- moved the scalar class properties of PClassInventory into AInventory.

What's left is the non-scalars, they will need different treatment to get them out of the way.
This commit is contained in:
Christoph Oelckers 2017-02-08 16:57:48 +01:00
commit eebe09fb59
5 changed files with 43 additions and 46 deletions

View file

@ -122,16 +122,6 @@ static int statspace;
DVector2 AM_GetPosition();
int active_con_scaletext();
FTextureID GetHUDIcon(PClassInventory *cls)
{
return cls->AltHUDIcon;
}
void SetHUDIcon(PClassInventory *cls, FTextureID tex)
{
cls->AltHUDIcon = tex;
}
//---------------------------------------------------------------------------
//
// Draws an image into a box with its bottom center at the bottom
@ -437,7 +427,7 @@ static void SetKeyTypes()
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
FTextureID icon = FNullTextureID();
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
FTextureID AltIcon = inv->AltHUDIcon;
if (!AltIcon.Exists()) return;
@ -516,27 +506,27 @@ static int DrawKeys(player_t * CPlayer, int x, int y)
// Drawing Ammo
//
//---------------------------------------------------------------------------
static TArray<PClassInventory *> orderedammos;
static TArray<PClassActor *> orderedammos;
static void AddAmmoToList(AWeapon * weapdef)
{
for(int i=0; i<2;i++)
for (int i = 0; i < 2; i++)
{
PClassInventory * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
auto ti = i == 0 ? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
auto ammodef=(AInventory*)GetDefaultByType(ti);
auto ammodef = (AInventory*)GetDefaultByType(ti);
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
{
unsigned int j;
for(j=0;j<orderedammos.Size();j++)
for (j = 0; j < orderedammos.Size(); j++)
{
if (ti == orderedammos[j]) break;
}
if (j==orderedammos.Size()) orderedammos.Push(ti);
if (j == orderedammos.Size()) orderedammos.Push(ti);
}
}
}
@ -646,11 +636,11 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
for(i=orderedammos.Size()-1;i>=0;i--)
{
PClassInventory * type = orderedammos[i];
auto type = orderedammos[i];
auto ammoitem = CPlayer->mo->FindInventory(type);
auto inv = ammoitem? ammoitem : (AInventory*)GetDefaultByType(orderedammos[i]);
FTextureID AltIcon = GetHUDIcon(type);
FTextureID AltIcon = inv->AltHUDIcon;
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
if (!icon.isValid()) continue;
@ -682,7 +672,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
//---------------------------------------------------------------------------
FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL) // This function is also used by SBARINFO
{
FTextureID picnum, AltIcon = GetHUDIcon(item->GetClass());
FTextureID picnum, AltIcon = item->AltHUDIcon;
FState * state=NULL, *ReadyState;
picnum.SetNull();
@ -816,7 +806,7 @@ static void DrawInventory(player_t * CPlayer, int x,int y)
{
if (rover->Amount>0)
{
FTextureID AltIcon = GetHUDIcon(rover->GetClass());
FTextureID AltIcon = rover->AltHUDIcon;
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
{
@ -1285,7 +1275,7 @@ void HUD_InitHud()
}
else tex.SetInvalid();
if (ti) SetHUDIcon(static_cast<PClassInventory*>(ti), tex);
if (ti) ((AInventory*)GetDefaultByType(ti))->AltHUDIcon = tex;
}
}
}