diff --git a/Tactical/Arms Dealer Init.cpp b/Tactical/Arms Dealer Init.cpp index 13f48ecab..b5b861434 100644 --- a/Tactical/Arms Dealer Init.cpp +++ b/Tactical/Arms Dealer Init.cpp @@ -1515,23 +1515,23 @@ bool ItemIsSpecial(DEALER_SPECIAL_ITEM& item) return false; } -UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer ) +int CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer ) { //if the dealer is not a repair dealer, no need to count, return 0 if ( !DoesDealerDoRepairs( ubArmsDealer ) ) return 0; - UINT16 usHowManyInForRepairs = 0; + int count = 0; for ( DealerItemList::iterator iter = gArmsDealersInventory[ubArmsDealer].begin(); iter != gArmsDealersInventory[ubArmsDealer].end(); ++iter ) { if ( iter->object.exists() && iter->IsUnderRepair() ) { - ++usHowManyInForRepairs; + ++count; } } - return( usHowManyInForRepairs ); + return( count ); } void AddObjectToArmsDealerInventory( UINT8 ubArmsDealer, OBJECTTYPE *pObject ) diff --git a/Tactical/Arms Dealer Init.h b/Tactical/Arms Dealer Init.h index b95c96995..cccc3af25 100644 --- a/Tactical/Arms Dealer Init.h +++ b/Tactical/Arms Dealer Init.h @@ -340,7 +340,7 @@ UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem ); //Count every single item the dealer has in stock //UINT32 CountTotalItemsInArmsDealersInventory( UINT8 ubArmsDealer ); //Count only the # of "distinct" item types (for shopkeeper purposes) -UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer ); +int CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer ); void AddObjectToArmsDealerInventory( UINT8 ubArmsDealer, OBJECTTYPE *pObject ); diff --git a/Tactical/ShopKeeper Interface.cpp b/Tactical/ShopKeeper Interface.cpp index d5fc38a01..fa1d9e36e 100644 --- a/Tactical/ShopKeeper Interface.cpp +++ b/Tactical/ShopKeeper Interface.cpp @@ -539,10 +539,9 @@ void RemoveShopKeeperSubTitledText(); BOOLEAN AreThereItemsInTheArmsDealersOfferArea( ); BOOLEAN AreThereItemsInThePlayersOfferArea( ); void ShutUpShopKeeper(); -UINT8 CountNumberOfValuelessItemsInThePlayersOfferArea( ); -UINT8 CountNumberOfItemsOfValueInThePlayersOfferArea( ); -UINT8 CountNumberOfItemsInThePlayersOfferArea( ); -UINT8 CountNumberOfItemsInTheArmsDealersOfferArea( ); +int CountNumberOfValuelessItemsInThePlayersOfferArea( ); +int CountNumberOfItemsInThePlayersOfferArea( ); +int CountNumberOfItemsInTheArmsDealersOfferArea( ); INT8 GetSlotNumberForMerc( UINT8 ubProfile ); void HandleCurrentModeText( UINT8 ubMode ); void EnableDisableDealersInventoryPageButtons(); @@ -766,8 +765,8 @@ UINT32 ShopKeeperScreenShutdown() BOOLEAN EnterShopKeeperInterface() { VOBJECT_DESC VObjectDesc; - UINT8 ubCnt; - CHAR8 zTemp[32]; + UINT16 ubCnt; + CHAR8 zTemp[32]; VSURFACE_DESC vs_desc; //ADB if we are here, we must be able to talk with an extended ear (CheckIfRadioIsEquipped()) @@ -893,7 +892,7 @@ BOOLEAN EnterShopKeeperInterface() //Create an array of all mercs (anywhere!) currently in the player's employ, and load their small faces // This is to support showing of repair item owner's faces even when they're not in the sector, as long as they still work for player gubNumberMercsInArray = 0; - for( ubCnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; ubCnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ubCnt++ ) + for( ubCnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; ubCnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++ubCnt ) { pSoldier = MercPtrs[ ubCnt ]; @@ -3591,8 +3590,6 @@ void SkiHelpTextDoneCallBack( void ) INT8 AddItemToPlayersOfferArea( UINT8 ubProfileID, INVENTORY_IN_SLOT* pInvSlot, INT16 bSlotIdInOtherLocation ) { - INT8 bCnt; - //if we are to check for a previous