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
+31 -20
View File
@@ -1633,7 +1633,8 @@ void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel )
}
else
{
for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( fDirtyLevel == DIRTYLEVEL2 )
{
@@ -1717,7 +1718,8 @@ std::vector<OBJECTTYPE *> * getSoldierGuns( SOLDIERTYPE *pTeamSoldier )
std::vector<OBJECTTYPE *> * guns = new std::vector<OBJECTTYPE *>;
// Search for gun in soldier inventory
for (bLoop = 0; bLoop < pTeamSoldier->inv.size(); bLoop++)
UINT32 invsize = pTeamSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass & IC_GUN)
|| (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass == IC_LAUNCHER) )
@@ -2800,7 +2802,8 @@ BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pT
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2813,7 +2816,8 @@ BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pT
if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2898,7 +2902,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
// ATE: If pTest object is NULL, test only for existence of syringes, etc...
if ( pTestObject == NULL )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2948,7 +2953,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
if ( !(Item[ pTestObject->usItem ].hiddenaddon ) )
{
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2990,7 +2996,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
if ( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3009,7 +3016,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
}
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3166,7 +3174,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
// ATE: If pTest object is NULL, test only for existence of syringes, etc...
if ( pTestObject == NULL )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3213,7 +3222,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
}
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3253,7 +3263,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
//{
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3273,7 +3284,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3438,11 +3450,11 @@ void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
return;
}
UINT32 cnt;
INT16 sX, sY;
OBJECTTYPE *pObject;
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( pSoldier->inv.bNewItemCount[ cnt ] == -2 )
{
@@ -3468,27 +3480,25 @@ void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ cnt ].sWidth, gSMInvData[ cnt ].sHeight, DIRTYLEVEL2, NULL, 0, TRUE, us16BPPItemCyclePlacedItemColors[ pSoldier->inv.bNewItemCycleCount[ cnt ] ] );
}
}
}
void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier )
{
// OK, l0ok for any new...
for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( pSoldier->inv.bNewItemCount[ cnt ] == -1 )
{
pSoldier->inv.bNewItemCount[ cnt ] = NEW_ITEM_CYCLES - 1;
}
}
}
void DegradeNewlyAddedItems( )
{
UINT32 uiTime;
UINT32 cnt, cnt2;
SOLDIERTYPE *pSoldier;
// If time done
@@ -3498,14 +3508,15 @@ void DegradeNewlyAddedItems( )
{
guiNewlyPlacedItemTimer = uiTime;
for ( cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; cnt2++ )
for ( UINT32 cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; ++cnt2 )
{
// GET SOLDIER
if ( gTeamPanel[ cnt2 ].fOccupied )
{
pSoldier = MercPtrs[ gTeamPanel[ cnt2 ].ubID ];
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( pSoldier->inv.bNewItemCount[ cnt ] > 0 )
{