I have to wonder why it had to use such a complicated implementation that provided no advantages whatsoever.
The new code is just 1/5th of the old one's size and much closer to Hexen's original implementation which also was a simple array but with no means to resize the queue.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
Since the entire font setup is very much incapable of handling this during rendering, short of a complete rewrite, it was necessary to put the relevant code into the places which process the characters for drawing so that it can disable the translation table (which needs to be passed as raw data to the draw functions) and keep track of both the translatable and the original variant of the character graphics.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.
Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference
class BuggyStatusBar : DoomStatusBar
{
override void Init()
{
// No super.Init()
}
}
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.