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authorAdam Borowski <kilobyte@angband.pl>2011-09-05 13:39:13 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-09-05 13:53:07 +0200
commitac3794658015080437b42042a57a635531be578f (patch)
tree0a0b3281ecff9972187e01e7cc492a1a4418252e /crawl-ref/source/coord.cc
parent476362cd7ce3225a80da69f66d2b07983b9cb2c8 (diff)
downloadcrawl-ref-ac3794658015080437b42042a57a635531be578f.tar.gz
crawl-ref-ac3794658015080437b42042a57a635531be578f.zip
Inline in_bounds().
It's a tiny function called from many tight loops. Inlining it gives ~1% speedup in non-flto builds.
Diffstat (limited to 'crawl-ref/source/coord.cc')
-rw-r--r--crawl-ref/source/coord.cc24
1 files changed, 0 insertions, 24 deletions
diff --git a/crawl-ref/source/coord.cc b/crawl-ref/source/coord.cc
index f9537a6213..203fdc09b5 100644
--- a/crawl-ref/source/coord.cc
+++ b/crawl-ref/source/coord.cc
@@ -28,30 +28,6 @@ bool adjacent(const coord_def& p1, const coord_def& p2)
return grid_distance(p1, p2) <= 1;
}
-bool in_bounds_x(int x)
-{
- return (x > X_BOUND_1 && x < X_BOUND_2);
-}
-
-bool in_bounds_y(int y)
-{
- return (y > Y_BOUND_1 && y < Y_BOUND_2);
-}
-
-// Returns true if inside the area the player can move and dig (ie exclusive).
-bool in_bounds(int x, int y)
-{
- return (x > X_BOUND_1 && x < X_BOUND_2 && y > Y_BOUND_1 && y < Y_BOUND_2);
-}
-
-// Returns true if inside the area the player can map (ie inclusive).
-// Note that terrain features should be in_bounds() leaving an outer
-// ring of rock to frame the level.
-bool map_bounds(int x, int y)
-{
- return (x >= X_BOUND_1 && x <= X_BOUND_2 && y >= Y_BOUND_1 && y <= Y_BOUND_2);
-}
-
bool map_bounds_with_margin(coord_def p, int margin)
{
return (p.x >= X_BOUND_1 + margin && p.x <= X_BOUND_2 - margin