(svn r11269) -Feature: user customisable faces. Patch by BigBB.

pull/155/head
rubidium 17 years ago
parent 1280c7636d
commit 5164e57416

@ -860,6 +860,7 @@ STR_0313_FUND_NEW_INDUSTRY :Fund new indust
STR_0314_FUND_NEW_INDUSTRY :{WHITE}Fund new industry
STR_JUST_STRING :{STRING}
STR_JUST_INT :{NUM}
STR_0316_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}...can only be built in towns
STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}...can only be built in rainforest areas
STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}...can only be built in desert areas
@ -3387,3 +3388,51 @@ STR_FUND_NEW_INDUSTRY :{BLACK}Fund
STR_PROSPECT_NEW_INDUSTRY :{BLACK}Prospect
STR_BUILD_NEW_INDUSTRY :{BLACK}Build
STR_INDUSTRY_SELECTION_HINT :{BLACK}Choose the appropriate industry from this list
############ Face formatting
STR_FACE_ADVANCED :{BLACK}Advanced
STR_FACE_ADVANCED_TIP :{BLACK}Advanced face selection.
STR_FACE_SIMPLE :{BLACK}Simple
STR_FACE_SIMPLE_TIP :{BLACK}Simple face selection.
STR_FACE_LOAD :{BLACK}Load
STR_FACE_LOAD_TIP :{BLACK}Load favourite face
STR_FACE_LOAD_DONE :{WHITE}Your favourite face has been loaded from the OpenTTD config file.
STR_FACE_FACECODE :{BLACK}Player face no.
STR_FACE_FACECODE_TIP :{BLACK}View and/or set player face number
STR_FACE_FACECODE_CAPTION :{WHITE}View and/or set player face number
STR_FACE_FACECODE_SET :{WHITE}New face number code has been set.
STR_FACE_FACECODE_ERR :{WHITE}Couldn't set player face number - must be numeric between 0 and 4,294,967,295!
STR_FACE_SAVE :{BLACK}Save
STR_FACE_SAVE_TIP :{BLACK}Save favourite face
STR_FACE_SAVE_DONE :{WHITE}This face will be saved as your favourite in the OpenTTD config file.
STR_FACE_EUROPEAN :{BLACK}European
STR_FACE_SELECT_EUROPEAN :{BLACK}Select european faces
STR_FACE_AFRICAN :{BLACK}African
STR_FACE_SELECT_AFRICAN :{BLACK}Select african faces
STR_FACE_YES :Yes
STR_FACE_NO :No
STR_FACE_MOUSTACHE_EARRING_TIP :{BLACK}Enable moustache or earring
STR_FACE_HAIR :Hair:
STR_FACE_HAIR_TIP :{BLACK}Change hair
STR_FACE_EYEBROWS :Eyebrows:
STR_FACE_EYEBROWS_TIP :{BLACK}Change eyebrows
STR_FACE_EYECOLOUR :Eye colour:
STR_FACE_EYECOLOUR_TIP :{BLACK}Change eyecolour
STR_FACE_GLASSES :Glasses:
STR_FACE_GLASSES_TIP :{BLACK}Enable glasses
STR_FACE_GLASSES_TIP_2 :{BLACK}Change glasses
STR_FACE_NOSE :Nose:
STR_FACE_NOSE_TIP :{BLACK}Change nose
STR_FACE_LIPS :Lips:
STR_FACE_MOUSTACHE :Moustache:
STR_FACE_LIPS_MOUSTACHE_TIP :{BLACK}Change lips or moustache
STR_FACE_CHIN :Chin:
STR_FACE_CHIN_TIP :{BLACK}Change chin
STR_FACE_JACKET :Jacket:
STR_FACE_JACKET_TIP :{BLACK}Change jacket
STR_FACE_COLLAR :Collar:
STR_FACE_COLLAR_TIP :{BLACK}Change collar
STR_FACE_TIE :Tie:
STR_FACE_EARRING :Earring:
STR_FACE_TIE_EARRING_TIP :{BLACK}Change tie or earring
########

@ -88,6 +88,7 @@ enum {
typedef int32 Year;
typedef int32 Date;
typedef uint32 PlayerFace; ///< player face bits, info see in player_face.h
enum SwitchModes {
SM_NONE = 0,

@ -155,8 +155,6 @@ enum {
LOAN_INTERVAL_OLD_AI = 50000,
};
typedef uint32 PlayerFace;
struct Player {
uint32 name_2;
uint16 name_1;

@ -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 } },
@ -104,6 +104,32 @@ static inline void SetPlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, Gen
