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
+4 -2
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@@ -3827,7 +3827,8 @@ OBJECTTYPE* FindRepairableItemInLBENODE(SOLDIERTYPE * pSoldier, OBJECTTYPE * pOb
if(pObj->IsActiveLBE(subObject) == true)
{
LBENODE* pLBE = pObj->GetLBEPointer(subObject);
for(UINT8 lbePocket = 0; lbePocket < pLBE->inv.size(); lbePocket++)
UINT8 invsize = pLBE->inv.size();
for(UINT8 lbePocket = 0; lbePocket < invsize; ++lbePocket)
{
for(UINT8 ubItemsInPocket = 0; ubItemsInPocket < pLBE->inv[lbePocket].ubNumberOfObjects; ubItemsInPocket++)
{
@@ -4035,7 +4036,8 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
if(UsingNewInventorySystem() == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR && pObj->IsActiveLBE(ubLoop) == true)
{
LBENODE* pLBE = pObj->GetLBEPointer(ubLoop);
for(lbeLoop = 0; lbeLoop < pLBE->inv.size(); lbeLoop++)
UINT8 invsize = pLBE->inv.size();
for(lbeLoop = 0; lbeLoop < invsize; ++lbeLoop)
{
if(RepairObject(pSoldier, pOwner, &pLBE->inv[lbeLoop], pubRepairPtsLeft))
{
+7 -3
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@@ -4256,7 +4256,9 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
pAttacker->bWeaponSlot = SECONDHANDPOS;
return TRUE;
}
for( UINT32 i = 0; i < pSoldier->inv.size(); i++ )
UINT8 invsize = pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
{
pItem = &pSoldier->inv[ i ];
@@ -4297,7 +4299,8 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
{
for( UINT32 i = 0; i < pAttacker->pSoldier->inv.size(); i++ )
UINT8 invsize = pAttacker->pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
{
if( Item[ pAttacker->pSoldier->inv[ i ].usItem ].usItemClass == IC_BLADE )
{
@@ -4312,7 +4315,8 @@ BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
{
OBJECTTYPE *pItem;
for( UINT32 i = 0; i < pSoldier->inv.size(); i++ )
UINT8 invsize = pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
{
pItem = &pSoldier->inv[ i ];
if( Item[ pItem->usItem ].usItemClass == IC_GUN )
+1 -1
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@@ -341,7 +341,7 @@ void HourlyLarryUpdate()
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
for( INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
for( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
@@ -4067,14 +4067,15 @@ INT32 SellItem( OBJECTTYPE& object, BOOLEAN fAll, BOOLEAN useModifier )
{
//CHRISL: If we're selling an LBE Item, we need to verify if it's an LBENODE, first. If it is, we need to sell
// everything stored in the LBENODE before we sell teh LBE Item itself.
for(UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ubLoop++)
for(UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ++ubLoop)
{
if(object.IsActiveLBE(ubLoop) == true)
{
LBENODE* pLBE = object.GetLBEPointer(ubLoop);
if(pLBE)
{
for(unsigned int x = 0; x < pLBE->inv.size(); x++)
UINT8 invsize = pLBE->inv.size();
for(UINT8 x = 0; x < invsize; ++x)
{
if(pLBE->inv[x].exists() == true)
{
+4 -3
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@@ -1620,7 +1620,8 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
}
}
for( UINT32 iCounter = 0; iCounter < Menptr[ uiMercId ].inv.size(); iCounter++ )
UINT32 invsize = Menptr[ uiMercId ].inv.size();
for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
{
// slot found,
// check if actual item
@@ -1639,7 +1640,6 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
}
DropKeysInKeyRing( MercPtrs[ uiMercId ], sGridNo, MercPtrs[ uiMercId ]->pathing.bLevel, 1, FALSE, 0, FALSE );
}
@@ -1886,7 +1886,8 @@ INT32 SetUpDropItemListForMerc( UINT32 uiMercId )
return( -1 );
}
for( UINT32 iCounter = 0; iCounter < Menptr[ uiMercId ].inv.size(); iCounter++ )
UINT32 invsize = Menptr[ uiMercId ].inv.size();
for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
{
// slot found,
// check if actual item
+4 -2
View File
@@ -2183,7 +2183,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
pSoldier->pathing.bLevel = 0;
// OK, drop all items!
for ( i = 0; i < pSoldier->inv.size(); i++ )
UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
@@ -2216,7 +2217,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
pSoldier->pathing.bLevel = 0;
// OK, drop all items!
for ( i = 0; i < pSoldier->inv.size(); i++ )
UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
+8 -5
View File
@@ -3179,11 +3179,13 @@ void CreateDestroyDisplayNPCInventoryPopup( UINT8 ubAction )
DrawTextToScreen( gMercProfiles[ gNpcListBox.sCurSelectedItem ].zNickname, QUEST_DBS_NPC_INV_POPUP_X, QUEST_DBS_NPC_INV_POPUP_Y+20, QUEST_DBS_NPC_INV_POPUP_WIDTH, QUEST_DBS_FONT_TITLE, QUEST_DBS_COLOR_SUBTITLE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
usPosY = QUEST_DBS_NPC_INV_POPUP_Y + 40;
for( i=0; i<pSoldier->inv.size(); i++)
UINT16 invsize = pSoldier->inv.size();
for( i=0; i<invsize; ++i)
{
if (pSoldier->inv[i].exists() == false) {
if (pSoldier->inv[i].exists() == false)
continue;
}
// if ( !LoadItemInfo( pSoldier->inv[ i ].usItem, zItemName, zItemDesc ) )
// Assert(0);
wcscpy( zItemName, ShortItemNames[ pSoldier->inv[ i ].usItem ] );
@@ -3691,7 +3693,7 @@ void RefreshAllNPCInventory()
{
UINT16 usCnt;
UINT16 usItemCnt;
UINT16 usItem;
UINT16 usItem;
for ( usCnt=0; usCnt < TOTAL_SOLDIERS; usCnt++ )
{
@@ -3704,7 +3706,8 @@ void RefreshAllNPCInventory()
if ( gProfilesRPC[Menptr[ usCnt ].ubProfile].ProfilId == Menptr[ usCnt ].ubProfile || gProfilesNPC[Menptr[ usCnt ].ubProfile].ProfilId == Menptr[ usCnt ].ubProfile || gProfilesVehicle[Menptr[ usCnt ].ubProfile].ProfilId == Menptr[ usCnt ].ubProfile )
{
//refresh the mercs inventory
for ( usItemCnt = 0; usItemCnt< Menptr[ usCnt ].inv.size(); usItemCnt++ )
UINT16 invsize = Menptr[ usCnt ].inv.size();
for ( usItemCnt = 0; usItemCnt< invsize; ++usItemCnt )
{
if ( gMercProfiles[ Menptr[ usCnt ].ubProfile ].inv[ usItemCnt ] != NOTHING )
{
+2 -2
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@@ -797,8 +797,8 @@ BOOLEAN SoldierHasWorseEquipmentThanUsedTo( SOLDIERTYPE *pSoldier )
INT32 bBestGun = -1;
INT32 bBestGunIndex = -1;
for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
// Look for best gun/armour
if ( pSoldier->inv[cnt].exists() == true )