceTexture= st;}
|
||||
void setObject(Object *object) {this->object= object;}
|
||||
void setFowTexCoord(const Vec2f &ftc) {this->fowTexCoord= ftc;}
|
||||
void setSurfTexCoord(const Vec2f &stc) {this->surfTexCoord= stc;}
|
||||
inline void setVertex(const Vec3f &vertex) {this->vertex= vertex;}
|
||||
inline void setHeight(float height, bool cellChangedFromOriginalMapLoadValue=false);
|
||||
inline void setNormal(const Vec3f &normal) {this->normal= normal;}
|
||||
inline void setColor(const Vec3f &color) {this->color= color;}
|
||||
inline void setSurfaceType(int surfaceType) {this->surfaceType= surfaceType;}
|
||||
inline void setSurfaceTexture(const Texture2D *st) {this->surfaceTexture= st;}
|
||||
inline void setObject(Object *object) {this->object= object;}
|
||||
inline void setFowTexCoord(const Vec2f &ftc) {this->fowTexCoord= ftc;}
|
||||
inline void setSurfTexCoord(const Vec2f &stc) {this->surfTexCoord= stc;}
|
||||
void setExplored(int teamIndex, bool explored);
|
||||
void setVisible(int teamIndex, bool visible);
|
||||
void setNearSubmerged(bool nearSubmerged) {this->nearSubmerged= nearSubmerged;}
|
||||
inline void setNearSubmerged(bool nearSubmerged) {this->nearSubmerged= nearSubmerged;}
|
||||
|
||||
//misc
|
||||
void deleteResource();
|
||||
|
|
|
@ -46,16 +46,16 @@ public:
|
|||
SurfaceInfo(const Pixmap2D *lu, const Pixmap2D *ru, const Pixmap2D *ld, const Pixmap2D *rd);
|
||||
bool operator==(const SurfaceInfo &si) const;
|
||||
|
||||
const Pixmap2D *getCenter() const {return center;}
|
||||
const Pixmap2D *getLeftUp() const {return leftUp;}
|
||||
const Pixmap2D *getRightUp() const {return rightUp;}
|
||||
const Pixmap2D *getLeftDown() const {return leftDown;}
|
||||
const Pixmap2D *getRightDown() const {return rightDown;}
|
||||
const Vec2f &getCoord() const {return coord;}
|
||||
const Texture2D *getTexture() const {return texture;}
|
||||
inline const Pixmap2D *getCenter() const {return center;}
|
||||
inline const Pixmap2D *getLeftUp() const {return leftUp;}
|
||||
inline const Pixmap2D *getRightUp() const {return rightUp;}
|
||||
inline const Pixmap2D *getLeftDown() const {return leftDown;}
|
||||
inline const Pixmap2D *getRightDown() const {return rightDown;}
|
||||
inline const Vec2f &getCoord() const {return coord;}
|
||||
inline const Texture2D *getTexture() const {return texture;}
|
||||
|
||||
void setCoord(const Vec2f &coord) {this->coord= coord;}
|
||||
void setTexture(const Texture2D *texture) {this->texture= texture;}
|
||||
inline void setCoord(const Vec2f &coord) {this->coord= coord;}
|
||||
inline void setTexture(const Texture2D *texture) {this->texture= texture;}
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
|
|
|
@ -51,11 +51,11 @@ public:
|
|||
}
|
||||
void init(Tileset *tileset);
|
||||
|
||||
float getTime() const {return time;}
|
||||
bool isDay() const {return time>dawn && time<dusk;}
|
||||
bool isNight() const {return !isDay();}
|
||||
bool isTotalNight() const {return time<dawn+1.f || time>dusk-1.f;}
|
||||
float getTimeInc() const {return timeInc;}
|
||||
inline float getTime() const {return time;}
|
||||
inline bool isDay() const {return time>dawn && time<dusk;}
|
||||
inline bool isNight() const {return !isDay();}
|
||||
inline bool isTotalNight() const {return time<dawn+1.f || time>dusk-1.f;}
|
||||
inline float getTimeInc() const {return timeInc;}
|
||||
|
||||
Vec3f computeLightColor() const;
|
||||
void update();
|
||||
|
|
|
@ -117,7 +117,7 @@ public:
|
|||
void clearUnitPrecache(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);
|
||||
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);
|
||||
|
|
|
@ -156,38 +156,38 @@ public:
|
|||
void endScenario(); //to die before selection does
|
||||
|
||||
//get
|
||||
int getMaxPlayers() const {return map.getMaxPlayers();}
|
||||
int getThisFactionIndex() const {return thisFactionIndex;}
|
||||
inline int getMaxPlayers() const {return map.getMaxPlayers();}
|
||||
inline int getThisFactionIndex() const {return thisFactionIndex;}
|
||||
|
||||
int getThisTeamIndex() const {return thisTeamIndex;}
|
||||
void setThisTeamIndex(int team) { thisTeamIndex=team;}
|
||||
inline int getThisTeamIndex() const {return thisTeamIndex;}
|
||||
inline void setThisTeamIndex(int team) { thisTeamIndex=team;}
