very minor optimization in mapglyph
Perform the multiple tests in macro once and use the result throughout the function.
This commit is contained in:
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)mapglyph.c 3.5 2003/01/08 */
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/* SCCS Id: @(#)mapglyph.c 3.5 2006/09/17 */
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/* Copyright (c) David Cohrs, 1991 */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -70,6 +70,8 @@ unsigned *ospecial;
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#endif
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uchar ch;
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unsigned special = 0;
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/* condense multiple tests in macro version down to single */
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boolean has_rogue_ibm_graphics = HAS_ROGUE_IBM_GRAPHICS;
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/*
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* Map the glyph back to a character and color.
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@@ -80,7 +82,7 @@ unsigned *ospecial;
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if ((offset = (glyph - GLYPH_WARNING_OFF)) >= 0) { /* a warning flash */
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ch = warnsyms[offset];
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# ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS)
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if (has_rogue_ibm_graphics)
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color = NO_COLOR;
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else
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# endif
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@@ -89,7 +91,7 @@ unsigned *ospecial;
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/* see swallow_to_glyph() in display.c */
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ch = (uchar) showsyms[S_sw_tl + (offset & 0x7)];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color)
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if (has_rogue_ibm_graphics && iflags.use_color)
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color = NO_COLOR;
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else
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#endif
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@@ -98,7 +100,7 @@ unsigned *ospecial;
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/* see zapdir_to_glyph() in display.c */
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ch = showsyms[S_vbeam + (offset & 0x3)];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color)
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if (has_rogue_ibm_graphics && iflags.use_color)
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color = NO_COLOR;
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else
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#endif
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@@ -109,7 +111,7 @@ unsigned *ospecial;
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} else if ((offset = (glyph - GLYPH_CMAP_OFF)) >= 0) { /* cmap */
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ch = showsyms[offset];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color) {
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if (has_rogue_ibm_graphics && iflags.use_color) {
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if (offset >= S_vwall && offset <= S_hcdoor)
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color = CLR_BROWN;
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else if (offset >= S_arrow_trap && offset <= S_polymorph_trap)
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@@ -135,7 +137,7 @@ unsigned *ospecial;
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if (offset == BOULDER && iflags.bouldersym) ch = iflags.bouldersym;
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else ch = oc_syms[(int)objects[offset].oc_class];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color) {
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if (has_rogue_ibm_graphics && iflags.use_color) {
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switch(objects[offset].oc_class) {
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case COIN_CLASS: color = CLR_YELLOW; break;
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case FOOD_CLASS: color = CLR_RED; break;
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@@ -147,7 +149,7 @@ unsigned *ospecial;
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} else if ((offset = (glyph - GLYPH_RIDDEN_OFF)) >= 0) { /* mon ridden */
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ch = monsyms[(int)mons[offset].mlet];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS)
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if (has_rogue_ibm_graphics)
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/* This currently implies that the hero is here -- monsters */
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/* don't ride (yet...). Should we set it to yellow like in */
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/* the monster case below? There is no equivalent in rogue. */
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@@ -159,7 +161,7 @@ unsigned *ospecial;
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} else if ((offset = (glyph - GLYPH_BODY_OFF)) >= 0) { /* a corpse */
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ch = oc_syms[(int)objects[CORPSE].oc_class];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color)
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if (has_rogue_ibm_graphics && iflags.use_color)
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color = CLR_RED;
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else
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#endif
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@@ -168,7 +170,7 @@ unsigned *ospecial;
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} else if ((offset = (glyph - GLYPH_DETECT_OFF)) >= 0) { /* mon detect */
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ch = monsyms[(int)mons[offset].mlet];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS)
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if (has_rogue_ibm_graphics)
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color = NO_COLOR; /* no need to check iflags.use_color */
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else
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#endif
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@@ -179,7 +181,7 @@ unsigned *ospecial;
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} else if ((offset = (glyph - GLYPH_INVIS_OFF)) >= 0) { /* invisible */
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ch = DEF_INVISIBLE;
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS)
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if (has_rogue_ibm_graphics)
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color = NO_COLOR; /* no need to check iflags.use_color */
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else
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#endif
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@@ -188,7 +190,7 @@ unsigned *ospecial;
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} else if ((offset = (glyph - GLYPH_PET_OFF)) >= 0) { /* a pet */
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ch = monsyms[(int)mons[offset].mlet];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS)
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if (has_rogue_ibm_graphics)
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color = NO_COLOR; /* no need to check iflags.use_color */
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else
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#endif
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@@ -197,7 +199,7 @@ unsigned *ospecial;
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} else { /* a monster */
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ch = monsyms[(int)mons[glyph].mlet];
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#ifdef ROGUE_COLOR
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if (HAS_ROGUE_IBM_GRAPHICS && iflags.use_color) {
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if (has_rogue_ibm_graphics && iflags.use_color) {
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if (x == u.ux && y == u.uy)
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/* actually player should be yellow-on-gray if in a corridor */
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color = CLR_YELLOW;
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@@ -220,7 +222,7 @@ unsigned *ospecial;
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/* Turn off color if no color defined, or rogue level w/o PC graphics. */
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# ifdef REINCARNATION
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# ifdef ASCIIGRAPH
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if (!has_color(color) || (Is_rogue_level(&u.uz) && !HAS_ROGUE_IBM_GRAPHICS))
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if (!has_color(color) || (Is_rogue_level(&u.uz) && !has_rogue_ibm_graphics))
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# else
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if (!has_color(color) || Is_rogue_level(&u.uz))
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# endif
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