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
@ -131,6 +157,58 @@ static inline uint ScalePlayerFaceValue(PlayerFaceVariable pfv, GenderEthnicity
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 = 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
@ -149,5 +227,6 @@ static inline SpriteID GetPlayerFaceSprite(PlayerFace pf, PlayerFaceVariable pfv
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 */

@ -28,6 +28,7 @@
#include "player_face.h"
static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);
static void DoSelectPlayerFace(PlayerID player, bool show_big);
static void DrawPlayerEconomyStats(const Player *p, byte mode)
{
@ -493,11 +494,17 @@ void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
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;
SpriteID pal;
switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
default: NOT_REACHED();
case 0: pal = PALETTE_TO_BROWN; break;
case 1: pal = PALETTE_TO_BLUE; break;
case 2: pal = PALETTE_TO_GREEN; break;
/* Modify eye colour palette only if 2 or more valid values exist */
if (_pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2) {
pal = PAL_NONE;
} else {
switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
default: NOT_REACHED();
case 0: pal = PALETTE_TO_BROWN; break;
case 1: pal = PALETTE_TO_BLUE; break;
case 2: pal = PALETTE_TO_GREEN; break;
}
}
/* Draw the gradient (background) */
@ -516,60 +523,426 @@ void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
}
}
/**
* Names of the widgets. Keep them in the same order as in the widget array.
* Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
* this order is needed for the WE_CLICK event of DrawFaceStringLabel().
*/
enum PlayerFaceWindowWidgets {
PFW_WIDGET_CLOSEBOX = 0,
PFW_WIDGET_CAPTION,
PFW_WIDGET_TOGGLE_LARGE_SMALL,
PFW_WIDGET_SELECT_FACE,
PFW_WIDGET_CANCEL,
PFW_WIDGET_ACCEPT,
PFW_WIDGET_MALE,
PFW_WIDGET_FEMALE,
PFW_WIDGET_RANDOM_NEW_FACE,
PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
/* from here is the advanced player face selection window */
PFW_WIDGET_LOAD,
PFW_WIDGET_FACECODE,
PFW_WIDGET_SAVE,
PFW_WIDGET_ETHNICITY_EUR,
PFW_WIDGET_ETHNICITY_AFR,
PFW_WIDGET_HAS_MOUSTACHE_EARRING,
PFW_WIDGET_HAS_GLASSES,
PFW_WIDGET_EYECOLOUR_L,
PFW_WIDGET_EYECOLOUR,
PFW_WIDGET_EYECOLOUR_R,
PFW_WIDGET_CHIN_L,
PFW_WIDGET_CHIN,
PFW_WIDGET_CHIN_R,
PFW_WIDGET_EYEBROWS_L,
PFW_WIDGET_EYEBROWS,
PFW_WIDGET_EYEBROWS_R,
PFW_WIDGET_LIPS_MOUSTACHE_L,
PFW_WIDGET_LIPS_MOUSTACHE,
PFW_WIDGET_LIPS_MOUSTACHE_R,
PFW_WIDGET_NOSE_L,
PFW_WIDGET_NOSE,
PFW_WIDGET_NOSE_R,
PFW_WIDGET_HAIR_L,
PFW_WIDGET_HAIR,
PFW_WIDGET_HAIR_R,
PFW_WIDGET_JACKET_L,
PFW_WIDGET_JACKET,
PFW_WIDGET_JACKET_R,
PFW_WIDGET_COLLAR_L,
PFW_WIDGET_COLLAR,
PFW_WIDGET_COLLAR_R,
PFW_WIDGET_TIE_EARRING_L,
PFW_WIDGET_TIE_EARRING,
PFW_WIDGET_TIE_EARRING_R,
PFW_WIDGET_GLASSES_L,
PFW_WIDGET_GLASSES,
PFW_WIDGET_GLASSES_R,
};
/** Widget description for the normal/simple player face selection dialog */
static const Widget _select_player_face_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // PFW_WIDGET_CLOSEBOX
{ WWT_CAPTION, RESIZE_NONE, 14, 11, 174, 0, 13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS}, // PFW_WIDGET_CAPTION
