OpenTTD-patches/src/player_face.h

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/* $Id$ */
/** @file player_face.h Functionality related to the player's face */
#ifndef PLAYER_FACE_H
#define PLAYER_FACE_H
#include "core/random_func.hpp"
#include "core/bitmath_func.hpp"
/** The gender/race combinations that we have faces for */
enum GenderEthnicity {
GENDER_FEMALE = 0, ///< This bit set means a female, otherwise male
ETHNICITY_BLACK = 1, ///< This bit set means black, otherwise white
GE_WM = 0, ///< A male of Caucasian origin (white)
GE_WF = 1 << GENDER_FEMALE, ///< A female of Caucasian origin (white)
GE_BM = 1 << ETHNICITY_BLACK, ///< A male of African origin (black)
GE_BF = 1 << ETHNICITY_BLACK | 1 << GENDER_FEMALE, ///< A female of African origin (black)
GE_END,
};
DECLARE_ENUM_AS_BIT_SET(GenderEthnicity); ///< See GenderRace as a bitset
/** Bitgroups of the PlayerFace variable */
enum PlayerFaceVariable {
PFV_GENDER,
PFV_ETHNICITY,
PFV_GEN_ETHN,
PFV_HAS_MOUSTACHE,
PFV_HAS_TIE_EARRING,
PFV_HAS_GLASSES,
PFV_EYE_COLOUR,
PFV_CHEEKS,
PFV_CHIN,
PFV_EYEBROWS,
PFV_MOUSTACHE,
PFV_LIPS,
PFV_NOSE,
PFV_HAIR,
PFV_JACKET,
PFV_COLLAR,
PFV_TIE_EARRING,
PFV_GLASSES,
PFV_END
};
DECLARE_POSTFIX_INCREMENT(PlayerFaceVariable);
/** Information about the valid values of PlayerFace bitgroups as well as the sprites to draw */
struct PlayerFaceBitsInfo {
byte offset; ///< Offset in bits into the PlayerFace
byte length; ///< Number of bits used in the PlayerFace
byte valid_values[GE_END]; ///< The number of valid values per gender/ethnicity
SpriteID first_sprite[GE_END]; ///< The first sprite per gender/ethnicity
};
/** Lookup table for indices into the PlayerFace, valid ranges and sprites */
static const PlayerFaceBitsInfo _pf_info[] = {
/* Index off len WM WF BM BF WM WF BM BF */
/* PFV_GENDER */ { 0, 1, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< 0 = male, 1 = female
/* PFV_ETHNICITY */ { 1, 2, { 2, 2, 2, 2 }, { 0, 0, 0, 0 } }, ///< 0 = (Western-)Caucasian, 1 = African(-American)/Black
/* PFV_GEN_ETHN */ { 0, 3, { 4, 4, 4, 4 }, { 0, 0, 0, 0 } }, ///< Shortcut to get/set gender _and_ ethnicity
/* 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, 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 } },
/* PFV_MOUSTACHE */ { 13, 2, { 3, 0, 3, 0 }, { 0x367, 0, 0x397, 0 } }, ///< Depends on PFV_HAS_MOUSTACHE
/* PFV_LIPS */ { 13, 4, { 12, 10, 9, 9 }, { 0x35B, 0x351, 0x3A5, 0x3C8 } }, ///< Depends on !PFV_HAS_MOUSTACHE
/* PFV_NOSE */ { 17, 3, { 8, 4, 4, 5 }, { 0x349, 0x34C, 0x393, 0x3B3 } }, ///< Depends on !PFV_HAS_MOUSTACHE
/* PFV_HAIR */ { 20, 4, { 9, 5, 5, 4 }, { 0x382, 0x38B, 0x3D4, 0x3D9 } },
/* PFV_JACKET */ { 24, 2, { 3, 3, 3, 3 }, { 0x36B, 0x378, 0x36B, 0x378 } },
/* PFV_COLLAR */ { 26, 2, { 4, 4, 4, 4 }, { 0x36E, 0x37B, 0x36E, 0x37B } },
/* PFV_TIE_EARRING */ { 28, 3, { 6, 3, 6, 3 }, { 0x372, 0x37F, 0x372, 0x3D1 } }, ///< Depends on PFV_HAS_TIE_EARRING
/* PFV_GLASSES */ { 31, 1, { 2, 2, 2, 2 }, { 0x347, 0x347, 0x3AE, 0x3AE } } ///< Depends on PFV_HAS_GLASSES
};
assert_compile(lengthof(_pf_info) == PFV_END);
/**
* Gets the player's face bits for the given player face variable
* @param pf the face to extract the bits from
* @param pfv the face variable to get the data of
* @param ge the gender and ethnicity of the face
* @pre _pf_info[pfv].valid_values[ge] != 0
* @return the requested bits
*/
static inline uint GetPlayerFaceBits(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
{
assert(_pf_info[pfv].valid_values[ge] != 0);
return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length);
}
/**
* Sets the player's face bits for the given player face variable
* @param pf the face to write the bits to
* @param pfv the face variable to write the data of
* @param ge the gender and ethnicity of the face
* @param val the new value
* @pre val < _pf_info[pfv].valid_values[ge]
*/
static inline void SetPlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, uint val)
{
assert(val < _pf_info[pfv].valid_values[ge]);
SB(pf, _pf_info[pfv].offset, _pf_info[pfv].length, val);
}
/**
* 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
* @param ge the gender and ethnicity of the face
* @return true if and only if the bits are valid
*/
static inline bool ArePlayerFaceBitsValid(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
{
return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length) < _pf_info[pfv].valid_values[ge];
}
/**
* Scales a player face bits variable to the correct scope
* @param pfv the face variable to write the data of
* @param ge the gender and ethnicity of the face
* @param val the to value to scale
* @pre val < (1U << _pf_info[pfv].length), i.e. val has a value of 0..2^(bits used for this variable)-1
* @return the scaled value
*/
static inline uint ScalePlayerFaceValue(PlayerFaceVariable pfv, GenderEthnicity ge, uint val)
{
assert(val < (1U << _pf_info[pfv].length));
return (val * _pf_info[pfv].valid_values[ge]) >> _pf_info[pfv].length;
}
/**
* 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 = InteractiveRandom(); // 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)((uint)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
* @param ge the gender and ethnicity of the face
* @pre _pf_info[pfv].valid_values[ge] != 0
* @return sprite to draw
*/
static inline SpriteID GetPlayerFaceSprite(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
{
assert(_pf_info[pfv].valid_values[ge] != 0);
return _pf_info[pfv].first_sprite[ge] + GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length);
}
void DrawPlayerFace(PlayerFace face, int color, int x, int y);
PlayerFace ConvertFromOldPlayerFace(uint32 face);
bool IsValidPlayerIDFace(PlayerFace pf);
#endif /* PLAYER_FACE_H */