|
||||
|
||||
const Faction *getThisFaction() const {return factions[thisFactionIndex];}
|
||||
Faction *getThisFactionPtr() {return factions[thisFactionIndex];}
|
||||
inline const Faction *getThisFaction() const {return factions[thisFactionIndex];}
|
||||
inline Faction *getThisFactionPtr() {return factions[thisFactionIndex];}
|
||||
|
||||
int getFactionCount() const {return factions.size();}
|
||||
const Map *getMap() const {return ↦}
|
||||
Map *getMapPtr() {return ↦}
|
||||
inline int getFactionCount() const {return factions.size();}
|
||||
inline const Map *getMap() const {return ↦}
|
||||
inline Map *getMapPtr() {return ↦}
|
||||
|
||||
const Tileset *getTileset() const {return &tileset;}
|
||||
const TechTree *getTechTree() const {return techTree;}
|
||||
const Scenario *getScenario() const {return &scenario;}
|
||||
const TimeFlow *getTimeFlow() const {return &timeFlow;}
|
||||
Tileset *getTileset() {return &tileset;}
|
||||
Map *getMap() {return ↦}
|
||||
inline const Tileset *getTileset() const {return &tileset;}
|
||||
inline const TechTree *getTechTree() const {return techTree;}
|
||||
inline const Scenario *getScenario() const {return &scenario;}
|
||||
inline const TimeFlow *getTimeFlow() const {return &timeFlow;}
|
||||
inline Tileset *getTileset() {return &tileset;}
|
||||
inline Map *getMap() {return ↦}
|
||||
Cartographer* getCartographer() {return cartographer;}
|
||||
RoutePlanner* getRoutePlanner() {return routePlanner;}
|
||||
const Faction *getFaction(int i) const {return factions[i];}
|
||||
Faction *getFaction(int i) {return factions[i];}
|
||||
const Minimap *getMinimap() const {return &minimap;}
|
||||
Minimap *getMiniMapObject() {return &minimap;}
|
||||
const Stats *getStats() const {return &stats;};
|
||||
Stats *getStats() {return &stats;};
|
||||
const WaterEffects *getWaterEffects() const {return &waterEffects;}
|
||||
const WaterEffects *getAttackEffects() const {return &attackEffects;}
|
||||
inline const Faction *getFaction(int i) const {return factions[i];}
|
||||
inline Faction *getFaction(int i) {return factions[i];}
|
||||
inline const Minimap *getMinimap() const {return &minimap;}
|
||||
inline Minimap *getMiniMapObject() {return &minimap;}
|
||||
inline const Stats *getStats() const {return &stats;};
|
||||
inline Stats *getStats() {return &stats;};
|
||||
inline const WaterEffects *getWaterEffects() const {return &waterEffects;}
|
||||
inline const WaterEffects *getAttackEffects() const {return &attackEffects;}
|
||||
int getNextUnitId(Faction *faction);
|
||||
int getNextCommandGroupId();
|
||||
int getFrameCount() const {return frameCount;}
|
||||
inline int getFrameCount() const {return frameCount;}
|
||||
|
||||
//init & load
|
||||
void init(Game *game, bool createUnits, bool initFactions=true);
|
||||
|
@ -201,8 +201,8 @@ public:
|
|||
Checksum loadMap(const string &path, Checksum* checksum);
|
||||
Checksum loadScenario(const string &path, Checksum* checksum,bool resetCurrentScenario=false,const XmlNode *rootNode=NULL);
|
||||
void setQueuedScenario(string scenarioName,bool keepFactions);
|
||||
string getQueuedScenario() const { return queuedScenarioName; }
|
||||
bool getQueuedScenarioKeepFactions() const { return queuedScenarioKeepFactions; }
|
||||
inline string getQueuedScenario() const { return queuedScenarioName; }
|
||||
inline bool getQueuedScenarioKeepFactions() const { return queuedScenarioKeepFactions; }
|
||||
void initUnitsForScenario();
|
||||
|
||||
//misc
|
||||
|
@ -249,7 +249,7 @@ public:
|
|||
const string getSystemMacroValue(const string key);
|
||||
const string getPlayerName(int factionIndex);
|
||||
|
||||
Game * getGame() { return game; }
|
||||
inline Game * getGame() { return game; }
|
||||
const GameSettings * getGameSettings() const;
|
||||
|
||||
GameSettings * getGameSettingsPtr();
|
||||
|
@ -266,7 +266,7 @@ public:
|
|||
void exploreCells(const Vec2i &newPos, int sightRange, int teamIndex);
|
||||
bool showWorldForPlayer(int factionIndex) const;
|
||||
|
||||
UnitUpdater * getUnitUpdater() { return &unitUpdater; }
|
||||
inline UnitUpdater * getUnitUpdater() { return &unitUpdater; }
|
||||
|
||||
void removeResourceTargetFromCache(const Vec2i &pos);
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user