mirror of
https://github.com/OpenTTD/OpenTTD.git
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(svn r8969) -Codechange: rework of the player face bits.
- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer - replace tons of ifs/switches/magic numbers by table lookups
This commit is contained in:
parent
89d8f5f7b5
commit
ea319b78f8
@ -554,6 +554,9 @@
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<File
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RelativePath=".\..\src\player.h">
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</File>
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<File
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RelativePath=".\..\src\player_face.h">
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</File>
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<File
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RelativePath=".\..\src\queue.h">
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</File>
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@ -967,6 +967,10 @@
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RelativePath=".\..\src\player.h"
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>
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</File>
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<File
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RelativePath=".\..\src\player_face.h"
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>
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</File>
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<File
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RelativePath=".\..\src\queue.h"
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>
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@ -152,6 +152,7 @@ oldpool.h
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openttd.h
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pathfind.h
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player.h
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player_face.h
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queue.h
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rail.h
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road_cmd.h
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@ -36,6 +36,7 @@
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#include "unmovable.h"
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#include "date.h"
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#include "cargotype.h"
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#include "player_face.h"
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/* Score info */
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const ScoreInfo _score_info[] = {
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@ -106,9 +106,6 @@ static inline TileIndex RandomTile(void) { return TILE_MASK(Random()); }
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uint32 InteractiveRandom(void); // Used for random sequences that are not the same on the other end of the multiplayer link
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uint InteractiveRandomRange(uint max);
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/* facedraw.cpp */
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void DrawPlayerFace(uint32 face, int color, int x, int y);
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/* texteff.cpp */
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void MoveAllTextEffects(void);
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void AddTextEffect(StringID msg, int x, int y, uint16 duration);
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@ -14,6 +14,7 @@
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#include "network/network.h"
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#include "variables.h"
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#include "livery.h"
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#include "player_face.h"
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/** Change the player's face.
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* @param tile unused
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@ -22,8 +23,12 @@
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*/
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int32 CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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PlayerFace pf = (PlayerFace)p2;
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if (!IsValidPlayerFace(pf)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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GetPlayer(_current_player)->face = p2;
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GetPlayer(_current_player)->face = pf;
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MarkWholeScreenDirty();
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}
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return 0;
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@ -31,6 +31,7 @@
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#include "settings.h"
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#include "date.h"
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#include "cargotype.h"
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#include "player_face.h"
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#include "fios.h"
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/* Variables to display file lists */
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@ -55,6 +55,7 @@
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#include "clear_map.h"
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#include "fontcache.h"
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#include "newgrf_config.h"
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#include "player_face.h"
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#include "bridge_map.h"
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#include "clear_map.h"
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@ -1817,6 +1818,8 @@ bool AfterLoadGame(void)
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}
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}
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if (CheckSavegameVersion(49)) FOR_ALL_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);
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return true;
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}
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@ -147,6 +147,7 @@ typedef struct PlayerAiNew {
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} PlayerAiNew;
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typedef uint32 PlayerFace;
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typedef struct Player {
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uint32 name_2;
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@ -155,7 +156,7 @@ typedef struct Player {
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uint16 president_name_1;
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uint32 president_name_2;
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uint32 face;
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PlayerFace face;
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int32 player_money;
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int32 current_loan;
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153
src/player_face.h
Normal file
153
src/player_face.h
Normal file
@ -0,0 +1,153 @@
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/* $Id$ */
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/** @file player_face.h Functionality related to the player's face */
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#ifndef PLAYER_FACE_H
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#define PLAYER_FACE_H
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/** The gender/race combinations that we have faces for */
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enum GenderEthnicity {
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GENDER_FEMALE = 0, ///< This bit set means a female, otherwise male
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ETHNICITY_BLACK = 1, ///< This bit set means black, otherwise white
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GE_WM = 0, ///< A male of Caucasian origin (white)
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GE_WF = 1 << GENDER_FEMALE, ///< A female of Caucasian origin (white)
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GE_BM = 1 << ETHNICITY_BLACK, ///< A male of African origin (black)
