Mercurial > hg > openttd
annotate src/player_face.h @ 7734:0352f37d7696 draft
(svn r11269) -Feature: user customisable faces. Patch by BigBB.
author | rubidium <rubidium@openttd.org> |
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date | Mon, 15 Oct 2007 19:59:27 +0000 |
parents | bc64c4b38dc3 |
children | ebb1669ac65d |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 /** @file player_face.h Functionality related to the player's face */ |
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4 |
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5 #ifndef PLAYER_FACE_H |
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6 #define PLAYER_FACE_H |
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7 |
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8 /** The gender/race combinations that we have faces for */ |
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9 enum GenderEthnicity { |
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10 GENDER_FEMALE = 0, ///< This bit set means a female, otherwise male |
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11 ETHNICITY_BLACK = 1, ///< This bit set means black, otherwise white |
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12 |
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13 GE_WM = 0, ///< A male of Caucasian origin (white) |
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14 GE_WF = 1 << GENDER_FEMALE, ///< A female of Caucasian origin (white) |
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15 GE_BM = 1 << ETHNICITY_BLACK, ///< A male of African origin (black) |
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16 GE_BF = 1 << ETHNICITY_BLACK | 1 << GENDER_FEMALE, ///< A female of African origin (black) |
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17 GE_END, |
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18 }; |
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19 DECLARE_ENUM_AS_BIT_SET(GenderEthnicity); ///< See GenderRace as a bitset |
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20 |
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21 /** Bitgroups of the PlayerFace variable */ |
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22 enum PlayerFaceVariable { |
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23 PFV_GENDER, |
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24 PFV_ETHNICITY, |
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25 PFV_GEN_ETHN, |
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26 PFV_HAS_MOUSTACHE, |
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27 PFV_HAS_TIE_EARRING, |
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28 PFV_HAS_GLASSES, |
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29 PFV_EYE_COLOUR, |
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30 PFV_CHEEKS, |
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31 PFV_CHIN, |
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32 PFV_EYEBROWS, |
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33 PFV_MOUSTACHE, |
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34 PFV_LIPS, |
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35 PFV_NOSE, |
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36 PFV_HAIR, |
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37 PFV_JACKET, |
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38 PFV_COLLAR, |
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39 PFV_TIE_EARRING, |
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40 PFV_GLASSES, |
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41 PFV_END |
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42 }; |
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43 DECLARE_POSTFIX_INCREMENT(PlayerFaceVariable); |
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44 |
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45 /** Information about the valid values of PlayerFace bitgroups as well as the sprites to draw */ |
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46 struct PlayerFaceBitsInfo { |
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47 byte offset; ///< Offset in bits into the PlayerFace |
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48 byte length; ///< Number of bits used in the PlayerFace |
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49 byte valid_values[GE_END]; ///< The number of valid values per gender/ethnicity |
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50 SpriteID first_sprite[GE_END]; ///< The first sprite per gender/ethnicity |
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51 }; |
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52 |
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53 /** Lookup table for indices into the PlayerFace, valid ranges and sprites */ |
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54 static const PlayerFaceBitsInfo _pf_info[] = { |
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55 /* Index off len WM WF BM BF WM WF BM BF */ |
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56 /* PFV_GENDER */ { 0, 1, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< 0 = male, 1 = female |
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57 /* PFV_ETHNICITY */ { 1, 2, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< 0 = (Western-)Caucasian, 1 = African(-American)/Black |
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58 /* PFV_GEN_ETHN */ { 0, 3, { 4, 4, 4, 4 }, { 0, 0, 0, 0 } }, ///< Shortcut to get/set gender _and_ ethnicity |
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59 /* PFV_HAS_MOUSTACHE */ { 3, 1, { 2, 0, 2, 0 }, { 0, 0, 0, 0 } }, ///< Females do not have a moustache |
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60 /* 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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61 /* PFV_HAS_GLASSES */ { 4, 1, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< Whether to draw glasses or not |
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62 /* PFV_EYE_COLOUR */ { 5, 2, { 3, 3, 1, 1 }, { 0, 0, 0, 0 } }, ///< Palette modification |
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63 /* PFV_CHEEKS */ { 0, 0, { 1, 1, 1, 1 }, { 0x325, 0x326, 0x390, 0x3B0 } }, ///< Cheeks are only indexed by their gender/ethnicity |
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64 /* PFV_CHIN */ { 7, 2, { 4, 1, 2, 2 }, { 0x327, 0x327, 0x391, 0x3B1 } }, |
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65 /* PFV_EYEBROWS */ { 9, 4, { 12, 16, 11, 16 }, { 0x32B, 0x337, 0x39A, 0x3B8 } }, |
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66 /* PFV_MOUSTACHE */ { 13, 2, { 3, 0, 3, 0 }, { 0x367, 0, 0x397, 0 } }, ///< Depends on PFV_HAS_MOUSTACHE |
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67 /* PFV_LIPS */ { 13, 4, { 12, 10, 9, 9 }, { 0x35B, 0x351, 0x3A5, 0x3C8 } }, ///< Depends on !PFV_HAS_MOUSTACHE |
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68 /* PFV_NOSE */ { 17, 3, { 8, 4, 4, 5 }, { 0x349, 0x34C, 0x393, 0x3B3 } }, ///< Depends on !PFV_HAS_MOUSTACHE |
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69 /* PFV_HAIR */ { 20, 4, { 9, 5, 5, 4 }, { 0x382, 0x38B, 0x3D4, 0x3D9 } }, |
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70 /* PFV_JACKET */ { 24, 2, { 3, 3, 3, 3 }, { 0x36B, 0x378, 0x36B, 0x378 } }, |
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71 /* PFV_COLLAR */ { 26, 2, { 4, 4, 4, 4 }, { 0x36E, 0x37B, 0x36E, 0x37B } }, |
