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Remove vmult lookup tables
There's really no need to put the y-multiplication in a lookup table. The compiler will optimize the multiplication better than putting it in a lookup table will. To improve readability and to hardcode things less, the new SCREEN_WIDTH_TILES and SCREEN_HEIGHT_TILES constant names are used, as well as adding a new TILE_IDX macro to calculate the index of a tile in a concatenated-rows (row-major in formal parlance) array. Also, tile numbers are stored in a temporary variable to improve readability as well (no more copy-pasting `contents[i + vmult[j]]` over and over again).
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@@ -95,7 +95,6 @@ public:
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static const int areamap[20 * 20];
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int contents[40 * 30];
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bool explored[20 * 20];
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int vmult[30];
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bool isexplored(const int rx, const int ry);
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void setexplored(const int rx, const int ry, const bool status);
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