{ WWT_IMGBTN, RESIZE_NONE, 14, 175, 189, 0, 13, SPR_LARGE_SMALL_WINDOW, STR_FACE_ADVANCED_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL
{ WWT_PANEL, RESIZE_NONE, 14, 0, 189, 14, 150, 0x0, STR_NULL}, // PFW_WIDGET_SELECT_FACE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 0, 94, 151, 162, STR_012E_CANCEL, STR_7047_CANCEL_NEW_FACE_SELECTION}, // PFW_WIDGET_CANCEL
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 189, 151, 162, STR_012F_OK, STR_7048_ACCEPT_NEW_FACE_SELECTION}, // PFW_WIDGET_ACCEPT
{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 75, 86, STR_7044_MALE, STR_7049_SELECT_MALE_FACES}, // PFW_WIDGET_MALE
{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 87, 98, STR_7045_FEMALE, STR_704A_SELECT_FEMALE_FACES}, // PFW_WIDGET_FEMALE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 137, 148, STR_7046_NEW_FACE, STR_704B_GENERATE_RANDOM_NEW_FACE}, // PFW_WIDGET_RANDOM_NEW_FACE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 187, 16, 27, STR_FACE_ADVANCED, STR_FACE_ADVANCED_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON
{ WIDGETS_END},
};
/** Widget description for the advanced player face selection dialog */
static const Widget _select_player_face_adv_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // PFW_WIDGET_CLOSEBOX
{ WWT_CAPTION, RESIZE_NONE, 14, 11, 204, 0, 13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS}, // PFW_WIDGET_CAPTION
{ WWT_IMGBTN, RESIZE_NONE, 14, 205, 219, 0, 13, SPR_LARGE_SMALL_WINDOW, STR_FACE_SIMPLE_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL
{ WWT_PANEL, RESIZE_NONE, 14, 0, 219, 14, 207, 0x0, STR_NULL}, // PFW_WIDGET_SELECT_FACE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 0, 94, 208, 219, STR_012E_CANCEL, STR_7047_CANCEL_NEW_FACE_SELECTION}, // PFW_WIDGET_CANCEL
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 219, 208, 219, STR_012F_OK, STR_7048_ACCEPT_NEW_FACE_SELECTION}, // PFW_WIDGET_ACCEPT
{ WWT_TEXTBTN, RESIZE_NONE, 14, 96, 156, 32, 43, STR_7044_MALE, STR_7049_SELECT_MALE_FACES}, // PFW_WIDGET_MALE
{ WWT_TEXTBTN, RESIZE_NONE, 14, 157, 217, 32, 43, STR_7045_FEMALE, STR_704A_SELECT_FEMALE_FACES}, // PFW_WIDGET_FEMALE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 137, 148, STR_RANDOM, STR_704B_GENERATE_RANDOM_NEW_FACE}, // PFW_WIDGET_RANDOM_NEW_FACE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 217, 16, 27, STR_FACE_SIMPLE, STR_FACE_SIMPLE_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 158, 169, STR_FACE_LOAD, STR_FACE_LOAD_TIP}, // PFW_WIDGET_LOAD
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 170, 181, STR_FACE_FACECODE, STR_FACE_FACECODE_TIP}, // PFW_WIDGET_FACECODE
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 182, 193, STR_FACE_SAVE, STR_FACE_SAVE_TIP}, // PFW_WIDGET_SAVE
{ WWT_TEXTBTN, RESIZE_NONE, 14, 96, 156, 46, 57, STR_FACE_EUROPEAN, STR_FACE_SELECT_EUROPEAN}, // PFW_WIDGET_ETHNICITY_EUR
{ WWT_TEXTBTN, RESIZE_NONE, 14, 157, 217, 46, 57, STR_FACE_AFRICAN, STR_FACE_SELECT_AFRICAN}, // PFW_WIDGET_ETHNICITY_AFR
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 175, 217, 60, 71, STR_EMPTY, STR_FACE_MOUSTACHE_EARRING_TIP}, // PFW_WIDGET_HAS_MOUSTACHE_EARRING
