Changeset - r7734:cbd2b66291f3
[Not reviewed]
master
0 9 0
rubidium - 17 years ago 2007-10-15 19:59:27
rubidium@openttd.org
(svn r11269) -Feature: user customisable faces. Patch by BigBB.
9 files changed with 569 insertions and 61 deletions:
0 comments (0 inline, 0 general)
src/lang/english.txt
Show inline comments
 
@@ -860,6 +860,7 @@ STR_0313_FUND_NEW_INDUSTRY              
 

	
 
STR_0314_FUND_NEW_INDUSTRY                                      :{WHITE}Fund new industry
 
STR_JUST_STRING                                                 :{STRING}
 
STR_JUST_INT                                                    :{NUM}
 
STR_0316_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...can only be built in towns
 
STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST                        :{WHITE}...can only be built in rainforest areas
 
STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT                            :{WHITE}...can only be built in desert areas
 
@@ -3387,3 +3388,51 @@ STR_FUND_NEW_INDUSTRY                   
 
STR_PROSPECT_NEW_INDUSTRY                                       :{BLACK}Prospect
 
STR_BUILD_NEW_INDUSTRY                                          :{BLACK}Build
 
STR_INDUSTRY_SELECTION_HINT                                     :{BLACK}Choose the appropriate industry from this list
 

	
 
############ Face formatting
 
STR_FACE_ADVANCED                                               :{BLACK}Advanced
 
STR_FACE_ADVANCED_TIP                                           :{BLACK}Advanced face selection.
 
STR_FACE_SIMPLE                                                 :{BLACK}Simple
 
STR_FACE_SIMPLE_TIP                                             :{BLACK}Simple face selection.
 
STR_FACE_LOAD                                                   :{BLACK}Load
 
STR_FACE_LOAD_TIP                                               :{BLACK}Load favourite face
 
STR_FACE_LOAD_DONE                                              :{WHITE}Your favourite face has been loaded from the OpenTTD config file.
 
STR_FACE_FACECODE                                               :{BLACK}Player face no.
 
STR_FACE_FACECODE_TIP                                           :{BLACK}View and/or set player face number
 
STR_FACE_FACECODE_CAPTION                                       :{WHITE}View and/or set player face number
 
STR_FACE_FACECODE_SET                                           :{WHITE}New face number code has been set.
 
STR_FACE_FACECODE_ERR                                           :{WHITE}Couldn't set player face number - must be numeric between 0 and 4,294,967,295!
 
STR_FACE_SAVE                                                   :{BLACK}Save
 
STR_FACE_SAVE_TIP                                               :{BLACK}Save favourite face
 
STR_FACE_SAVE_DONE                                              :{WHITE}This face will be saved as your favourite in the OpenTTD config file.
 
STR_FACE_EUROPEAN                                               :{BLACK}European
 
STR_FACE_SELECT_EUROPEAN                                        :{BLACK}Select european faces
 
STR_FACE_AFRICAN                                                :{BLACK}African
 
STR_FACE_SELECT_AFRICAN                                         :{BLACK}Select african faces
 
STR_FACE_YES                                                    :Yes
 
STR_FACE_NO                                                     :No
 
STR_FACE_MOUSTACHE_EARRING_TIP                                  :{BLACK}Enable moustache or earring
 
STR_FACE_HAIR                                                   :Hair:
 
STR_FACE_HAIR_TIP                                               :{BLACK}Change hair
 
STR_FACE_EYEBROWS                                               :Eyebrows:
 
STR_FACE_EYEBROWS_TIP                                           :{BLACK}Change eyebrows
 
STR_FACE_EYECOLOUR                                              :Eye colour:
 
STR_FACE_EYECOLOUR_TIP                                          :{BLACK}Change eyecolour
 
STR_FACE_GLASSES                                                :Glasses:
 
STR_FACE_GLASSES_TIP                                            :{BLACK}Enable glasses
 
STR_FACE_GLASSES_TIP_2                                          :{BLACK}Change glasses
 
STR_FACE_NOSE                                                   :Nose:
 
STR_FACE_NOSE_TIP                                               :{BLACK}Change nose
 
STR_FACE_LIPS                                                   :Lips:
 
STR_FACE_MOUSTACHE                                              :Moustache:
 
STR_FACE_LIPS_MOUSTACHE_TIP                                     :{BLACK}Change lips or moustache
 
STR_FACE_CHIN                                                   :Chin:
 
STR_FACE_CHIN_TIP                                               :{BLACK}Change chin
 
STR_FACE_JACKET                                                 :Jacket:
 
STR_FACE_JACKET_TIP                                             :{BLACK}Change jacket
 
STR_FACE_COLLAR                                                 :Collar:
 
STR_FACE_COLLAR_TIP                                             :{BLACK}Change collar
 
STR_FACE_TIE                                                    :Tie:
 
STR_FACE_EARRING                                                :Earring:
 
STR_FACE_TIE_EARRING_TIP                                        :{BLACK}Change tie or earring
 
########
src/openttd.h
Show inline comments
 
@@ -88,6 +88,7 @@ enum {
 
typedef int32 Year;
 
typedef int32 Date;
 

	
 
typedef uint32 PlayerFace; ///< player face bits, info see in player_face.h
 

	
 
enum SwitchModes {
 
	SM_NONE            =  0,
src/player.h
Show inline comments
 
@@ -155,8 +155,6 @@ enum {
 
	LOAN_INTERVAL_OLD_AI = 50000,
 
};
 

	
 
typedef uint32 PlayerFace;
 

	
 
struct Player {
 
	uint32 name_2;
 
	uint16 name_1;
src/player_face.h
Show inline comments
 
@@ -59,7 +59,7 @@ static const PlayerFaceBitsInfo _pf_info
 
	/* PFV_HAS_MOUSTACHE   */ {  3, 1, {  2,  0,  2,  0 }, {     0,     0,     0,     0 } }, ///< Females do not have a moustache
 
	/* PFV_HAS_TIE_EARRING */ {  3, 1, {  0,  2,  0,  2 }, {     0,     0,     0,     0 } }, ///< Draw the earring for females or not. For males the tie is always drawn.
 
