Adds a tiny zone-based profiler (prof.{h,cpp}) enabled via KOBO_PROF=1.
Instruments run_game with zones for myship.move, enemies.move (split into
realize and move_pass), hit_structure, and hit_bolt. Adds KOBO_STRESS=N
to keep the enemy pool topped up with rocks for stable per-frame timing.
Why: the entity/render pipeline refactor in BENCH.md needs a comparable
baseline before any layout changes. Without a stress workload the natural
gameplay enemy count is too noisy to compare across commits.
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Co-Authored-By: Claude <noreply@anthropic.com>
- filemap.cpp: fix inverted ternary in getkey() that dereferenced ref
when ref==NULL; remove dead strncpy in recurse_get(); log a warning
when addpath() silently truncates keys longer than 8 chars.
- screen.cpp: replace lone strcpy with memcpy.
- enemies.h: brace nested if/else blocks to silence dangling-else
warnings (no behavior change).
- myship.cpp: replace three 8-case direction switches (movement and
twice in shot_single) with dir_dx[]/dir_dy[] lookup tables;
extract free_bolt() helper to deduplicate five copies of the
boltst/free_obj/NULL pattern.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Import existing source tree; original VCS history is no longer available.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>