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 175, 217, 72, 83, STR_EMPTY, STR_FACE_GLASSES_TIP}, // PFW_WIDGET_HAS_GLASSES
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 110, 121, SPR_ARROW_LEFT, STR_FACE_EYECOLOUR_TIP}, // PFW_WIDGET_EYECOLOUR_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 110, 121, STR_EMPTY, STR_FACE_EYECOLOUR_TIP}, // PFW_WIDGET_EYECOLOUR
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 110, 121, SPR_ARROW_RIGHT, STR_FACE_EYECOLOUR_TIP}, // PFW_WIDGET_EYECOLOUR_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 158, 169, SPR_ARROW_LEFT, STR_FACE_CHIN_TIP}, // PFW_WIDGET_CHIN_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 158, 169, STR_EMPTY, STR_FACE_CHIN_TIP}, // PFW_WIDGET_CHIN
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 158, 169, SPR_ARROW_RIGHT, STR_FACE_CHIN_TIP}, // PFW_WIDGET_CHIN_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 98, 109, SPR_ARROW_LEFT, STR_FACE_EYEBROWS_TIP}, // PFW_WIDGET_EYEBROWS_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 98, 109, STR_EMPTY, STR_FACE_EYEBROWS_TIP}, // PFW_WIDGET_EYEBROWS
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 98, 109, SPR_ARROW_RIGHT, STR_FACE_EYEBROWS_TIP}, // PFW_WIDGET_EYEBROWS_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 146, 157, SPR_ARROW_LEFT, STR_FACE_LIPS_MOUSTACHE_TIP}, // PFW_WIDGET_LIPS_MOUSTACHE_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 146, 157, STR_EMPTY, STR_FACE_LIPS_MOUSTACHE_TIP}, // PFW_WIDGET_LIPS_MOUSTACHE
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 146, 157, SPR_ARROW_RIGHT, STR_FACE_LIPS_MOUSTACHE_TIP}, // PFW_WIDGET_LIPS_MOUSTACHE_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 134, 145, SPR_ARROW_LEFT, STR_FACE_NOSE_TIP}, // PFW_WIDGET_NOSE_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 134, 145, STR_EMPTY, STR_FACE_NOSE_TIP}, // PFW_WIDGET_NOSE
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 134, 145, SPR_ARROW_RIGHT, STR_FACE_NOSE_TIP}, // PFW_WIDGET_NOSE_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 86, 97, SPR_ARROW_LEFT, STR_FACE_HAIR_TIP}, // PFW_WIDGET_HAIR_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 86, 97, STR_EMPTY, STR_FACE_HAIR_TIP}, // PFW_WIDGET_HAIR
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 86, 97, SPR_ARROW_RIGHT, STR_FACE_HAIR_TIP}, // PFW_WIDGET_HAIR_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 170, 181, SPR_ARROW_LEFT, STR_FACE_JACKET_TIP}, // PFW_WIDGET_JACKET_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 170, 181, STR_EMPTY, STR_FACE_JACKET_TIP}, // PFW_WIDGET_JACKET
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 170, 181, SPR_ARROW_RIGHT, STR_FACE_JACKET_TIP}, // PFW_WIDGET_JACKET_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 182, 193, SPR_ARROW_LEFT, STR_FACE_COLLAR_TIP}, // PFW_WIDGET_COLLAR_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 182, 193, STR_EMPTY, STR_FACE_COLLAR_TIP}, // PFW_WIDGET_COLLAR
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 182, 193, SPR_ARROW_RIGHT, STR_FACE_COLLAR_TIP}, // PFW_WIDGET_COLLAR_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 194, 205, SPR_ARROW_LEFT, STR_FACE_TIE_EARRING_TIP}, // PFW_WIDGET_TIE_EARRING_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 194, 205, STR_EMPTY, STR_FACE_TIE_EARRING_TIP}, // PFW_WIDGET_TIE_EARRING