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GE_BF = 1 << ETHNICITY_BLACK | 1 << GENDER_FEMALE, ///< A female of African origin (black)
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GE_END,
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};
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DECLARE_ENUM_AS_BIT_SET(GenderEthnicity); ///< See GenderRace as a bitset
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/** Bitgroups of the PlayerFace variable */
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enum PlayerFaceVariable {
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PFV_GENDER,
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PFV_ETHNICITY,
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PFV_GEN_ETHN,
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PFV_HAS_MOUSTACHE,
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PFV_HAS_TIE_EARRING,
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PFV_HAS_GLASSES,
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PFV_EYE_COLOUR,
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PFV_CHEEKS,
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PFV_CHIN,
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PFV_EYEBROWS,
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PFV_MOUSTACHE,
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PFV_LIPS,
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PFV_NOSE,
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PFV_HAIR,
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PFV_JACKET,
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PFV_COLLAR,
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PFV_TIE_EARRING,
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PFV_GLASSES,
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PFV_END
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};
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DECLARE_POSTFIX_INCREMENT(PlayerFaceVariable);
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/** Information about the valid values of PlayerFace bitgroups as well as the sprites to draw */
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struct PlayerFaceBitsInfo {
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byte offset; ///< Offset in bits into the PlayerFace
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byte length; ///< Number of bits used in the PlayerFace
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byte valid_values[GE_END]; ///< The number of valid values per gender/ethnicity
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SpriteID first_sprite[GE_END]; ///< The first sprite per gender/ethnicity
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};
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/** Lookup table for indices into the PlayerFace, valid ranges and sprites */
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static const PlayerFaceBitsInfo _pf_info[] = {
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/* Index off len WM WF BM BF WM WF BM BF */
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/* PFV_GENDER */ { 0, 1, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< 0 = male, 1 = female
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/* PFV_ETHNICITY */ { 1, 2, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< 0 = (Western-)Caucasian, 1 = African(-American)/Black
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/* PFV_GEN_ETHN */ { 0, 3, { 4, 4, 4, 4 }, { 0, 0, 0, 0 } }, ///< Shortcut to get/set gender _and_ ethnicity
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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_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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/* PFV_MOUSTACHE */ { 13, 2, { 3, 0, 3, 0 }, { 0x367, 0, 0x397, 0 } }, ///< Depends on PFV_HAS_MOUSTACHE
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/* PFV_LIPS */ { 13, 4, { 13, 10, 9, 9 }, { 0x35B, 0x351, 0x3A5, 0x3C8 } }, ///< Depends on !PFV_HAS_MOUSTACHE
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/* PFV_NOSE */ { 17, 3, { 8, 4, 4, 5 }, { 0x349, 0x34C, 0x393, 0x3B3 } }, ///< Depends on !PFV_HAS_MOUSTACHE
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/* PFV_HAIR */ { 20, 4, { 9, 5, 5, 4 }, { 0x382, 0x38B, 0x3D4, 0x3D9 } },
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/* PFV_JACKET */ { 24, 2, { 3, 3, 3, 3 }, { 0x36B, 0x378, 0x36B, 0x378 } },
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/* PFV_COLLAR */ { 26, 2, { 4, 4, 4, 4 }, { 0x36E, 0x37B, 0x36E, 0x37B } },
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/* PFV_TIE_EARRING */ { 28, 3, { 6, 3, 6, 3 }, { 0x372, 0x37F, 0x372, 0x3D1 } }, ///< Depends on PFV_HAS_TIE_EARRING
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/* PFV_GLASSES */ { 31, 1, { 2, 2, 2, 2 }, { 0x347, 0x347, 0x3AE, 0x3AE } } ///< Depends on PFV_HAS_GLASSES
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};
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assert_compile(lengthof(_pf_info) == PFV_END);
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/**
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* Gets the player's face bits for the given player face variable
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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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* @param ge the gender and ethnicity of the face
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* @pre _pf_info[pfv].valid_values[ge] != 0
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* @return the requested bits
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*/
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static inline uint GetPlayerFaceBits(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
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{
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assert(_pf_info[pfv].valid_values[ge] != 0);
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return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length);
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}
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/**
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* Sets the player's face bits for the given player face variable
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* @param pf the face to write the bits to
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* @param pfv the face variable to write the data of
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* @param ge the gender and ethnicity of the face
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* @param val the new value
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* @pre val < _pf_info[pfv].valid_values[ge]
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*/
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static inline void SetPlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, uint val)
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{
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assert(val < _pf_info[pfv].valid_values[ge]);
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SB(pf, _pf_info[pfv].offset, _pf_info[pfv].length, val);
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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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* @param ge the gender and ethnicity of the face
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* @return true if and only if the bits are valid
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*/
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static inline bool ArePlayerFaceBitsValid(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
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{
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return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length) < _pf_info[pfv].valid_values[ge];
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}
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/**
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* Scales a player face bits variable to the correct scope
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* @param pfv the face variable to write the data of
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* @param ge the gender and ethnicity of the face
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* @param val the to value to scale
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* @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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* @return the scaled value
