Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:

- Minor code improvements and cleanup
- Fix from r6775 is no longer necessary.
- Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-01-26 12:18:43 +00:00
parent d4aa35a66e
commit d6186aca15
34 changed files with 677 additions and 643 deletions
+9 -5
View File
@@ -1585,12 +1585,13 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
//tais: disable Weaponbox Mouseregions to stop crashing when changing kit selection and hovering over item
//tooltips for weaponbox
for(i=0;i<WEAPONBOX_TOTAL_ITEMS;i++)
for(i=0;i<WEAPONBOX_TOTAL_ITEMS; ++i)
{
MSYS_DisableRegion(&gWeaponboxFasthelpRegion[i]);
}
for(i=0; i<gMercProfiles[ubMercID].inv.size(); i++)
UINT8 invsize = gMercProfiles[ubMercID].inv.size();
for(i=0; i<invsize; ++i)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
@@ -1665,7 +1666,8 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
PosX = WEAPONBOX_X+3; // + 3 ( 1 to take care of the shadow, +2 to get past the weapon box border )
PosY = WEAPONBOX_Y;
for(i=0; i<gMercProfiles[ubMercID].inv.size(); i++)
UINT8 invsize = gMercProfiles[ubMercID].inv.size();
for(i=0; i<invsize; ++i)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
@@ -5930,7 +5932,8 @@ void WeaponKitSelectionUpdate(UINT8 selectedInventory = 0)
gMercProfiles[gbCurrentSoldier].bMainGunAttractiveness = -1;
gMercProfiles[gbCurrentSoldier].bArmourAttractiveness = -1;
for ( uiLoop = 0; uiLoop < gMercProfiles[gbCurrentSoldier].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ gbCurrentSoldier ].inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
usItem = gMercProfiles[gbCurrentSoldier].inv[ uiLoop ];
@@ -5959,7 +5962,8 @@ void WeaponKitSelectionUpdate(UINT8 selectedInventory = 0)
else
{
UINT16 tempGearCost = 0;
for ( uiLoop = 0; uiLoop< gMercProfiles[ gbCurrentSoldier ].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ gbCurrentSoldier ].inv.size();
for ( uiLoop = 0; uiLoop< invsize; ++uiLoop )
{
if ( gMercProfiles[ gbCurrentSoldier ].inv[ uiLoop ] != NOTHING )
{
+4 -4
View File
@@ -3648,14 +3648,14 @@ UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
UINT8 ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT8 ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
//loop through all the mercs on the team
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ubMercCount++ )
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ++ubMercCount )
{
if( Menptr[ ubMercCount ].bActive )
{
//loop through all the pockets on the merc
for( ubPocketCount=0; ubPocketCount<Menptr[ ubMercCount ].inv.size(); ubPocketCount++)
UINT8 invsize = Menptr[ ubMercCount ].inv.size();
for( ubPocketCount=0; ubPocketCount<invsize; ++ubPocketCount)
{
//if there is a weapon here
if( Item[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
@@ -3663,7 +3663,7 @@ UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
//if the weapon uses the same kind of ammo as the one passed in, return true
if( Weapon[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
{
ubItemCount++;
++ubItemCount;
}
}
}
+6 -3
View File
@@ -1622,7 +1622,8 @@ BOOLEAN DisplayMERCMercsInventory(UINT8 ubMercID)
MSYS_DisableRegion(&gMercWeaponboxFasthelpRegion[i]);
}
for(i=0; i<gMercProfiles[ubMercID].inv.size(); i++)
UINT8 invsize = gMercProfiles[ ubMercID ].inv.size();
for(i=0; i<invsize; ++i)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
@@ -1807,7 +1808,8 @@ void MercWeaponKitSelectionUpdate(UINT8 selectedInventory)
gMercProfiles[ubMercID].bMainGunAttractiveness = -1;
gMercProfiles[ubMercID].bArmourAttractiveness = -1;
for ( uiLoop = 0; uiLoop < gMercProfiles[ubMercID].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ ubMercID ].inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
usItem = gMercProfiles[ubMercID].inv[ uiLoop ];
@@ -1838,7 +1840,8 @@ void MercWeaponKitSelectionUpdate(UINT8 selectedInventory)
else
{
UINT16 tempGearCost = 0;
for ( uiLoop = 0; uiLoop< gMercProfiles[ ubMercID ].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ ubMercID ].inv.size();
for ( uiLoop = 0; uiLoop< invsize; ++uiLoop )
{
if ( gMercProfiles[ ubMercID ].inv[ uiLoop ] != NOTHING )
{
+13 -11
View File
@@ -2528,7 +2528,8 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
return;
}
for( ubCounter = 0; ubCounter < pSoldier->inv.size(); ubCounter++ )
UINT8 invsize = pSoldier->inv.size();
for( ubCounter = 0; ubCounter < invsize; ++ubCounter )
{
PosX = iScreenWidthOffset + 397 + 3;
PosY = iScreenHeightOffset + 200 + 8 +( ubItemCount * ( 29 ) );
@@ -2543,7 +2544,7 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
{
if( uiCurrentInventoryIndex > ubUpToCount )
{
ubUpToCount++;
++ubUpToCount;
}
else
{
@@ -2778,21 +2779,20 @@ void EnableDisableInventoryScrollButtons( void )
INT32 GetNumberOfInventoryItemsOnCurrentMerc( void )
{
// in current team mode?..nope...move on
if (!fCurrentTeamMode) {
if (!fCurrentTeamMode)
return( 0 );
}
SOLDIERTYPE *pSoldier = &Menptr[currentTeamList[currentTeamIndex]];
unsigned ubCount = 0;
for (unsigned ubCounter = 0; ubCounter < pSoldier->inv.size(); ++ubCounter)
INT32 ubCount = 0;
UINT8 invsize = pSoldier->inv.size();
for (UINT8 ubCounter = 0; ubCounter < invsize; ++ubCounter)
{
if( ( pSoldier->inv[ ubCounter ].exists() == true) ) {
if( ( pSoldier->inv[ ubCounter ].exists() == true) )
++ubCount;
}
}
return (INT32)ubCount;
return ubCount;
}
void CreateDestroyPersonnelInventoryScrollButtons( void )
@@ -6225,7 +6225,8 @@ INT32 GetFundsOnMerc( SOLDIERTYPE *pSoldier )
}
// run through grunts pockets and count all the spare change
for( iCurrentPocket = 0; iCurrentPocket < pSoldier->inv.size(); iCurrentPocket++ )
UINT32 invsize = pSoldier->inv.size();
for( iCurrentPocket = 0; iCurrentPocket < invsize; ++iCurrentPocket )
{
if ( Item[ pSoldier->inv[ iCurrentPocket ] .usItem ].usItemClass == IC_MONEY )
{
@@ -6249,7 +6250,8 @@ BOOLEAN TransferFundsFromMercToBank( SOLDIERTYPE *pSoldier, INT32 iCurrentBalanc
UINT32 iCurrentPocket = 0;
INT32 iAmountLeftToTake = iCurrentBalance;
// run through grunts pockets and count all the spare change
for( iCurrentPocket = 0; iCurrentPocket < pSoldier->inv.size(); iCurrentPocket++ )
UINT32 invsize = pSoldier->inv.size();
for( iCurrentPocket = 0; iCurrentPocket < invsize; ++iCurrentPocket )
{
if ( Item[ pSoldier->inv[ iCurrentPocket ] .usItem ].usItemClass == IC_MONEY )
{