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 194, 205, SPR_ARROW_RIGHT, STR_FACE_TIE_EARRING_TIP}, // PFW_WIDGET_TIE_EARRING_R
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 122, 133, SPR_ARROW_LEFT, STR_FACE_GLASSES_TIP_2}, // PFW_WIDGET_GLASSES_L
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 122, 133, STR_EMPTY, STR_FACE_GLASSES_TIP_2}, // PFW_WIDGET_GLASSES
{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 122, 133, SPR_ARROW_RIGHT, STR_FACE_GLASSES_TIP_2}, // PFW_WIDGET_GLASSES_R
{ WIDGETS_END},
};
/**
* Draw dynamic a label to the left of the button and a value in the button
*
* @param w Window on which the widget is located
* @param widget_index index of this widget in the window
* @param str the label which will be draw
* @param val the value which will be draw
* @param is_bool_widget is it a bool button
*/
void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget)
{
/* Write the label in gold (0x2) to the left of the button. */
DrawStringRightAligned(w->widget[widget_index].left - (is_bool_widget ? 5 : 14), w->widget[widget_index].top + 1, str, 0x2);
if (!IsWindowWidgetDisabled(w, widget_index)) {
if (is_bool_widget) {
/* if it a bool button write yes or no */
str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
} else {
/* else write the value + 1 */
SetDParam(0, val + 1);
str = STR_JUST_INT;
}
/* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
DrawStringCentered(w->widget[widget_index].left + (w->widget[widget_index].right - w->widget[widget_index].left) / 2 +
IsWindowWidgetLowered(w, widget_index), w->widget[widget_index].top + 1 + IsWindowWidgetLowered(w, widget_index), str, 0xC);
}
}
/**
* Player face selection window event definition
*
* @param w window pointer
* @param e event been triggered
*/
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
{
PlayerFace *pf = &WP(w, facesel_d).face; // pointer to the player face bits
GenderEthnicity ge = (GenderEthnicity)GB(*pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
bool is_female = HASBIT(ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
bool is_moust_male = !is_female && GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge) != 0; // is a male face with moustache
switch (e->event) {
case WE_PAINT: {
Player *p;
LowerWindowWidget(w, WP(w, facesel_d).gender + 5);
DrawWindowWidgets(w);
p = GetPlayer((PlayerID)w->window_number);
DrawPlayerFace(WP(w, facesel_d).face, p->player_color, 2, 16);
} break;
case WE_PAINT:
/* lower the non-selected gender button */
SetWindowWidgetLoweredState(w, PFW_WIDGET_MALE, !is_female);
SetWindowWidgetLoweredState(w, PFW_WIDGET_FEMALE, is_female);
/* advanced player face selection window */
if (WP(w, facesel_d).advanced) {
/* lower the non-selected ethnicity button */
SetWindowWidgetLoweredState(w, PFW_WIDGET_ETHNICITY_EUR, !HASBIT(ge, ETHNICITY_BLACK));
SetWindowWidgetLoweredState(w, PFW_WIDGET_ETHNICITY_AFR, HASBIT(ge, ETHNICITY_BLACK));
/* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
* (or in other words you haven't any choice).
