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

This commit is contained in:
rubidium
2007-10-15 19:59:27 +00:00
parent a1e1d85361
commit 322746ee11
9 changed files with 570 additions and 62 deletions

View File

@@ -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 */