slot if( bSlotIdInOtherLocation != -1 ) { @@ -3602,7 +3599,7 @@ INT8 AddItemToPlayersOfferArea( UINT8 ubProfileID, INVENTORY_IN_SLOT* pInvSlot, } //look for the first free slot - for ( bCnt = 0; bCnt 0 ) + if ( iAvailablePlayerOfferSlots > 0 ) { - --uiAvailablePlayerOfferSlots; + --iAvailablePlayerOfferSlots; } //if there is NOT enough room in the players offer area - if( CountNumberOfItemsInTheArmsDealersOfferArea( ) > uiAvailablePlayerOfferSlots ) + if( CountNumberOfItemsInTheArmsDealersOfferArea( ) > iAvailablePlayerOfferSlots ) { // tell player there's not enough room in the player's offer area DoSkiMessageBox( MSG_BOX_BASIC_STYLE, SKI_Text[ SKI_TEXT_NO_MORE_ROOM_IN_PLAYER_OFFER_AREA ], SHOPKEEPER_SCREEN, MSG_BOX_FLAG_OK, NULL ); @@ -4539,7 +4536,7 @@ void RestrictSkiMouseCursor() void SetSkiCursor( UINT16 usCursor ) { - UINT8 ubCnt; + int ubCnt; //if we are setting up an item as a cursor if( usCursor == EXTERN_CURSOR ) @@ -4639,7 +4636,7 @@ void SetSkiCursor( UINT16 usCursor ) if( gInvDesc.uiFlags & MSYS_REGION_EXISTS ) MSYS_ChangeRegionCursor( &gInvDesc, usCursor ); - for( ubCnt = 0; ubCnt < gMoveingItem.ItemObject[0]->attachments.size(); ubCnt++) + for( ubCnt = 0; ubCnt < gMoveingItem.ItemObject[0]->attachments.size(); ++ubCnt) { if( gItemDescAttachmentRegions[ubCnt].uiFlags & MSYS_REGION_EXISTS ) MSYS_ChangeRegionCursor( &gItemDescAttachmentRegions[ubCnt], usCursor ); @@ -5151,9 +5148,9 @@ void ShutUpShopKeeper() gubSkiDirtyLevel = SKI_DIRTY_LEVEL2; } -UINT8 CountNumberOfValuelessItemsInThePlayersOfferArea( ) +int CountNumberOfValuelessItemsInThePlayersOfferArea( ) { - UINT8 ubCount=0; + int count = 0; //loop through the players offer area and see if there are any items there for ( int ubCnt = 0; ubCntdata.objectStatus < 100 ) || fRocketRifleWasEvaluated ) { - INT16 bSlotAddedTo; - // Move the item to the Dealer's Offer Area - bSlotAddedTo = AddItemToArmsDealerOfferArea( &PlayersOfferArea[ bSlotID ], PlayersOfferArea[ bSlotID ].bSlotIdInOtherLocation ); + INT16 bSlotAddedTo = AddItemToArmsDealerOfferArea( &PlayersOfferArea[ bSlotID ], PlayersOfferArea[ bSlotID ].bSlotIdInOtherLocation ); if( bSlotAddedTo != -1 ) { @@ -5706,7 +5681,7 @@ void EvaluateItemAddedToPlayersOfferArea( INT8 bSlotID, BOOLEAN fFirstOne ) ArmsDealerOfferArea[ bSlotAddedTo ].uiFlags &= ~ARMS_INV_ITEM_SELECTED; //increment the number of items being added - ubNumberOfItemsAddedToRepairDuringThisEvaluation++; + ++ubNumberOfItemsAddedToRepairDuringThisEvaluation; // check if the item is really badly damaged if( Item[ ArmsDealerOfferArea[ bSlotAddedTo ].sItemIndex ].usItemClass != IC_AMMO ) @@ -6010,16 +5985,17 @@ BOOLEAN WillShopKeeperRejectObjectsFromPlayer( INT8 bDealerId, INT8 bSlotId ) void CheckAndHandleClearingOfPlayerOfferArea( void ) { - INT32 iCounter = 0; BOOLEAN fActiveSlot = FALSE; // find out if all the player trade slots/offer area is empty - for ( iCounter = 0; iCounter 0 ) { // we need at least one EXTRA empty slot in player's area to pass repairable objects through for their evaluation - ubPlayerOfferAreaSlotsNeeded++; + ++ubPlayerOfferAreaSlotsNeeded; } //this is a silly assert, was it meant to be something else? @@ -6332,7 +6306,7 @@ BOOLEAN OfferObjectToDealer( OBJECTTYPE *pComplexObject, UINT8 ubOwnerProfileId, } // we have room, so move them all to the appropriate slots - for ( ubSubObject = 0; ubSubObject < subObjects.size(); ubSubObject++ ) + for ( size_t ubSubObject = 0; ubSubObject < subObjects.size(); ++ubSubObject ) { // if it's the main item itself (always in the very first subobject), and it has no other subobjects if ( ( ubSubObject == 0 ) && ( subObjects.size() == 1) )