* If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
/* Eye colour buttons */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2,
PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
/* Chin buttons */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_CHIN].valid_values[ge] < 2,
PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
/* Eyebrows buttons */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_EYEBROWS].valid_values[ge] < 2,
PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
/* Lips or (if it a male face with a moustache) moustache buttons */
SetWindowWidgetsDisabledState(w, _pf_info[is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[ge] < 2,
PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
/* Nose buttons | male faces with moustache haven't any nose options */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_NOSE].valid_values[ge] < 2 || is_moust_male,
PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
/* Hair buttons */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_HAIR].valid_values[ge] < 2,
PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
/* Jacket buttons */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_JACKET].valid_values[ge] < 2,
PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
/* Collar buttons */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_COLLAR].valid_values[ge] < 2,
PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
/* Tie/earring buttons | female faces without earring haven't any earring options */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_TIE_EARRING].valid_values[ge] < 2 ||
(is_female && GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge) == 0),
PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
/* Glasses buttons | faces without glasses haven't any glasses options */
SetWindowWidgetsDisabledState(w, _pf_info[PFV_GLASSES].valid_values[ge] < 2 || GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge) == 0,
PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
}
case WE_CLICK:
switch (e->we.click.widget) {
case 3: DeleteWindow(w); break;
case 4: /* ok click */
DoCommandP(0, 0, WP(w, facesel_d).face, NULL, CMD_SET_PLAYER_FACE);
DeleteWindow(w);
DrawWindowWidgets(w);
/* Draw dynamic button value and labels for the advanced player face selection window */
if (WP(w, facesel_d).advanced) {
if (is_female) {
/* Only for female faces */
DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge), true );
DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
} else {
/* Only for male faces */
DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge), true );
DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_TIE, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
}
if (is_moust_male) {
/* Only for male faces with moustache */
DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_MOUSTACHE, ge), false);
} else {
/* Only for female faces or male faces without moustache */
DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_LIPS, GetPlayerFaceBits(*pf, PFV_LIPS, ge), false);
}
/* For all faces */
DrawFaceStringLabel(w, PFW_WIDGET_HAS_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge), true );
DrawFaceStringLabel(w, PFW_WIDGET_HAIR, STR_FACE_HAIR, GetPlayerFaceBits(*pf, PFV_HAIR, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_EYEBROWS, STR_FACE_EYEBROWS, GetPlayerFaceBits(*pf, PFV_EYEBROWS, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_EYECOLOUR, STR_FACE_EYECOLOUR, GetPlayerFaceBits(*pf, PFV_EYE_COLOUR, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_GLASSES, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_NOSE, STR_FACE_NOSE, GetPlayerFaceBits(*pf, PFV_NOSE, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_CHIN, STR_FACE_CHIN, GetPlayerFaceBits(*pf, PFV_CHIN, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_JACKET, STR_FACE_JACKET, GetPlayerFaceBits(*pf, PFV_JACKET, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_COLLAR, STR_FACE_COLLAR, GetPlayerFaceBits(*pf, PFV_COLLAR, ge), false);
}
/* Draw the player face picture */
DrawPlayerFace(*pf, GetPlayer((PlayerID)w->window_number)->player_color, 2, 16);
break;
case 5: /* male click */
case 6: /* female click */
RaiseWindowWidget(w, WP(w, facesel_d).gender + 5);
WP(w, facesel_d).gender = e->we.click.widget - 5;
LowerWindowWidget(w, WP(w, facesel_d).gender + 5);
SetWindowDirty(w);
case WE_CLICK:
switch (e->we.click.widget) {
/* Toggle size, advanced/simple face selection */
case PFW_WIDGET_TOGGLE_LARGE_SMALL:
case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON:
DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
DeleteWindow(w);
DoSelectPlayerFace((PlayerID)w->window_number, !WP(w, facesel_d).advanced);
break;
/* Cancel button */
case PFW_WIDGET_CANCEL:
DeleteWindow(w);
break;
/* OK button */
case PFW_WIDGET_ACCEPT:
DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
DeleteWindow(w);
break;
/* Load button */
case PFW_WIDGET_LOAD:
*pf = _player_face;
ScaleAllPlayerFaceBits(*pf);
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
SetWindowDirty(w);
break;
/* 'Player face number' button, view and/or set player face number */
case PFW_WIDGET_FACECODE:
SetDParam(0, *pf);
ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, w, CS_NUMERAL);
break;
/* Save button */
case PFW_WIDGET_SAVE:
_player_face = *pf;
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
break;
/* Toggle gender (male/female) button */
case PFW_WIDGET_MALE:
case PFW_WIDGET_FEMALE:
SetPlayerFaceBits(*pf, PFV_GENDER, ge, e->we.click.widget - PFW_WIDGET_MALE);
ScaleAllPlayerFaceBits(*pf);
SetWindowDirty(w);
break;
/* Randomize face button */
case PFW_WIDGET_RANDOM_NEW_FACE:
RandomPlayerFaceBits(*pf, ge, WP(w, facesel_d).advanced);
SetWindowDirty(w);
break;
/* Toggle ethnicity (european/african) button */
case PFW_WIDGET_ETHNICITY_EUR:
case PFW_WIDGET_ETHNICITY_AFR:
SetPlayerFaceBits(*pf, PFV_ETHNICITY, ge, e->we.click.widget - PFW_WIDGET_ETHNICITY_EUR);
ScaleAllPlayerFaceBits(*pf);
SetWindowDirty(w);
break;
default:
/* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
* Therefor is this combined function.