	/* PFV_HAS_GLASSES     */ {  4, 1, {  2,  2,  2,  2 }, {     0,     0,     0,     0 } }, ///< Whether to draw glasses or not
 
	/* PFV_EYE_COLOUR      */ {  5, 2, {  3,  3,  3,  3 }, {     0,     0,     0,     0 } }, ///< Palette modification
 
	/* PFV_EYE_COLOUR      */ {  5, 2, {  3,  3,  1,  1 }, {     0,     0,     0,     0 } }, ///< Palette modification
 
	/* PFV_CHEEKS          */ {  0, 0, {  1,  1,  1,  1 }, { 0x325, 0x326, 0x390, 0x3B0 } }, ///< Cheeks are only indexed by their gender/ethnicity
 
	/* PFV_CHIN            */ {  7, 2, {  4,  1,  2,  2 }, { 0x327, 0x327, 0x391, 0x3B1 } },
 
	/* PFV_EYEBROWS        */ {  9, 4, { 12, 16, 11, 16 }, { 0x32B, 0x337, 0x39A, 0x3B8 } },
 
@@ -105,6 +105,32 @@ static inline void SetPlayerFaceBits(Pla
 
}
 

	
 
/**
 
 * Increase/Decrease the player face variable by the given amount.
 
 * If the new value greater than the max value for this variable it will be set to 0.
 
 * Or is it negativ (< 0) it will be set to max value.
 
 *
 
 * @param pf     the player face to write the bits to
 
 * @param pfv    the player face variable to write the data of
 
 * @param ge     the gender and ethnicity of the player face
 
 * @param amount the amount which change the value
 
 *
 
 * @pre 0 <= val < _pf_info[pfv].valid_values[ge]
 
 */
 
static inline void IncreasePlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, int8 amount)
 
{
 
	int8 val = GetPlayerFaceBits(pf, pfv, ge) + amount; // the new value for the pfv
 

	
 
	/* scales the new value to the correct scope */
 
	if (val >= _pf_info[pfv].valid_values[ge]) {
 
		val = 0;
 
	} else if (val < 0) {
 
		val = _pf_info[pfv].valid_values[ge] - 1;
 
	}
 

	
 
	SetPlayerFaceBits(pf, pfv, ge, val); // save the new value
 
}
 

	
 
/**
 
 * Checks whether the player bits have a valid range
 
 * @param pf  the face to extract the bits from
 
 * @param pfv the face variable to get the data of
 
@@ -132,6 +158,58 @@ static inline uint ScalePlayerFaceValue(
 
}
 

	
 
/**
 
 * Scales all player face bits to the correct scope
 
 *
 
 * @param pf the player face to write the bits to
 
 */
 
static inline void ScaleAllPlayerFaceBits(PlayerFace &pf)
 
{
 
	IncreasePlayerFaceBits(pf, PFV_ETHNICITY, GE_WM, 0); // scales the ethnicity
 

	
 
	GenderEthnicity ge = (GenderEthnicity)GB(pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // gender & ethnicity of the face
 

	
 
	/* Is a male face with moustache. Need to reduce CPU load in the loop. */
 
	bool is_moust_male = !HASBIT(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0;
 

	
 
	for (PlayerFaceVariable pfv = PFV_EYE_COLOUR; pfv < PFV_END; pfv++) { // scales all other variables
 

	
 
		/* The moustache variable will be scaled only if it is a male face with has a moustache */
 
		if (pfv != PFV_MOUSTACHE || is_moust_male) {
 
			IncreasePlayerFaceBits(pf, pfv, ge, 0);
 
		}
 
	}
 
}
 

	
 
/**
 
 * Make a random new face.
 
 * If it is for the advanced player face window then the new face have the same gender
 
 * and ethnicity as the old one, else the gender is equal and the ethnicity is random.
 
 *
 
 * @param pf  the player face to write the bits to
 
 * @param ge  the gender and ethnicity of the old player face
 
 * @param adv if it for the advanced player face window
 
 *
 
 * @pre scale 'ge' to a valid gender/ethnicity combination
 
 */
 
static inline void RandomPlayerFaceBits(PlayerFace &pf, GenderEthnicity ge, bool adv)
 
{
 
	pf = Random(); // random all player face bits
 

	
 
	/* scale ge: 0 == GE_WM, 1 == GE_WF, 2 == GE_BM, 3 == GE_BF (and maybe in future: ...) */
 
	ge = (GenderEthnicity)(ge % GE_END);
 

	
 
	/* set the gender (and ethnicity) for the new player face */
 
	if (adv) {
 
		SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge);
 
	} else {
 
		SetPlayerFaceBits(pf, PFV_GENDER, ge, HASBIT(ge, GENDER_FEMALE));
 
	}
 

	
 
	/* scales all player face bits to the correct scope */
 
	ScaleAllPlayerFaceBits(pf);
 
}
 

	
 