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72 /* PFV_TIE_EARRING */ { 28, 3, { 6, 3, 6, 3 }, { 0x372, 0x37F, 0x372, 0x3D1 } }, ///< Depends on PFV_HAS_TIE_EARRING |
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73 /* PFV_GLASSES */ { 31, 1, { 2, 2, 2, 2 }, { 0x347, 0x347, 0x3AE, 0x3AE } } ///< Depends on PFV_HAS_GLASSES |
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74 }; |
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75 assert_compile(lengthof(_pf_info) == PFV_END); |
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76 |
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77 /** |
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78 * Gets the player's face bits for the given player face variable |
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79 * @param pf the face to extract the bits from |
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80 * @param pfv the face variable to get the data of |
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81 * @param ge the gender and ethnicity of the face |
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82 * @pre _pf_info[pfv].valid_values[ge] != 0 |
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83 * @return the requested bits |
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84 */ |
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85 static inline uint GetPlayerFaceBits(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge) |
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86 { |
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87 assert(_pf_info[pfv].valid_values[ge] != 0); |
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88 |
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89 return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length); |
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90 } |
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91 |
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92 /** |
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93 * Sets the player's face bits for the given player face variable |
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94 * @param pf the face to write the bits to |
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95 * @param pfv the face variable to write the data of |
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96 * @param ge the gender and ethnicity of the face |
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97 * @param val the new value |
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98 * @pre val < _pf_info[pfv].valid_values[ge] |
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99 */ |
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100 static inline void SetPlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, uint val) |
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101 { |
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102 assert(val < _pf_info[pfv].valid_values[ge]); |
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103 |
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104 SB(pf, _pf_info[pfv].offset, _pf_info[pfv].length, val); |
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105 } |
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106 |
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107 /** |
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108 * Increase/Decrease the player face variable by the given amount. |
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109 * If the new value greater than the max value for this variable it will be set to 0. |
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110 * Or is it negativ (< 0) it will be set to max value. |
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111 * |
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112 * @param pf the player face to write the bits to |
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113 * @param pfv the player face variable to write the data of |
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114 * @param ge the gender and ethnicity of the player face |
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115 * @param amount the amount which change the value |
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116 * |
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117 * @pre 0 <= val < _pf_info[pfv].valid_values[ge] |
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118 */ |
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119 static inline void IncreasePlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, int8 amount) |
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120 { |
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121 int8 val = GetPlayerFaceBits(pf, pfv, ge) + amount; // the new value for the pfv |
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122 |
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123 /* scales the new value to the correct scope */ |
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124 if (val >= _pf_info[pfv].valid_values[ge]) { |
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125 val = 0; |
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126 } else if (val < 0) { |
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127 val = _pf_info[pfv].valid_values[ge] - 1; |
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128 } |
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129 |
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130 SetPlayerFaceBits(pf, pfv, ge, val); // save the new value |
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131 } |
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132 |
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133 /** |
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134 * Checks whether the player bits have a valid range |
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135 * @param pf the face to extract the bits from |
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136 * @param pfv the face variable to get the data of |
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137 * @param ge the gender and ethnicity of the face |
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138 * @return true if and only if the bits are valid |
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139 */ |
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140 static inline bool ArePlayerFaceBitsValid(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge) |
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141 { |
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142 return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length) < _pf_info[pfv].valid_values[ge]; |
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143 } |
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144 |
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145 /** |
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146 * Scales a player face bits variable to the correct scope |
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147 * @param pfv the face variable to write the data of |
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148 * @param ge the gender and ethnicity of the face |
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149 * @param val the to value to scale |
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150 * @pre val < (1U << _pf_info[pfv].length), i.e. val has a value of 0..2^(bits used for this variable)-1 |
