File diff r7733:285865abadc4 → r7734:cbd2b66291f3
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 */