/**
 
 * Gets the sprite to draw for the given player face variable
 
 * @param pf  the face to extract the data from
 
 * @param pfv the face variable to get the sprite of
 
@@ -149,5 +227,6 @@ static inline SpriteID GetPlayerFaceSpri
 
void DrawPlayerFace(PlayerFace face, int color, int x, int y);
 
PlayerFace ConvertFromOldPlayerFace(uint32 face);
 
bool IsValidPlayerFace(PlayerFace pf);
 
void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget);
 

	
 
#endif /* PLAYER_FACE_H */
src/player_gui.cpp
Show inline comments
 
@@ -28,6 +28,7 @@
 
#include "player_face.h"
 

	
 
static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);
 
static void DoSelectPlayerFace(PlayerID player, bool show_big);
 

	
 
static void DrawPlayerEconomyStats(const Player *p, byte mode)
 
{
 
@@ -493,11 +494,17 @@ void DrawPlayerFace(PlayerFace pf, int c
 
	bool has_tie_earring = !HASBIT(ge, GENDER_FEMALE) || GetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge) != 0;
 
	bool has_glasses     = GetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge) != 0;
 
	SpriteID pal;
 
	switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
 
		default: NOT_REACHED();
 
		case 0: pal = PALETTE_TO_BROWN; break;
 
		case 1: pal = PALETTE_TO_BLUE;  break;
 
		case 2: pal = PALETTE_TO_GREEN; break;
 

	
 
	/* Modify eye colour palette only if 2 or more valid values exist */
 
	if (_pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2) {
 
		pal = PAL_NONE;
 
	} else {
 
		switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
 
			default: NOT_REACHED();
 
			case 0: pal = PALETTE_TO_BROWN; break;
 
			case 1: pal = PALETTE_TO_BLUE;  break;
 
			case 2: pal = PALETTE_TO_GREEN; break;
 
		}
 
	}
 

	
 
	/* Draw the gradient (background) */
 
@@ -516,60 +523,426 @@ void DrawPlayerFace(PlayerFace pf, int c
 
	}
 
}
 

	
 
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
	case WE_PAINT: {
 
		Player *p;
 
		LowerWindowWidget(w, WP(w, facesel_d).gender + 5);
 
		DrawWindowWidgets(w);
 
		p = GetPlayer((PlayerID)w->window_number);
 
		DrawPlayerFace(WP(w, facesel_d).face, p->player_color, 2, 16);
 
	} break;
 
/**
 
 * Names of the widgets. Keep them in the same order as in the widget array.
 
 * Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
 
 * this order is needed for the WE_CLICK event of DrawFaceStringLabel().
 
 */
 
enum PlayerFaceWindowWidgets {
 
	PFW_WIDGET_CLOSEBOX = 0,
 
	PFW_WIDGET_CAPTION,
 
	PFW_WIDGET_TOGGLE_LARGE_SMALL,
 
	PFW_WIDGET_SELECT_FACE,
 
	PFW_WIDGET_CANCEL,
 
	PFW_WIDGET_ACCEPT,
 
	PFW_WIDGET_MALE,
 
	PFW_WIDGET_FEMALE,
 
	PFW_WIDGET_RANDOM_NEW_FACE,
 
	PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
 
	/* from here is the advanced player face selection window */
 
	PFW_WIDGET_LOAD,
 
	PFW_WIDGET_FACECODE,
 
	PFW_WIDGET_SAVE,
 
	PFW_WIDGET_ETHNICITY_EUR,
 
	PFW_WIDGET_ETHNICITY_AFR,
 
	PFW_WIDGET_HAS_MOUSTACHE_EARRING,
 
	PFW_WIDGET_HAS_GLASSES,
 
	PFW_WIDGET_EYECOLOUR_L,
 
	PFW_WIDGET_EYECOLOUR,
 
	PFW_WIDGET_EYECOLOUR_R,
 
	PFW_WIDGET_CHIN_L,
 
	PFW_WIDGET_CHIN,
 
	PFW_WIDGET_CHIN_R,
 
	PFW_WIDGET_EYEBROWS_L,
 
	PFW_WIDGET_EYEBROWS,
 
	PFW_WIDGET_EYEBROWS_R,
 
	PFW_WIDGET_LIPS_MOUSTACHE_L,
 
	PFW_WIDGET_LIPS_MOUSTACHE,
 
	PFW_WIDGET_LIPS_MOUSTACHE_R,
 
	PFW_WIDGET_NOSE_L,
 
	PFW_WIDGET_NOSE,
 
	PFW_WIDGET_NOSE_R,
 
	PFW_WIDGET_HAIR_L,
 
	PFW_WIDGET_HAIR,
 
	PFW_WIDGET_HAIR_R,
 
	PFW_WIDGET_JACKET_L,
 
	PFW_WIDGET_JACKET,
 
	PFW_WIDGET_JACKET_R,
 
	PFW_WIDGET_COLLAR_L,
 
	PFW_WIDGET_COLLAR,
 
	PFW_WIDGET_COLLAR_R,
 
	PFW_WIDGET_TIE_EARRING_L,
 
	PFW_WIDGET_TIE_EARRING,
 
	PFW_WIDGET_TIE_EARRING_R,
 
	PFW_WIDGET_GLASSES_L,
 
	PFW_WIDGET_GLASSES,
 
	PFW_WIDGET_GLASSES_R,
 
};
 

	
 
/** Widget description for the normal/simple player face selection dialog */
 
static const Widget _select_player_face_widgets[] = {
 
{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                STR_018B_CLOSE_WINDOW},              // PFW_WIDGET_CLOSEBOX
 
{    WWT_CAPTION,   RESIZE_NONE,    14,    11,   174,     0,    13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS},    // PFW_WIDGET_CAPTION
 