* First it checks which PlayerFaceVariable will be change and then
* a: invert the value for boolean variables
* or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
if (WP(w, facesel_d).advanced && e->we.click.widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && e->we.click.widget <= PFW_WIDGET_GLASSES_R) {
PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
if (e->we.click.widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
switch (e->we.click.widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
default: NOT_REACHED();
case 0: pfv = is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
}
SetPlayerFaceBits(*pf, pfv, ge, !GetPlayerFaceBits(*pf, pfv, ge));
ScaleAllPlayerFaceBits(*pf);
} else { // Value buttons
switch ((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
default: NOT_REACHED();
case 0: pfv = PFV_EYE_COLOUR; break; // Eye colour buttons
case 1: pfv = PFV_CHIN; break; // Chin buttons
case 2: pfv = PFV_EYEBROWS; break; // Eyebrows buttons
case 3: pfv = is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
case 4: pfv = PFV_NOSE; break; // Nose buttons
case 5: pfv = PFV_HAIR; break; // Hair buttons
case 6: pfv = PFV_JACKET; break; // Jacket buttons
case 7: pfv = PFV_COLLAR; break; // Collar buttons
case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
case 9: pfv = PFV_GLASSES; break; // Glasses buttons
}
/* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
IncreasePlayerFaceBits(*pf, pfv, ge, (((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
}
SetWindowDirty(w);
}
break;
}
break;
case 7:
WP(w, facesel_d).face = ConvertFromOldPlayerFace((WP(w, facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31));
SetWindowDirty(w);
case WE_ON_EDIT_TEXT:
/* Set a new player face number */
if (!StrEmpty(e->we.edittext.str)) {
*pf = strtoul(e->we.edittext.str, NULL, 10);
ScaleAllPlayerFaceBits(*pf);
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
SetWindowDirty(w);
} else {
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
}
break;
}
break;
}
}
static const Widget _select_player_face_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 14, 11, 189, 0, 13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 14, 0, 189, 14, 136, 0x0, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 0, 94, 137, 148, STR_012E_CANCEL, STR_7047_CANCEL_NEW_FACE_SELECTION},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 189, 137, 148, STR_012F_OK, STR_7048_ACCEPT_NEW_FACE_SELECTION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 25, 36, STR_7044_MALE, STR_7049_SELECT_MALE_FACES},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 37, 48, STR_7045_FEMALE, STR_704A_SELECT_FEMALE_FACES},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 187, 79, 90, STR_7046_NEW_FACE, STR_704B_GENERATE_RANDOM_NEW_FACE},
{ WIDGETS_END},
};
/** normal/simple player face selection window description */
static const WindowDesc _select_player_face_desc = {
WDP_AUTO, WDP_AUTO, 190, 149, 190, 149,
WDP_AUTO, WDP_AUTO, 190, 163, 190, 163,
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_widgets,
SelectPlayerFaceWndProc
};
/** advanced player face selection window description */
static const WindowDesc _select_player_face_adv_desc = {
WDP_AUTO, WDP_AUTO, 220, 220, 220, 220,
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_adv_widgets,
SelectPlayerFaceWndProc
};
/**
