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@@ -59,7 +59,7 @@ static const PlayerFaceBitsInfo _pf_info
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/* PFV_HAS_MOUSTACHE */ { 3, 1, { 2, 0, 2, 0 }, { 0, 0, 0, 0 } }, ///< Females do not have a moustache
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/* 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.
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/* PFV_HAS_GLASSES */ { 4, 1, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< Whether to draw glasses or not
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/* PFV_EYE_COLOUR */ { 5, 2, { 3, 3, 3, 3 }, { 0, 0, 0, 0 } }, ///< Palette modification
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/* PFV_EYE_COLOUR */ { 5, 2, { 3, 3, 1, 1 }, { 0, 0, 0, 0 } }, ///< Palette modification
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/* PFV_CHEEKS */ { 0, 0, { 1, 1, 1, 1 }, { 0x325, 0x326, 0x390, 0x3B0 } }, ///< Cheeks are only indexed by their gender/ethnicity
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/* PFV_CHIN */ { 7, 2, { 4, 1, 2, 2 }, { 0x327, 0x327, 0x391, 0x3B1 } },
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/* PFV_EYEBROWS */ { 9, 4, { 12, 16, 11, 16 }, { 0x32B, 0x337, 0x39A, 0x3B8 } },
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@@ -105,6 +105,32 @@ static inline void SetPlayerFaceBits(Pla
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}
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/**
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* Increase/Decrease the player face variable by the given amount.
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* If the new value greater than the max value for this variable it will be set to 0.
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* Or is it negativ (< 0) it will be set to max value.
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*
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* @param pf the player face to write the bits to
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* @param pfv the player face variable to write the data of
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* @param ge the gender and ethnicity of the player face
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* @param amount the amount which change the value
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*
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* @pre 0 <= val < _pf_info[pfv].valid_values[ge]
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*/
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static inline void IncreasePlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, int8 amount)
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{
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int8 val = GetPlayerFaceBits(pf, pfv, ge) + amount; // the new value for the pfv
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/* scales the new value to the correct scope */
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if (val >= _pf_info[pfv].valid_values[ge]) {
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val = 0;
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} else if (val < 0) {
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val = _pf_info[pfv].valid_values[ge] - 1;
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}
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SetPlayerFaceBits(pf, pfv, ge, val); // save the new value
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}
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/**
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* Checks whether the player bits have a valid range
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* @param pf the face to extract the bits from
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* @param pfv the face variable to get the data of
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@@ -132,6 +158,58 @@ static inline uint ScalePlayerFaceValue(
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}
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/**
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* Scales all player face bits to the correct scope
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*
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* @param pf the player face to write the bits to
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*/
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static inline void ScaleAllPlayerFaceBits(PlayerFace &pf)
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{
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IncreasePlayerFaceBits(pf, PFV_ETHNICITY, GE_WM, 0); // scales the ethnicity
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GenderEthnicity ge = (GenderEthnicity)GB(pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // gender & ethnicity of the face
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/* Is a male face with moustache. Need to reduce CPU load in the loop. */
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bool is_moust_male = !HASBIT(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0;
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for (PlayerFaceVariable pfv = PFV_EYE_COLOUR; pfv < PFV_END; pfv++) { // scales all other variables
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/* The moustache variable will be scaled only if it is a male face with has a moustache */
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if (pfv != PFV_MOUSTACHE || is_moust_male) {
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IncreasePlayerFaceBits(pf, pfv, ge, 0);
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}
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}
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}
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/**
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* Make a random new face.
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* If it is for the advanced player face window then the new face have the same gender
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* and ethnicity as the old one, else the gender is equal and the ethnicity is random.
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*
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* @param pf the player face to write the bits to
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* @param ge the gender and ethnicity of the old player face
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* @param adv if it for the advanced player face window
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*
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* @pre scale 'ge' to a valid gender/ethnicity combination
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*/
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static inline void RandomPlayerFaceBits(PlayerFace &pf, GenderEthnicity ge, bool adv)
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{
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pf = Random(); // random all player face bits
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/* scale ge: 0 == GE_WM, 1 == GE_WF, 2 == GE_BM, 3 == GE_BF (and maybe in future: ...) */
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ge = (GenderEthnicity)(ge % GE_END);
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/* set the gender (and ethnicity) for the new player face */
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if (adv) {
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SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge);
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} else {
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SetPlayerFaceBits(pf, PFV_GENDER, ge, HASBIT(ge, GENDER_FEMALE));
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}
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/* scales all player face bits to the correct scope */
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ScaleAllPlayerFaceBits(pf);
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}
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/**
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* Gets the sprite to draw for the given player face variable
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* @param pf the face to extract the data from
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* @param pfv the face variable to get the sprite of
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@@ -149,5 +227,6 @@ static inline SpriteID GetPlayerFaceSpri
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void DrawPlayerFace(PlayerFace face, int color, int x, int y);
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PlayerFace ConvertFromOldPlayerFace(uint32 face);
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bool IsValidPlayerFace(PlayerFace pf);
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void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget);
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#endif /* PLAYER_FACE_H */
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