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*/
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static inline uint ScalePlayerFaceValue(PlayerFaceVariable pfv, GenderEthnicity ge, uint val)
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{
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assert(val < (1U << _pf_info[pfv].length));
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return (val * _pf_info[pfv].valid_values[ge]) >> _pf_info[pfv].length;
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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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* @param ge the gender and ethnicity of the face
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* @pre _pf_info[pfv].valid_values[ge] != 0
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* @return sprite to draw
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*/
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static inline SpriteID GetPlayerFaceSprite(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
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{
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assert(_pf_info[pfv].valid_values[ge] != 0);
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return _pf_info[pfv].first_sprite[ge] + GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length);
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}
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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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#endif /* PLAYER_FACE_H */
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@ -21,6 +21,7 @@
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#include "newgrf.h"
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#include "network/network_data.h"
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#include "network/network_client.h"
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#include "player_face.h"
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static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);
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@ -505,6 +506,44 @@ static const WindowDesc _select_player_livery_desc = {
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SelectPlayerLiveryWndProc
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};
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/**
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* Draws the face of a player.
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* @param pf the player's face
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* @param color the (background) color of the gradient
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* @param x x-position to draw the face
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* @param y y-position to draw the face
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*/
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void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
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{
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GenderEthnicity ge = (GenderEthnicity)GetPlayerFaceBits(pf, PFV_GEN_ETHN, GE_WM);
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bool has_moustache = !HASBIT(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0;
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bool has_tie_earring = !HASBIT(ge, GENDER_FEMALE) || GetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge) != 0;
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bool has_glasses = GetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge) != 0;
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SpriteID pal;
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switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
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default: NOT_REACHED();
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case 0: pal = PALETTE_TO_BROWN; break;
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case 1: pal = PALETTE_TO_BLUE; break;
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case 2: pal = PALETTE_TO_GREEN; break;
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}
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/* Draw the gradient (background) */
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DrawSprite(SPR_GRADIENT, GENERAL_SPRITE_COLOR(color), x, y);
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for (PlayerFaceVariable pfv = PFV_CHEEKS; pfv < PFV_END; pfv++) {
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switch (pfv) {
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case PFV_MOUSTACHE: if (!has_moustache) continue; break;
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case PFV_LIPS: /* FALL THROUGH */
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case PFV_NOSE: if (has_moustache) continue; break;
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case PFV_TIE_EARRING: if (!has_tie_earring) continue; break;
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case PFV_GLASSES: if (!has_glasses) continue; break;
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default: break;
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}
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DrawSprite(GetPlayerFaceSprite(pf, pfv, ge), (pfv == PFV_EYEBROWS) ? pal : PAL_NONE, x, y);
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}
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}
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static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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@ -531,7 +570,7 @@ static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
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SetWindowDirty(w);
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break;
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case 7:
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WP(w,facesel_d).face = (WP(w,facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31);
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WP(w,facesel_d).face = ConvertFromOldPlayerFace((WP(w, facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31));
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SetWindowDirty(w);
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break;
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}
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192
src/players.cpp
192
src/players.cpp
@ -26,6 +26,7 @@
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#include "ai/ai.h"
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#include "date.h"
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#include "window.h"
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#include "player_face.h"
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/**
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* Sets the local player and updates the patch settings that are set on a
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@ -64,22 +65,10 @@ void DrawPlayerIcon(PlayerID p, int x, int y)
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DrawSprite(SPR_PLAYER_ICON, PLAYER_SPRITE_COLOR(p), x, y);
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}
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/** The gender/race combinations that we have faces for */
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enum GenderRace {
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GENDER_FEMALE = 0, ///< This bit set means a female, otherwise male
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RACE_BLACK = 1, ///< This bit set means black, otherwise white
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WHITE_MALE = 0, ///< A male of Caucasian origin
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WHITE_FEMALE = 1 << GENDER_FEMALE, ///< A female of Caucasian origin
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BLACK_MALE = 1 << RACE_BLACK, ///< A male of African origin
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BLACK_FEMALE = 1 << RACE_BLACK | 1 << GENDER_FEMALE, ///< A female of African origin
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};
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DECLARE_ENUM_AS_BIT_SET(GenderRace); ///< See GenderRace as a bitset
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/**
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* Draws the face of a player.