{     WWT_IMGBTN,   RESIZE_NONE,    14,   175,   189,     0,    13, SPR_LARGE_SMALL_WINDOW,  STR_FACE_ADVANCED_TIP},              // PFW_WIDGET_TOGGLE_LARGE_SMALL
 
{      WWT_PANEL,   RESIZE_NONE,    14,     0,   189,    14,   150, 0x0,                     STR_NULL},                           // PFW_WIDGET_SELECT_FACE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     0,    94,   151,   162, STR_012E_CANCEL,         STR_7047_CANCEL_NEW_FACE_SELECTION}, // PFW_WIDGET_CANCEL
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    95,   189,   151,   162, STR_012F_OK,             STR_7048_ACCEPT_NEW_FACE_SELECTION}, // PFW_WIDGET_ACCEPT
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,    95,   187,    75,    86, STR_7044_MALE,           STR_7049_SELECT_MALE_FACES},         // PFW_WIDGET_MALE
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,    95,   187,    87,    98, STR_7045_FEMALE,         STR_704A_SELECT_FEMALE_FACES},       // PFW_WIDGET_FEMALE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     2,    93,   137,   148, STR_7046_NEW_FACE,       STR_704B_GENERATE_RANDOM_NEW_FACE},  // PFW_WIDGET_RANDOM_NEW_FACE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    95,   187,    16,    27, STR_FACE_ADVANCED,       STR_FACE_ADVANCED_TIP},              // PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON
 
{   WIDGETS_END},
 
};
 

	
 
	case WE_CLICK:
 
		switch (e->we.click.widget) {
 
		case 3: DeleteWindow(w); break;
 
		case 4: /* ok click */
 
			DoCommandP(0, 0, WP(w, facesel_d).face, NULL, CMD_SET_PLAYER_FACE);
 
			DeleteWindow(w);
 
			break;
 
		case 5: /* male click */
 
		case 6: /* female click */
 
			RaiseWindowWidget(w, WP(w, facesel_d).gender + 5);
 
			WP(w, facesel_d).gender = e->we.click.widget - 5;
 
			LowerWindowWidget(w, WP(w, facesel_d).gender + 5);
 
			SetWindowDirty(w);
 
			break;
 
		case 7:
 
			WP(w, facesel_d).face = ConvertFromOldPlayerFace((WP(w, facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31));
 
			SetWindowDirty(w);
 
			break;
 
/** Widget description for the advanced player face selection dialog */
 
static const Widget _select_player_face_adv_widgets[] = {
 
{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                STR_018B_CLOSE_WINDOW},              // PFW_WIDGET_CLOSEBOX
 
{    WWT_CAPTION,   RESIZE_NONE,    14,    11,   204,     0,    13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS},    // PFW_WIDGET_CAPTION
 
{     WWT_IMGBTN,   RESIZE_NONE,    14,   205,   219,     0,    13, SPR_LARGE_SMALL_WINDOW,  STR_FACE_SIMPLE_TIP},                // PFW_WIDGET_TOGGLE_LARGE_SMALL
 
