(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
pull/155/head
rubidium 18 years ago
parent f414b1d8e2
commit 5b4b9cbd5c

@ -554,6 +554,9 @@
<File
RelativePath=".\..\src\player.h">
</File>
<File
RelativePath=".\..\src\player_face.h">
</File>
<File
RelativePath=".\..\src\queue.h">
</File>

@ -967,6 +967,10 @@
RelativePath=".\..\src\player.h"
>
</File>
<File
RelativePath=".\..\src\player_face.h"
>
</File>
<File
RelativePath=".\..\src\queue.h"
>

@ -152,6 +152,7 @@ oldpool.h
openttd.h
pathfind.h
player.h
player_face.h
queue.h
rail.h
road_cmd.h

@ -36,6 +36,7 @@
#include "unmovable.h"
#include "date.h"
#include "cargotype.h"
#include "player_face.h"
/* Score info */
const ScoreInfo _score_info[] = {

@ -106,9 +106,6 @@ static inline TileIndex RandomTile(void) { return TILE_MASK(Random()); }
uint32 InteractiveRandom(void); // Used for random sequences that are not the same on the other end of the multiplayer link
uint InteractiveRandomRange(uint max);
/* facedraw.cpp */
void DrawPlayerFace(uint32 face, int color, int x, int y);
/* texteff.cpp */
void MoveAllTextEffects(void);
void AddTextEffect(StringID msg, int x, int y, uint16 duration);

@ -14,6 +14,7 @@
#include "network/network.h"
#include "variables.h"
#include "livery.h"
#include "player_face.h"
/** Change the player's face.
* @param tile unused
@ -22,8 +23,12 @@
*/
int32 CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
PlayerFace pf = (PlayerFace)p2;
if (!IsValidPlayerFace(pf)) return CMD_ERROR;
if (flags & DC_EXEC) {
GetPlayer(_current_player)->face = p2;
GetPlayer(_current_player)->face = pf;
MarkWholeScreenDirty();
}
return 0;

@ -31,6 +31,7 @@
#include "settings.h"
#include "date.h"
#include "cargotype.h"
#include "player_face.h"
#include "fios.h"
/* Variables to display file lists */

@ -55,6 +55,7 @@
#include "clear_map.h"
#include "fontcache.h"
#include "newgrf_config.h"
#include "player_face.h"
#include "bridge_map.h"
#include "clear_map.h"
@ -1817,6 +1818,8 @@ bool AfterLoadGame(void)
}
}
if (CheckSavegameVersion(49)) FOR_ALL_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);
return true;
}

@ -147,6 +147,7 @@ typedef struct PlayerAiNew {
} PlayerAiNew;
typedef uint32 PlayerFace;
typedef struct Player {
uint32 name_2;
@ -155,7 +156,7 @@ typedef struct Player {
uint16 president_name_1;
uint32 president_name_2;
uint32 face;
PlayerFace face;
int32 player_money;
int32 current_loan;

@ -0,0 +1,153 @@
/* $Id$ */
/** @file player_face.h Functionality related to the player's face */
#ifndef PLAYER_FACE_H
#define PLAYER_FACE_H
/** 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, 3, 3 }, { 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, { 13, 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);
}
/**
* 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;
}
/**
* 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 IsValidPlayerFace(PlayerFace pf);
#endif /* PLAYER_FACE_H */

@ -21,6 +21,7 @@
#include "newgrf.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "player_face.h"
static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);
@ -505,6 +506,44 @@ static const WindowDesc _select_player_livery_desc = {
SelectPlayerLiveryWndProc
};
/**
* Draws the face of a player.
* @param pf the player's face
* @param color the (background) color of the gradient
* @param x x-position to draw the face
* @param y y-position to draw the face
*/
void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
{
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;
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;
}
/* Draw the gradient (background) */
DrawSprite(SPR_GRADIENT, GENERAL_SPRITE_COLOR(color), x, y);
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;
}
DrawSprite(GetPlayerFaceSprite(pf, pfv, ge), (pfv == PFV_EYEBROWS) ? pal : PAL_NONE, x, y);
}
}
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
@ -531,7 +570,7 @@ static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
SetWindowDirty(w);
break;
case 7:
WP(w,facesel_d).face = (WP(w,facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31);
WP(w,facesel_d).face = ConvertFromOldPlayerFace((WP(w, facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31));
SetWindowDirty(w);
break;
}