* Open the simple/advanced player face selection window
*
* @param player the player which face shall be edited
* @param adv simple or advanced player face selection window
*
* @pre is player a valid player
*/
static void DoSelectPlayerFace(PlayerID player, bool adv)
{
if (!IsValidPlayer(player)) return;
Window *w = AllocateWindowDescFront(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player); // simple or advanced window
if (w != NULL) {
w->caption_color = w->window_number;
WP(w, facesel_d).face = GetPlayer((PlayerID)w->window_number)->face;
WP(w, facesel_d).advanced = adv;
}
}
/* Names of the widgets. Keep them in the same order as in the widget array */
enum PlayerCompanyWindowWidgets {
PCW_WIDGET_CLOSEBOX = 0,
@ -682,6 +1055,12 @@ static void DrawCompanyOwnerText(const Player *p)
if (num >= 0) DrawString(120, 124, STR_707D_OWNED_BY + num, 0);
}
/**
* Player company window event definition
*
* @param w window pointer
* @param e event been triggered
*/
static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
@ -749,15 +1128,7 @@ static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
case WE_CLICK:
switch (e->we.click.widget) {
case PCW_WIDGET_NEW_FACE: {
Window *wf = AllocateWindowDescFront(&_select_player_face_desc, w->window_number);
if (wf != NULL) {
wf->caption_color = w->window_number;
WP(wf, facesel_d).face = GetPlayer((PlayerID)wf->window_number)->face;
WP(wf, facesel_d).gender = 0;
}
break;
}
case PCW_WIDGET_NEW_FACE: DoSelectPlayerFace((PlayerID)w->window_number, false); break;
case PCW_WIDGET_COLOR_SCHEME: {
Window *wf = AllocateWindowDescFront(_loaded_newgrf_features.has_2CC ? &_select_player_livery_2cc_desc : &_select_player_livery_desc, w->window_number);

@ -455,6 +455,12 @@ void ResetPlayerLivery(Player *p)
}
}
/**
* Create a new player and sets all player variables default values
*
* @param is_ai is a ai player?
* @return the player struct
*/
Player *DoStartupNewPlayer(bool is_ai)
{
Player *p;
@ -478,7 +484,7 @@ Player *DoStartupNewPlayer(bool is_ai)
p->avail_railtypes = GetPlayerRailtypes(p->index);
p->avail_roadtypes = GetPlayerRoadtypes(p->index);
p->inaugurated_year = _cur_year;
p->face = ConvertFromOldPlayerFace(Random());
RandomPlayerFaceBits(p->face, (GenderEthnicity)Random(), false); // create a random player face
/* Engine renewal settings */
p->engine_renew_list = NULL;

@ -1263,6 +1263,7 @@ static const SettingDescGlobVarList _misc_settings[] = {
SDTG_BOOL("large_aa", S, 0, _freetype.large_aa, false, STR_NULL, NULL),
#endif
SDTG_VAR("sprite_cache_size",SLE_UINT, S, 0, _sprite_cache_size, 4, 1, 64, 0, STR_NULL, NULL),
SDTG_VAR("player_face", SLE_UINT32, S, 0, _player_face, 0,0,0xFFFFFFFF,0, STR_NULL, NULL),
SDTG_END()
};

@ -300,6 +300,8 @@ VARDEF Money _additional_cash_required;
VARDEF bool _rightclick_emulate;
VARDEF PlayerFace _player_face; ///< for player face storage in openttd.cfg
/* IN/OUT parameters to commands */
VARDEF byte _yearly_expenses_type;
VARDEF TileIndex _terraform_err_tile;

@ -390,9 +390,10 @@ struct smallmap_d {
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(smallmap_d));
/* player face selection window */
struct facesel_d {
uint32 face;
byte gender;
PlayerFace face; // player face bits
bool advanced; // advance player face selection window
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(facesel_d));

Loading…
Cancel
Save