{      WWT_PANEL,   RESIZE_NONE,    14,     0,   219,    14,   207, 0x0,                     STR_NULL},                           // PFW_WIDGET_SELECT_FACE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     0,    94,   208,   219, STR_012E_CANCEL,         STR_7047_CANCEL_NEW_FACE_SELECTION}, // PFW_WIDGET_CANCEL
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    95,   219,   208,   219, STR_012F_OK,             STR_7048_ACCEPT_NEW_FACE_SELECTION}, // PFW_WIDGET_ACCEPT
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,    96,   156,    32,    43, STR_7044_MALE,           STR_7049_SELECT_MALE_FACES},         // PFW_WIDGET_MALE
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,   157,   217,    32,    43, STR_7045_FEMALE,         STR_704A_SELECT_FEMALE_FACES},       // PFW_WIDGET_FEMALE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     2,    93,   137,   148, STR_RANDOM,              STR_704B_GENERATE_RANDOM_NEW_FACE},  // PFW_WIDGET_RANDOM_NEW_FACE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    95,   217,    16,    27, STR_FACE_SIMPLE,         STR_FACE_SIMPLE_TIP},                // PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     2,    93,   158,   169, STR_FACE_LOAD,           STR_FACE_LOAD_TIP},                  // PFW_WIDGET_LOAD
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     2,    93,   170,   181, STR_FACE_FACECODE,       STR_FACE_FACECODE_TIP},              // PFW_WIDGET_FACECODE
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     2,    93,   182,   193, STR_FACE_SAVE,           STR_FACE_SAVE_TIP},                  // PFW_WIDGET_SAVE
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,    96,   156,    46,    57, STR_FACE_EUROPEAN,       STR_FACE_SELECT_EUROPEAN},           // PFW_WIDGET_ETHNICITY_EUR
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,   157,   217,    46,    57, STR_FACE_AFRICAN,        STR_FACE_SELECT_AFRICAN},            // PFW_WIDGET_ETHNICITY_AFR
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,   175,   217,    60,    71, STR_EMPTY,               STR_FACE_MOUSTACHE_EARRING_TIP},     // PFW_WIDGET_HAS_MOUSTACHE_EARRING
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,   175,   217,    72,    83, STR_EMPTY,               STR_FACE_GLASSES_TIP},               // PFW_WIDGET_HAS_GLASSES
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   110,   121, SPR_ARROW_LEFT,          STR_FACE_EYECOLOUR_TIP},             // PFW_WIDGET_EYECOLOUR_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   110,   121, STR_EMPTY,               STR_FACE_EYECOLOUR_TIP},             // PFW_WIDGET_EYECOLOUR
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   110,   121, SPR_ARROW_RIGHT,         STR_FACE_EYECOLOUR_TIP},             // PFW_WIDGET_EYECOLOUR_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   158,   169, SPR_ARROW_LEFT,          STR_FACE_CHIN_TIP},                  // PFW_WIDGET_CHIN_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   158,   169, STR_EMPTY,               STR_FACE_CHIN_TIP},                  // PFW_WIDGET_CHIN
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   158,   169, SPR_ARROW_RIGHT,         STR_FACE_CHIN_TIP},                  // PFW_WIDGET_CHIN_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,    98,   109, SPR_ARROW_LEFT,          STR_FACE_EYEBROWS_TIP},              // PFW_WIDGET_EYEBROWS_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,    98,   109, STR_EMPTY,               STR_FACE_EYEBROWS_TIP},              // PFW_WIDGET_EYEBROWS
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,    98,   109, SPR_ARROW_RIGHT,         STR_FACE_EYEBROWS_TIP},              // PFW_WIDGET_EYEBROWS_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   146,   157, SPR_ARROW_LEFT,          STR_FACE_LIPS_MOUSTACHE_TIP},        // PFW_WIDGET_LIPS_MOUSTACHE_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   146,   157, STR_EMPTY,               STR_FACE_LIPS_MOUSTACHE_TIP},        // PFW_WIDGET_LIPS_MOUSTACHE
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   146,   157, SPR_ARROW_RIGHT,         STR_FACE_LIPS_MOUSTACHE_TIP},        // PFW_WIDGET_LIPS_MOUSTACHE_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   134,   145, SPR_ARROW_LEFT,          STR_FACE_NOSE_TIP},                  // PFW_WIDGET_NOSE_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   134,   145, STR_EMPTY,               STR_FACE_NOSE_TIP},                  // PFW_WIDGET_NOSE
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   134,   145, SPR_ARROW_RIGHT,         STR_FACE_NOSE_TIP},                  // PFW_WIDGET_NOSE_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,    86,    97, SPR_ARROW_LEFT,          STR_FACE_HAIR_TIP},                  // PFW_WIDGET_HAIR_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,    86,    97, STR_EMPTY,               STR_FACE_HAIR_TIP},                  // PFW_WIDGET_HAIR
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,    86,    97, SPR_ARROW_RIGHT,         STR_FACE_HAIR_TIP},                  // PFW_WIDGET_HAIR_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   170,   181, SPR_ARROW_LEFT,          STR_FACE_JACKET_TIP},                // PFW_WIDGET_JACKET_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   170,   181, STR_EMPTY,               STR_FACE_JACKET_TIP},                // PFW_WIDGET_JACKET
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   170,   181, SPR_ARROW_RIGHT,         STR_FACE_JACKET_TIP},                // PFW_WIDGET_JACKET_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   182,   193, SPR_ARROW_LEFT,          STR_FACE_COLLAR_TIP},                // PFW_WIDGET_COLLAR_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   182,   193, STR_EMPTY,               STR_FACE_COLLAR_TIP},                // PFW_WIDGET_COLLAR
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   182,   193, SPR_ARROW_RIGHT,         STR_FACE_COLLAR_TIP},                // PFW_WIDGET_COLLAR_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   194,   205, SPR_ARROW_LEFT,          STR_FACE_TIE_EARRING_TIP},           // PFW_WIDGET_TIE_EARRING_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   194,   205, STR_EMPTY,               STR_FACE_TIE_EARRING_TIP},           // PFW_WIDGET_TIE_EARRING
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   194,   205, SPR_ARROW_RIGHT,         STR_FACE_TIE_EARRING_TIP},           // PFW_WIDGET_TIE_EARRING_R
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    175,  183,   122,   133, SPR_ARROW_LEFT,          STR_FACE_GLASSES_TIP_2},             // PFW_WIDGET_GLASSES_L
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    184,  208,   122,   133, STR_EMPTY,               STR_FACE_GLASSES_TIP_2},             // PFW_WIDGET_GLASSES
 
{ WWT_PUSHIMGBTN,   RESIZE_NONE,    14,    209,  217,   122,   133, SPR_ARROW_RIGHT,         STR_FACE_GLASSES_TIP_2},             // PFW_WIDGET_GLASSES_R
 
{   WIDGETS_END},
 
};
 

	
 
/**
 
 * Draw dynamic a label to the left of the button and a value in the button
 
 *
 
 * @param w              Window on which the widget is located
 
 * @param widget_index   index of this widget in the window
 
 * @param str            the label which will be draw
 
 * @param val            the value which will be draw
 
 * @param is_bool_widget is it a bool button
 
 */
 
void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget)
 
{
 
	/* Write the label in gold (0x2) to the left of the button. */
 
	DrawStringRightAligned(w->widget[widget_index].left - (is_bool_widget ? 5 : 14), w->widget[widget_index].top + 1, str, 0x2);
 

	
 
	if (!IsWindowWidgetDisabled(w, widget_index)) {
 
		if (is_bool_widget) {
 
			/* if it a bool button write yes or no */
 
			str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
 
		} else {
 
			/* else write the value + 1 */
 
			SetDParam(0, val + 1);
 
			str = STR_JUST_INT;
 
		}
 
		break;
 

	
 
		/* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
 
		DrawStringCentered(w->widget[widget_index].left + (w->widget[widget_index].right - w->widget[widget_index].left) / 2 +
 