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151 * @return the scaled value |
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152 */ |
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153 static inline uint ScalePlayerFaceValue(PlayerFaceVariable pfv, GenderEthnicity ge, uint val) |
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154 { |
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155 assert(val < (1U << _pf_info[pfv].length)); |
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156 |
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157 return (val * _pf_info[pfv].valid_values[ge]) >> _pf_info[pfv].length; |
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158 } |
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159 |
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160 /** |
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161 * Scales all player face bits to the correct scope |
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162 * |
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163 * @param pf the player face to write the bits to |
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164 */ |
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165 static inline void ScaleAllPlayerFaceBits(PlayerFace &pf) |
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166 { |
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167 IncreasePlayerFaceBits(pf, PFV_ETHNICITY, GE_WM, 0); // scales the ethnicity |
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168 |
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169 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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170 |
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171 /* Is a male face with moustache. Need to reduce CPU load in the loop. */ |
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172 bool is_moust_male = !HASBIT(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0; |
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173 |
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174 for (PlayerFaceVariable pfv = PFV_EYE_COLOUR; pfv < PFV_END; pfv++) { // scales all other variables |
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175 |
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176 /* The moustache variable will be scaled only if it is a male face with has a moustache */ |
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177 if (pfv != PFV_MOUSTACHE || is_moust_male) { |
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178 IncreasePlayerFaceBits(pf, pfv, ge, 0); |
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179 } |
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180 } |
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181 } |
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182 |
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183 /** |
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184 * Make a random new face. |
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185 * If it is for the advanced player face window then the new face have the same gender |
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186 * and ethnicity as the old one, else the gender is equal and the ethnicity is random. |
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187 * |
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188 * @param pf the player face to write the bits to |
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189 * @param ge the gender and ethnicity of the old player face |
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190 * @param adv if it for the advanced player face window |
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191 * |
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192 * @pre scale 'ge' to a valid gender/ethnicity combination |
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193 */ |
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194 static inline void RandomPlayerFaceBits(PlayerFace &pf, GenderEthnicity ge, bool adv) |
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195 { |
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196 pf = Random(); // random all player face bits |
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197 |
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198 /* scale ge: 0 == GE_WM, 1 == GE_WF, 2 == GE_BM, 3 == GE_BF (and maybe in future: ...) */ |
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199 ge = (GenderEthnicity)(ge % GE_END); |
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200 |
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201 /* set the gender (and ethnicity) for the new player face */ |
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202 if (adv) { |
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203 SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge); |
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204 } else { |
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205 SetPlayerFaceBits(pf, PFV_GENDER, ge, HASBIT(ge, GENDER_FEMALE)); |
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206 } |
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207 |
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208 /* scales all player face bits to the correct scope */ |
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209 ScaleAllPlayerFaceBits(pf); |
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210 } |
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211 |
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212 /** |
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213 * Gets the sprite to draw for the given player face variable |
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214 * @param pf the face to extract the data from |
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215 * @param pfv the face variable to get the sprite of |
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216 * @param ge the gender and ethnicity of the face |
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217 * @pre _pf_info[pfv].valid_values[ge] != 0 |
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218 * @return sprite to draw |
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219 */ |
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220 static inline SpriteID GetPlayerFaceSprite(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge) |
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221 { |
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222 assert(_pf_info[pfv].valid_values[ge] != 0); |
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223 |
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224 return _pf_info[pfv].first_sprite[ge] + GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length); |
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225 } |
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226 |
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227 void DrawPlayerFace(PlayerFace face, int color, int x, int y); |
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228 PlayerFace ConvertFromOldPlayerFace(uint32 face); |
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229 bool IsValidPlayerFace(PlayerFace pf); |
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230 void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget); |
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231 |
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232 #endif /* PLAYER_FACE_H */ |