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* Converts an old player face format to the new player face format
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*
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* Meaning of the bits in face (some bits are used in several times):
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* Meaning of the bits in the old face (some bits are used in several times):
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* - 4 and 5: chin
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* - 6 to 9: eyebrows
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* - 10 to 13: nose
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@ -91,124 +80,87 @@ DECLARE_ENUM_AS_BIT_SET(GenderRace); ///< See GenderRace as a bitset
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* - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white)
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* - 31: gender (0 = male, 1 = female)
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*
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* @param face the bit-encoded representation of the face
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* @param color the (background) color of the gradient
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* @param x x-position to draw the face
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* @param y y-position to draw the face
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*
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* @note all magic hexadecimal numbers in this function as sprite IDs.
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* @todo replace magic hexadecimal numbers with enums
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* @param face the face in the old format
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* @return the face in the new format
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*/
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void DrawPlayerFace(uint32 face, int color, int x, int y)
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PlayerFace ConvertFromOldPlayerFace(uint32 face)
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{
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GenderRace gen_race = WHITE_MALE;
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PlayerFace pf = 0;
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GenderEthnicity ge = GE_WM;
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if (HASBIT(face, 31)) SetBitT(gen_race, GENDER_FEMALE);
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if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(gen_race, RACE_BLACK);
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if (HASBIT(face, 31)) SetBitT(ge, GENDER_FEMALE);
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if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(ge, ETHNICITY_BLACK);
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/* Draw the gradient (background) */
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DrawSprite(SPR_GRADIENT, GENERAL_SPRITE_COLOR(color), x, y);
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SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge);
|
||||
SetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge, GB(face, 28, 3) <= 1);
|
||||
SetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge, clampu(GB(face, 20, 3), 5, 7) - 5);
|
||||
SetPlayerFaceBits(pf, PFV_CHIN, ge, ScalePlayerFaceValue(PFV_CHIN, ge, GB(face, 4, 2)));
|
||||
SetPlayerFaceBits(pf, PFV_EYEBROWS, ge, ScalePlayerFaceValue(PFV_EYEBROWS, ge, GB(face, 6, 4)));
