diff --git a/similar/main/gauges.cpp b/similar/main/gauges.cpp index 85eed9f87..513a78571 100644 --- a/similar/main/gauges.cpp +++ b/similar/main/gauges.cpp @@ -799,10 +799,13 @@ const std::array weapon_windows_hires = {{ {{133,223}, {424,518}}, }}; -enumerated_array old_weapon{ - {{-1, -1}} +struct gauge_inset_window +{ + int old_weapon = -1; }; +enumerated_array inset_window; + enumerated_array weapon_box_states; enumerated_array weapon_box_fade_values; #if defined(DXX_BUILD_DESCENT_II) @@ -2144,7 +2147,8 @@ void close_gauges() namespace dsx { void init_gauges() { - old_weapon[gauge_inset_window_view::primary] = old_weapon[gauge_inset_window_view::secondary] = -1; + inset_window[gauge_inset_window_view::primary] = {}; + inset_window[gauge_inset_window_view::secondary] = {}; old_laser_level = {}; #if defined(DXX_BUILD_DESCENT_II) weapon_box_user[gauge_inset_window_view::primary] = weapon_box_user[gauge_inset_window_view::secondary] = WBU_WEAPON; @@ -2702,34 +2706,35 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in const auto laser_level_changed = (wt == gauge_inset_window_view::primary && weapon_num == primary_weapon_index_t::LASER_INDEX && (player_info.laser_level != old_laser_level)); - if ((weapon_num != old_weapon[wt] || laser_level_changed) && weapon_box_states[wt] == weapon_box_state::set && (old_weapon[wt] != -1) && PlayerCfg.HudMode == HudType::Standard) + auto &inset = inset_window[wt]; + if ((weapon_num != inset.old_weapon || laser_level_changed) && weapon_box_states[wt] == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard) { weapon_box_states[wt] = weapon_box_state::fading_out; weapon_box_fade_values[wt]=i2f(GR_FADE_LEVELS-1); } const local_multires_gauge_graphic multires_gauge_graphic{}; - if (old_weapon[wt] == -1) + if (inset.old_weapon == -1) { draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt); - old_weapon[wt] = weapon_num; + inset.old_weapon = weapon_num; weapon_box_states[wt] = weapon_box_state::set; } if (weapon_box_states[wt] == weapon_box_state::fading_out) { - draw_weapon_info(hudctx, player_info, old_weapon[wt], old_laser_level, wt); + draw_weapon_info(hudctx, player_info, inset.old_weapon, old_laser_level, wt); weapon_box_fade_values[wt] -= FrameTime * FADE_SCALE; if (weapon_box_fade_values[wt] <= 0) { weapon_box_states[wt] = weapon_box_state::fading_in; - old_weapon[wt] = weapon_num; + inset.old_weapon = weapon_num; old_laser_level = player_info.laser_level; weapon_box_fade_values[wt] = 0; } } else if (weapon_box_states[wt] == weapon_box_state::fading_in) { - if (weapon_num != old_weapon[wt]) { + if (weapon_num != inset.old_weapon) { weapon_box_states[wt] = weapon_box_state::fading_out; } else { @@ -2737,13 +2742,13 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in weapon_box_fade_values[wt] += FrameTime * FADE_SCALE; if (weapon_box_fade_values[wt] >= i2f(GR_FADE_LEVELS-1)) { weapon_box_states[wt] = weapon_box_state::set; - old_weapon[wt] = -1; + inset.old_weapon = -1; } } } else { draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt); - old_weapon[wt] = weapon_num; + inset.old_weapon = weapon_num; old_laser_level = player_info.laser_level; } @@ -3823,8 +3828,9 @@ void render_gauges() // If laser is active, set old_weapon[0] to -1 to force redraw. void update_laser_weapon_info(void) { - if (old_weapon[gauge_inset_window_view::primary] == 0) - old_weapon[gauge_inset_window_view::primary] = -1; + auto &old_weapon = inset_window[gauge_inset_window_view::primary].old_weapon; + if (old_weapon == 0) + old_weapon = -1; } #if defined(DXX_BUILD_DESCENT_II) @@ -3958,7 +3964,7 @@ void do_cockpit_window_view(const gauge_inset_window_view win, const object &vie } //force redraw when done - old_weapon[win] = -1; + inset_window[win].old_weapon = -1; abort:;