glyph_to_cmap() usage
I was looking to see what the impact of converting glyph_to_cmap() to a function might have and noticed a couple of places where the macro edition is passed a non-trivial argument. Since it evaluates that argument many times, there is hidden overhead. Fetch the glyph once and pass that to glyph_to_cmap(). This will no longer be very useful--but won't need to be reverted--if PR #1022 gets incorporated. do_positionbar() has bugs (only matters for MS-DOS).
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 allmain.c $NHDT-Date: 1685863328 2023/06/04 07:22:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.218 $ */
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/* NetHack 3.7 allmain.c $NHDT-Date: 1688415115 2023/07/03 20:11:55 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.219 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -830,22 +830,32 @@ welcome(boolean new_game) /* false => restoring an old game */
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static void
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do_positionbar(void)
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{
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/* FIXME: this will break if any coordinate is too big for (char);
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the sys/msdos/vid*.c code uses (unsigned char) which is less
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vulnerable but not guaranteed to be able to hold coordxy values;
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also, there doesn't appear to be any need for this to be static,
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nor to contain pairs of (> or <) and x; it could just be a full
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line of spaces and > or < characters with update_positionbar()
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revised to reconstruct the x values for non-space characters */
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static char pbar[COLNO];
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char *p;
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stairway *stway = gs.stairs;
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stairway *stway;
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coordxy x, y;
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int glyph, symbol;
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p = pbar;
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/* TODO: use the same method as getpos() so objects don't cover stairs */
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while (stway) {
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int x = stway->sx;
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int y = stway->sy;
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int glyph = glyph_to_cmap(gl.level.locations[x][y].glyph);
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/* FIXME: traversing 'stairs' list ignores mimics that pose as stairs */
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for (stway = gs.stairs; stway; stway = stway->next) {
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x = stway->sx;
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y = stway->sy;
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glyph = levl[x][y].glyph;
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symbol = glyph_to_cmap(glyph);
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if (is_cmap_stairs(glyph)) {
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if (is_cmap_stairs(symbol)) {
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*p++ = (stway->up ? '<' : '>');
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*p++ = stway->sx;
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*p++ = (char) x;
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}
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stway = stway->next;
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}
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/* hero location */
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30
src/do.c
30
src/do.c
@@ -1,4 +1,4 @@
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/* NetHack 3.7 do.c $NHDT-Date: 1685863330 2023/06/04 07:22:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.355 $ */
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/* NetHack 3.7 do.c $NHDT-Date: 1688415121 2023/07/03 20:12:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.357 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1057,9 +1057,8 @@ int
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dodown(void)
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{
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struct trap *trap = 0;
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stairway *stway = stairway_at(u.ux, u.uy);
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boolean stairs_down = (stway && !stway->up && !stway->isladder),
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ladder_down = (stway && !stway->up && stway->isladder);
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stairway *stway;
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boolean stairs_down, ladder_down;
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set_move_cmd(DIR_DOWN, 0);
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@@ -1069,6 +1068,13 @@ dodown(void)
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if (stucksteed(TRUE)) {
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return ECMD_OK;
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}
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stairs_down = ladder_down = FALSE;
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if ((stway = stairway_at(u.ux, u.uy)) != 0 && !stway->up) {
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stairs_down = !stway->isladder;
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ladder_down = !stairs_down;
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}
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/* Levitation might be blocked, but player can still use '>' to
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turn off controlled levitation */
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if (HLevitation || ELevitation) {
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@@ -1096,16 +1102,18 @@ dodown(void)
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if (BLevitation) {
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; /* weren't actually floating after all */
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} else if (Blind) {
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/* glyph_to_cmap() is a macro which expands its argument many
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times; use this to do part of its work just once */
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int glyph_at_uxuy = levl[u.ux][u.uy].glyph;
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/* Avoid alerting player to an unknown stair or ladder.
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* Changes the message for a covered, known staircase
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* too; staircase knowledge is not stored anywhere.
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*/
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if (stairs_down)
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stairs_down =
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(glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnstair);
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stairs_down = (glyph_to_cmap(glyph_at_uxuy) == S_dnstair);
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else if (ladder_down)
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ladder_down =
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(glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnladder);
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ladder_down = (glyph_to_cmap(glyph_at_uxuy) == S_dnladder);
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}
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if (Is_airlevel(&u.uz))
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You("are floating in the %s.", surface(u.ux, u.uy));
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@@ -1113,9 +1121,9 @@ dodown(void)
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You("are floating in %s.",
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is_pool(u.ux, u.uy) ? "the water" : "a bubble of air");
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else
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floating_above(stairs_down ? "stairs" : ladder_down
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? "ladder"
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: surface(u.ux, u.uy));
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floating_above(stairs_down ? "stairs"
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: ladder_down ? "ladder"
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: surface(u.ux, u.uy));
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return ECMD_OK; /* didn't move */
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}
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