From: "Tristan Haynes" <natsirt86@YAHOO.COM>
> http://sse.wolfpaw.net/ships.snippet
>
Impressive snippet, I must say. Just noted a small performance hit:
void perform_slook(struct char_data *ch)
{
- struct obj_data *ship = NULL, *i = NULL, *obj;
- int ship_num, found = FALSE, k, door, len = 0;
+ struct obj_data *ship = NULL, *i = NULL;
+ int ship_num, k, door, len = 0;
ship_num = world[IN_ROOM(ch)].ship_num - 1;
- for (k = 0; k < top_of_world; k++) {
- obj = world[k].contents;
- for (i = obj; i; i = i->next_content) {
+ for (k = 0; k < top_of_world && !ship; k++) {
+ for (i = world[k].contents; i; i = i->next_content) {
if (GET_OBJ_VNUM(i) == SHIP.ship_object) {
ship = i;
- found = TRUE;
}
}
}
- if (!found) {
+ if (!ship) {
Same thing in do_disembark - no need for the temp vars obj and found,
or to keep searching when you've found the room.
Great contribution! Keep it up.
Welcor
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