			IsWindowWidgetLowered(w, widget_index), w->widget[widget_index].top + 1 + IsWindowWidgetLowered(w, widget_index), str, 0xC);
 
	}
 
}
 

	
 
static const Widget _select_player_face_widgets[] = {
 
{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                STR_018B_CLOSE_WINDOW},
 
{    WWT_CAPTION,   RESIZE_NONE,    14,    11,   189,     0,    13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS},
 
{      WWT_PANEL,   RESIZE_NONE,    14,     0,   189,    14,   136, 0x0,                     STR_NULL},
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,     0,    94,   137,   148, STR_012E_CANCEL,         STR_7047_CANCEL_NEW_FACE_SELECTION},
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    95,   189,   137,   148, STR_012F_OK,             STR_7048_ACCEPT_NEW_FACE_SELECTION},
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,    95,   187,    25,    36, STR_7044_MALE,           STR_7049_SELECT_MALE_FACES},
 
{    WWT_TEXTBTN,   RESIZE_NONE,    14,    95,   187,    37,    48, STR_7045_FEMALE,         STR_704A_SELECT_FEMALE_FACES},
 
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    14,    95,   187,    79,    90, STR_7046_NEW_FACE,       STR_704B_GENERATE_RANDOM_NEW_FACE},
 
{   WIDGETS_END},
 
};
 
/**
 
 * Player face selection window event definition
 
 *
 
 * @param w window pointer
 
 * @param e event been triggered
 
 */
 
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
 
{
 
	PlayerFace *pf = &WP(w, facesel_d).face; // pointer to the player face bits
 
	GenderEthnicity ge = (GenderEthnicity)GB(*pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
 
	bool is_female = HASBIT(ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
 
	bool is_moust_male = !is_female && GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge) != 0; // is a male face with moustache
 

	
 
	switch (e->event) {
 
		case WE_PAINT:
 
			/* lower the non-selected gender button */
 
			SetWindowWidgetLoweredState(w, PFW_WIDGET_MALE,  !is_female);
 
			SetWindowWidgetLoweredState(w, PFW_WIDGET_FEMALE, is_female);
 

	
 
			/* advanced player face selection window */
 
			if (WP(w, facesel_d).advanced) {
 
				/* lower the non-selected ethnicity button */
 
				SetWindowWidgetLoweredState(w, PFW_WIDGET_ETHNICITY_EUR, !HASBIT(ge, ETHNICITY_BLACK));
 
				SetWindowWidgetLoweredState(w, PFW_WIDGET_ETHNICITY_AFR,  HASBIT(ge, ETHNICITY_BLACK));
 

	
 

	
 
				/* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
 
				* (or in other words you haven't any choice).
 
				* If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
 

	
 
				/* Eye colour buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2,
 
					PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
 

	
 
				/* Chin buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_CHIN].valid_values[ge] < 2,
 
					PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
 

	
 
				/* Eyebrows buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_EYEBROWS].valid_values[ge] < 2,
 
					PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
 

	
 
				/* Lips or (if it a male face with a moustache) moustache buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[ge] < 2,
 
					PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
 

	
 
				/* Nose buttons | male faces with moustache haven't any nose options */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_NOSE].valid_values[ge] < 2 || is_moust_male,
 
					PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
 

	
 
				/* Hair buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_HAIR].valid_values[ge] < 2,
 
					PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
 

	
 
				/* Jacket buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_JACKET].valid_values[ge] < 2,
 
					PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
 

	
 
				/* Collar buttons */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_COLLAR].valid_values[ge] < 2,
 
					PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
 

	
 
				/* Tie/earring buttons | female faces without earring haven't any earring options */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_TIE_EARRING].valid_values[ge] < 2 ||
 
						(is_female && GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge) == 0),
 
					PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
 

	
 
				/* Glasses buttons | faces without glasses haven't any glasses options */
 
				SetWindowWidgetsDisabledState(w, _pf_info[PFV_GLASSES].valid_values[ge] < 2 || GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge) == 0,
 
					PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
 
			}
 

	
 
			DrawWindowWidgets(w);
 

	
 
			/* Draw dynamic button value and labels for the advanced player face selection window */
 
			if (WP(w, facesel_d).advanced) {
 
				if (is_female) {
 
					/* Only for female faces */
 
					DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING,   GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge), true );
 
					DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING,           STR_FACE_EARRING,   GetPlayerFaceBits(*pf, PFV_TIE_EARRING,     ge), false);
 
				} else {
 
					/* Only for male faces */
 
					DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE,   ge), true );
 
					DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING,           STR_FACE_TIE,       GetPlayerFaceBits(*pf, PFV_TIE_EARRING,     ge), false);
 
				}
 
				if (is_moust_male) {
 
					/* Only for male faces with moustache */
 
					DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE,        STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_MOUSTACHE,       ge), false);
 
				} else {
 
					/* Only for female faces or male faces without moustache */
 
					DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE,        STR_FACE_LIPS,      GetPlayerFaceBits(*pf, PFV_LIPS,            ge), false);
 
				}
 
				/* For all faces */
 
				DrawFaceStringLabel(w, PFW_WIDGET_HAS_GLASSES,           STR_FACE_GLASSES,     GetPlayerFaceBits(*pf, PFV_HAS_GLASSES,     ge), true );
 