|
||||
SetPlayerFaceBits(pf, PFV_HAIR, ge, ScalePlayerFaceValue(PFV_HAIR, ge, GB(face, 16, 4)));
|
||||
SetPlayerFaceBits(pf, PFV_JACKET, ge, ScalePlayerFaceValue(PFV_JACKET, ge, GB(face, 20, 2)));
|
||||
SetPlayerFaceBits(pf, PFV_COLLAR, ge, ScalePlayerFaceValue(PFV_COLLAR, ge, GB(face, 22, 2)));
|
||||
SetPlayerFaceBits(pf, PFV_GLASSES, ge, GB(face, 28, 1));
|
||||
|
||||
/* Draw the cheeks */
|
||||
static const SpriteID cheeks_table[] = { 0x325, 0x326, 0x390, 0x3B0 };
|
||||
DrawSprite(cheeks_table[gen_race], PAL_NONE, x, y);
|
||||
|
||||
/* Draw the chin */
|
||||
uint chin = GB(face, 4, 2);
|
||||
if (HASBIT(gen_race, RACE_BLACK)) {
|
||||
DrawSprite((HASBIT(gen_race, GENDER_FEMALE) ? 0x3B1 : 0x391) + (chin >> 1), PAL_NONE, x, y);
|
||||
} else {
|
||||
DrawSprite(0x327 + (HASBIT(gen_race, GENDER_FEMALE) ? 0 : chin), PAL_NONE, x, y);
|
||||
}
|
||||
|
||||
/* Draw the eyes */
|
||||
uint eye_colour = GB(face, 20, 3);
|
||||
uint eyebrows = GB(face, 6, 4);
|
||||
SpriteID pal;
|
||||
|
||||
if (eye_colour < 6) {
|
||||
pal = PALETTE_TO_BROWN;
|
||||
} else if (eye_colour == 6) {
|
||||
pal = PALETTE_TO_BLUE;
|
||||
} else {
|
||||
pal = PALETTE_TO_GREEN;
|
||||
}
|
||||
|
||||
switch (gen_race) {
|
||||
case WHITE_MALE: DrawSprite(0x32B + (eyebrows * 12 >> 4), pal, x, y); break;
|
||||
case WHITE_FEMALE: DrawSprite(0x337 + eyebrows, pal, x, y); break;
|
||||
case BLACK_MALE: DrawSprite(0x39A + (eyebrows * 11 >> 4), pal, x, y); break;
|
||||
case BLACK_FEMALE: DrawSprite(0x3B8 + eyebrows, pal, x, y); break;
|
||||
}
|
||||
|
||||
/* Draw the mouth */
|
||||
uint nose = GB(face, 13, 3);
|
||||
uint lips = GB(face, 10, 4);
|
||||
|
||||
if (!HASBIT(gen_race, GENDER_FEMALE)) {
|
||||
lips = (lips * 15 >> 4);
|
||||
|
||||
if (lips < 3) {
|
||||
/* Moustache, including nose and lips */
|
||||
DrawSprite((HASBIT(gen_race, RACE_BLACK) ? 0x397 : 0x367) + lips, PAL_NONE, x, y);
|
||||
|
||||
/* Skip the rest */
|
||||
goto skip_mouth;
|
||||
}
|
||||
|
||||
/* Lips */
|
||||
lips -= 3;
|
||||
if (HASBIT(gen_race, RACE_BLACK)) {
|
||||
if (lips > 8) lips = 0;
|
||||
lips += 0x3A5 - 0x35B;
|
||||
}
|
||||
DrawSprite(lips + 0x35B, PAL_NONE, x, y);
|
||||
} else if (HASBIT(gen_race, RACE_BLACK)) {
|
||||
/* Female lips with make up */
|
||||
DrawSprite((lips * 9 >> 4) + 0x3C8, PAL_NONE, x, y);
|
||||
if (!HASBIT(ge, GENDER_FEMALE) && lips < 4) {
|
||||
SetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge, true);
|
||||
SetPlayerFaceBits(pf, PFV_MOUSTACHE, ge, max(lips, 1U) - 1);
|
||||
} else {
|
||||
/* Female lips */
|
||||
DrawSprite((lips * 10 >> 4) + 0x351, PAL_NONE, x, y);
|
||||
}
|
||||
|
||||
{
|
||||
/* Nose */
|
||||
static const SpriteID mouth_table[] = { 0x34C, 0x34D, 0x34F };
|
||||
switch (gen_race) {
|
||||
case WHITE_MALE: DrawSprite(0x349 + nose, PAL_NONE, x, y); break;
|
||||
case WHITE_FEMALE: DrawSprite(mouth_table[(nose * 3 >> 3)], PAL_NONE, x, y); break;
|
||||
case BLACK_MALE: DrawSprite(0x393 + (nose & 3), PAL_NONE, x, y); break;
|
||||
case BLACK_FEMALE: DrawSprite(0x3B3 + (nose * 5 >> 3), PAL_NONE, x, y); break;
|
||||
if (!HASBIT(ge, GENDER_FEMALE)) {
|
||||
lips -= 3;
|
||||
if (HASBIT(ge, ETHNICITY_BLACK) && lips > 8) lips = 0;
|
||||
} else {
|
||||
lips = ScalePlayerFaceValue(PFV_LIPS, ge, lips);
|
||||
}
|
||||
}
|
||||
skip_mouth:
|
||||
SetPlayerFaceBits(pf, PFV_LIPS, ge, lips);
|
||||
|
||||
/* Draw the hair */
|
||||
uint hair = GB(face, 16, 4);
|
||||
switch (gen_race) {
|
||||
case WHITE_MALE: DrawSprite(0x382 + (hair * 9 >> 4), PAL_NONE, x, y); break;
|
||||
case WHITE_FEMALE: DrawSprite(0x38B + (hair * 5 >> 4), PAL_NONE, x, y); break;