@ -26,6 +26,7 @@
#include "ai/ai.h"
#include "date.h"
#include "window.h"
#include "player_face.h"
/**
* Sets the local player and updates the patch settings that are set on a
@ -64,22 +65,10 @@ void DrawPlayerIcon(PlayerID p, int x, int y)
DrawSprite(SPR_PLAYER_ICON, PLAYER_SPRITE_COLOR(p), x, y);
}
/** The gender/race combinations that we have faces for */
enum GenderRace {
GENDER_FEMALE = 0, ///< This bit set means a female, otherwise male
RACE_BLACK = 1, ///< This bit set means black, otherwise white
WHITE_MALE = 0, ///< A male of Caucasian origin
WHITE_FEMALE = 1 << GENDER_FEMALE, ///< A female of Caucasian origin
BLACK_MALE = 1 << RACE_BLACK, ///< A male of African origin
BLACK_FEMALE = 1 << RACE_BLACK | 1 << GENDER_FEMALE, ///< A female of African origin
};
DECLARE_ENUM_AS_BIT_SET(GenderRace); ///< See GenderRace as a bitset
/**
* Draws the face of a player.
* Converts an old player face format to the new player face format
*
* Meaning of the bits in face (some bits are used in several times):
* Meaning of the bits in the old face (some bits are used in several times):
* - 4 and 5: chin
* - 6 to 9: eyebrows
* - 10 to 13: nose
@ -91,124 +80,87 @@ DECLARE_ENUM_AS_BIT_SET(GenderRace); ///< See GenderRace as a bitset
* - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white)
* - 31: gender (0 = male, 1 = female)
*
* @param face the bit-encoded representation of the face
* @param color the (background) color of the gradient
* @param x x-position to draw the face
* @param y y-position to draw the face
*
* @note all magic hexadecimal numbers in this function as sprite IDs.
* @todo replace magic hexadecimal numbers with enums
* @param face the face in the old format
* @return the face in the new format
*/
void DrawPlayerFace(uint32 face, int color, int x, int y)
PlayerFace ConvertFromOldPlayerFace(uint32 face)
{
GenderRace gen_race = WHITE_MALE;
if (HASBIT(face, 31)) SetBitT(gen_race, GENDER_FEMALE);
if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(gen_race, RACE_BLACK);
PlayerFace pf = 0;
GenderEthnicity ge = GE_WM;
if (HASBIT(face, 31)) SetBitT(ge, GENDER_FEMALE);
if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(ge, ETHNICITY_BLACK);
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 gradient (background) */
DrawSprite(SPR_GRADIENT, GENERAL_SPRITE_COLOR(color), x, y);
/* 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;
if (!HASBIT(ge, GENDER_FEMALE) && lips < 4) {
SetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge, true);
SetPlayerFaceBits(pf, PFV_MOUSTACHE, ge, max(lips, 1U) - 1);
} else {
if (!HASBIT(ge, GENDER_FEMALE)) {
lips -= 3;
if (HASBIT(ge, ETHNICITY_BLACK) && lips > 8) lips = 0;
} else {
lips = ScalePlayerFaceValue(PFV_LIPS, ge, lips);
}
SetPlayerFaceBits(pf, PFV_LIPS, ge, lips);
/* Lips */
lips -= 3;
if (HASBIT(gen_race, RACE_BLACK)) {
if (lips > 8) lips = 0;
lips += 0x3A5 - 0x35B;
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);
}
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);
} else {
/* Female lips */
DrawSprite((lips * 10 >> 4) + 0x351, PAL_NONE, x, y);
SetPlayerFaceBits(pf, PFV_NOSE, ge, nose);
}
{
/* 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;
}
}
skip_mouth:
/* 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 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 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);
return pf;
}
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);
/**
* 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;
}
/* 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 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…
Cancel
Save