				DrawFaceStringLabel(w, PFW_WIDGET_HAIR,                  STR_FACE_HAIR,        GetPlayerFaceBits(*pf, PFV_HAIR,            ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_EYEBROWS,              STR_FACE_EYEBROWS,    GetPlayerFaceBits(*pf, PFV_EYEBROWS,        ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_EYECOLOUR,             STR_FACE_EYECOLOUR,   GetPlayerFaceBits(*pf, PFV_EYE_COLOUR,      ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_GLASSES,               STR_FACE_GLASSES,     GetPlayerFaceBits(*pf, PFV_GLASSES,         ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_NOSE,                  STR_FACE_NOSE,        GetPlayerFaceBits(*pf, PFV_NOSE,            ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_CHIN,                  STR_FACE_CHIN,        GetPlayerFaceBits(*pf, PFV_CHIN,            ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_JACKET,                STR_FACE_JACKET,      GetPlayerFaceBits(*pf, PFV_JACKET,          ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_COLLAR,                STR_FACE_COLLAR,      GetPlayerFaceBits(*pf, PFV_COLLAR,          ge), false);
 
			}
 

	
 
			/* Draw the player face picture */
 
			DrawPlayerFace(*pf, GetPlayer((PlayerID)w->window_number)->player_color, 2, 16);
 
			break;
 

	
 
		case WE_CLICK:
 
			switch (e->we.click.widget) {
 
				/* Toggle size, advanced/simple face selection */
 
				case PFW_WIDGET_TOGGLE_LARGE_SMALL:
 
				case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON:
 
					DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
 
					DeleteWindow(w);
 
					DoSelectPlayerFace((PlayerID)w->window_number, !WP(w, facesel_d).advanced);
 
					break;
 

	
 
				/* Cancel button */
 
				case PFW_WIDGET_CANCEL:
 
					DeleteWindow(w);
 
					break;
 

	
 
				/* OK button */
 
				case PFW_WIDGET_ACCEPT:
 
					DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
 
					DeleteWindow(w);
 
					break;
 

	
 
				/* Load button */
 
				case PFW_WIDGET_LOAD:
 
					*pf = _player_face;
 
					ScaleAllPlayerFaceBits(*pf);
 
					ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
 
					SetWindowDirty(w);
 
					break;
 

	
 
				/* 'Player face number' button, view and/or set player face number */
 
				case PFW_WIDGET_FACECODE:
 
					SetDParam(0, *pf);
 
					ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, w, CS_NUMERAL);
 
					break;
 

	
 
				/* Save button */
 
				case PFW_WIDGET_SAVE:
 
					_player_face = *pf;
 
					ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
 
					break;
 

	
 
				/* Toggle gender (male/female) button */
 
				case PFW_WIDGET_MALE:
 
				case PFW_WIDGET_FEMALE:
 
					SetPlayerFaceBits(*pf, PFV_GENDER, ge, e->we.click.widget - PFW_WIDGET_MALE);
 
					ScaleAllPlayerFaceBits(*pf);
 
					SetWindowDirty(w);
 
					break;
 

	
 
				/* Randomize face button */
 
				case PFW_WIDGET_RANDOM_NEW_FACE:
 
					RandomPlayerFaceBits(*pf, ge, WP(w, facesel_d).advanced);
 
					SetWindowDirty(w);
 
					break;
 

	
 
				/* Toggle ethnicity (european/african) button */
 
				case PFW_WIDGET_ETHNICITY_EUR:
 
				case PFW_WIDGET_ETHNICITY_AFR:
 
					SetPlayerFaceBits(*pf, PFV_ETHNICITY, ge, e->we.click.widget - PFW_WIDGET_ETHNICITY_EUR);
 
					ScaleAllPlayerFaceBits(*pf);
 
					SetWindowDirty(w);
 
					break;
 

	
 
				default:
 
					/* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
 
					* Therefor is this combined function.
 
					* First it checks which PlayerFaceVariable will be change and then
 
					* a: invert the value for boolean variables
 
					* or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
 
					if (WP(w, facesel_d).advanced && e->we.click.widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && e->we.click.widget <= PFW_WIDGET_GLASSES_R) {
 
						PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
 

	
 
						if (e->we.click.widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
 
							switch (e->we.click.widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
 
								default: NOT_REACHED();
 
								case 0: pfv = is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
 
								case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
 
							}
 
							SetPlayerFaceBits(*pf, pfv, ge, !GetPlayerFaceBits(*pf, pfv, ge));
 
							ScaleAllPlayerFaceBits(*pf);
 

	
 
						} else { // Value buttons
 
							switch ((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
 
								default: NOT_REACHED();
 
								case 0: pfv = PFV_EYE_COLOUR; break;  // Eye colour buttons
 
								case 1: pfv = PFV_CHIN; break;        // Chin buttons
 
								case 2: pfv = PFV_EYEBROWS; break;    // Eyebrows buttons
 
								case 3: pfv = is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
 
								case 4: pfv = PFV_NOSE; break;        // Nose buttons
 
								case 5: pfv = PFV_HAIR; break;        // Hair buttons
 
								case 6: pfv = PFV_JACKET; break;      // Jacket buttons
 
								case 7: pfv = PFV_COLLAR; break;      // Collar buttons
 
								case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
 
								case 9: pfv = PFV_GLASSES; break;     // Glasses buttons
 
							}
 
							/* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
 
							IncreasePlayerFaceBits(*pf, pfv, ge, (((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
 
						}
 

	
 
						SetWindowDirty(w);
 
					}
 
					break;
 
			}
 
			break;
 

	
 
		case WE_ON_EDIT_TEXT:
 
			/* Set a new player face number */
 
			if (!StrEmpty(e->we.edittext.str)) {
 
				*pf = strtoul(e->we.edittext.str, NULL, 10);
 
				ScaleAllPlayerFaceBits(*pf);
 
				ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
 
				SetWindowDirty(w);
 