|
||||
case BLACK_MALE: DrawSprite(0x3D4 + (hair * 5 >> 4), PAL_NONE, x, y); break;
|
||||
case BLACK_FEMALE: DrawSprite(0x3D9 + (hair * 5 >> 4), PAL_NONE, x, y); break;
|
||||
uint nose = GB(face, 13, 3);
|
||||
if (ge == GE_WF) {
|
||||
nose = (nose * 3 >> 3) * 3 >> 2; // There is 'hole' in the nose sprites for females
|
||||
} else {
|
||||
nose = ScalePlayerFaceValue(PFV_NOSE, ge, nose);
|
||||
}
|
||||
SetPlayerFaceBits(pf, PFV_NOSE, ge, nose);
|
||||
}
|
||||
|
||||
/* Draw the tie, ear rings etc. */
|
||||
uint tie = GB(face, 20, 8);
|
||||
if (HASBIT(gen_race, GENDER_FEMALE)) {
|
||||
DrawSprite(0x378 + (GB(tie, 0, 2) * 3 >> 2), PAL_NONE, x, y);
|
||||
DrawSprite(0x37B + (GB(tie, 2, 2) * 4 >> 2), PAL_NONE, x, y);
|
||||
|
||||
tie >>= 4;
|
||||
if (tie < 3) DrawSprite((HASBIT(gen_race, RACE_BLACK) ? 0x3D1 : 0x37F) + tie, PAL_NONE, x, y);
|
||||
} else {
|
||||
DrawSprite(0x36B + (GB(tie, 0, 2) * 3 >> 2), PAL_NONE, x, y);
|
||||
DrawSprite(0x36E + (GB(tie, 2, 2) * 4 >> 2), PAL_NONE, x, y);
|
||||
DrawSprite(0x372 + (GB(tie, 4, 4) * 6 >> 4), PAL_NONE, x, y);
|
||||
uint tie_earring = GB(face, 24, 4);
|
||||
if (!HASBIT(ge, GENDER_FEMALE) || tie_earring < 3) { // Not all females have an earring
|
||||
if (HASBIT(ge, GENDER_FEMALE)) SetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge, true);
|
||||
SetPlayerFaceBits(pf, PFV_TIE_EARRING, ge, HASBIT(ge, GENDER_FEMALE) ? tie_earring : ScalePlayerFaceValue(PFV_TIE_EARRING, ge, tie_earring / 2));
|
||||
}
|
||||
|
||||
/* draw the glasses */
|
||||
uint glasses = GB(face, 28, 3);
|
||||
if (glasses <= 1) DrawSprite((HASBIT(gen_race, RACE_BLACK) ? 0x3AE : 0x347) + glasses, PAL_NONE, x, y);
|
||||
return pf;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether a player's face is a valid encoding.
|
||||
* Unused bits are not enforced to be 0.
|
||||
* @param pf the fact to check
|
||||
* @return true if and only if the face is valid
|
||||
*/
|
||||
bool IsValidPlayerFace(PlayerFace pf)
|
||||
{
|
||||
if (!ArePlayerFaceBitsValid(pf, PFV_GEN_ETHN, GE_WM)) return false;
|
||||
|
||||
GenderEthnicity ge = (GenderEthnicity)GetPlayerFaceBits(pf, PFV_GEN_ETHN, GE_WM);
|
||||
bool has_moustache = !HASBIT(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0;
|
||||
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;
|
||||
|
||||
if (!ArePlayerFaceBitsValid(pf, PFV_EYE_COLOUR, ge)) return false;
|
||||
for (PlayerFaceVariable pfv = PFV_CHEEKS; pfv < PFV_END; pfv++) {
|
||||
switch (pfv) {
|
||||
case PFV_MOUSTACHE: if (!has_moustache) continue; break;
|
||||
case PFV_LIPS: /* FALL THROUGH */
|
||||
case PFV_NOSE: if (has_moustache) continue; break;
|
||||
case PFV_TIE_EARRING: if (!has_tie_earring) continue; break;
|
||||
case PFV_GLASSES: if (!has_glasses) continue; break;
|
||||
default: break;
|
||||
}
|
||||
if (!ArePlayerFaceBitsValid(pf, pfv, ge)) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void InvalidatePlayerWindows(const Player *p)
|
||||
@ -519,7 +471,7 @@ Player *DoStartupNewPlayer(bool is_ai)
|
||||
|
||||
p->avail_railtypes = GetPlayerRailtypes(p->index);
|
||||
p->inaugurated_year = _cur_year;
|
||||
p->face = Random();
|
||||
p->face = ConvertFromOldPlayerFace(Random());
|
||||
|
||||
/* Engine renewal settings */
|
||||
p->engine_renew_list = NULL;
|
||||
|
@ -28,7 +28,7 @@
|
||||
#include "variables.h"
|
||||
#include <setjmp.h>
|
||||
|
||||
extern const uint16 SAVEGAME_VERSION = 48;
|
||||
extern const uint16 SAVEGAME_VERSION = 49;
|
||||
uint16 _sl_version; ///< the major savegame version identifier
|
||||
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user