			} else {
 
				ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
 
			}
 
			break;
 
	}
 
}
 

	
 
/** normal/simple player face selection window description */
 
static const WindowDesc _select_player_face_desc = {
 
	WDP_AUTO, WDP_AUTO, 190, 149, 190, 149,
 
	WDP_AUTO, WDP_AUTO, 190, 163, 190, 163,
 
	WC_PLAYER_FACE, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
 
	_select_player_face_widgets,
 
	SelectPlayerFaceWndProc
 
};
 

	
 
/** advanced player face selection window description */
 
static const WindowDesc _select_player_face_adv_desc = {
 
	WDP_AUTO, WDP_AUTO, 220, 220, 220, 220,
 
	WC_PLAYER_FACE, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
 
	_select_player_face_adv_widgets,
 
	SelectPlayerFaceWndProc
 
};
 

	
 
/**
 
 * Open the simple/advanced player face selection window
 
 *
 
 * @param player the player which face shall be edited
 
 * @param adv    simple or advanced player face selection window
 
 *
 
 * @pre is player a valid player
 
 */
 
static void DoSelectPlayerFace(PlayerID player, bool adv)
 
{
 
	if (!IsValidPlayer(player)) return;
 

	
 
	Window *w = AllocateWindowDescFront(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player); // simple or advanced window
 

	
 
	if (w != NULL) {
 
		w->caption_color = w->window_number;
 
		WP(w, facesel_d).face = GetPlayer((PlayerID)w->window_number)->face;
 
		WP(w, facesel_d).advanced = adv;
 
	}
 
}
 

	
 

	
 
/* Names of the widgets. Keep them in the same order as in the widget array */
 
enum PlayerCompanyWindowWidgets {
 
	PCW_WIDGET_CLOSEBOX = 0,
 
@@ -682,6 +1055,12 @@ static void DrawCompanyOwnerText(const P
 
	if (num >= 0) DrawString(120, 124, STR_707D_OWNED_BY + num, 0);
 
}
 

	
 
/**
 
 * Player company window event definition
 
 *
 
 * @param w window pointer
 
 * @param e event been triggered
 
 */
 
static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
@@ -749,15 +1128,7 @@ static void PlayerCompanyWndProc(Window 
 

	
 
		case WE_CLICK:
 
			switch (e->we.click.widget) {
 
				case PCW_WIDGET_NEW_FACE: {
 
					Window *wf = AllocateWindowDescFront(&_select_player_face_desc, w->window_number);
 
					if (wf != NULL) {
 
						wf->caption_color = w->window_number;
 
						WP(wf, facesel_d).face = GetPlayer((PlayerID)wf->window_number)->face;
 
						WP(wf, facesel_d).gender = 0;
 
					}
 
					break;
 
				}
 
				case PCW_WIDGET_NEW_FACE: DoSelectPlayerFace((PlayerID)w->window_number, false); break;
 

	
 
				case PCW_WIDGET_COLOR_SCHEME: {
 
					Window *wf = AllocateWindowDescFront(_loaded_newgrf_features.has_2CC ? &_select_player_livery_2cc_desc : &_select_player_livery_desc, w->window_number);
src/players.cpp
Show inline comments
 
@@ -455,6 +455,12 @@ void ResetPlayerLivery(Player *p)
 
	}
 
}
 

	
 
/**
 
 * Create a new player and sets all player variables default values
 
 *
 
 * @param is_ai is a ai player?
 
 * @return the player struct
 
 */
 
Player *DoStartupNewPlayer(bool is_ai)
 
{
 
	Player *p;
 
@@ -478,7 +484,7 @@ Player *DoStartupNewPlayer(bool is_ai)
 
	p->avail_railtypes = GetPlayerRailtypes(p->index);
 
	p->avail_roadtypes = GetPlayerRoadtypes(p->index);
 
	p->inaugurated_year = _cur_year;
 
	p->face = ConvertFromOldPlayerFace(Random());
 
	RandomPlayerFaceBits(p->face, (GenderEthnicity)Random(), false); // create a random player face
 

	
 
	/* Engine renewal settings */
 
	p->engine_renew_list = NULL;
src/settings.cpp
Show inline comments
 
@@ -1263,6 +1263,7 @@ static const SettingDescGlobVarList _mis
 
	 SDTG_BOOL("large_aa",                   S, 0, _freetype.large_aa,    false,    STR_NULL, NULL),
 
#endif
 
	  SDTG_VAR("sprite_cache_size",SLE_UINT, S, 0, _sprite_cache_size,     4, 1, 64, 0, STR_NULL, NULL),
 
	  SDTG_VAR("player_face",    SLE_UINT32, S, 0, _player_face,      0,0,0xFFFFFFFF,0, STR_NULL, NULL),
 
	  SDTG_END()
 
};
 

	
src/variables.h
Show inline comments
 
@@ -300,6 +300,8 @@ VARDEF Money _additional_cash_required;
 

	
 
VARDEF bool _rightclick_emulate;
 

	
 
VARDEF PlayerFace _player_face; ///< for player face storage in openttd.cfg
 

	
 
/* IN/OUT parameters to commands */
 
VARDEF byte _yearly_expenses_type;
 
VARDEF TileIndex _terraform_err_tile;
src/window.h
Show inline comments
 
@@ -390,9 +390,10 @@ struct smallmap_d {
 
};
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(smallmap_d));
 

	
 
/* player face selection window */
 
struct facesel_d {
 
	uint32 face;
 
	byte gender;
 
	PlayerFace face; // player face bits
 
	bool advanced;   // advance player face selection window
 
};
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(facesel_d));
 

	
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