(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:
rubidium
2007-03-02 01:17:11 +00:00
parent 89d8f5f7b5
commit ea319b78f8
13 changed files with 287 additions and 127 deletions

View File

@@ -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;
PlayerFace pf = 0;
GenderEthnicity ge = GE_WM;
if (HASBIT(face, 31)) SetBitT(gen_race, GENDER_FEMALE);
if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(gen_race, RACE_BLACK);
if (HASBIT(face, 31)) SetBitT(ge, GENDER_FEMALE);
if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(ge, ETHNICITY_BLACK);
/* Draw the gradient (background) */
DrawSprite(SPR_GRADIENT, GENERAL_SPRITE_COLOR(color), x, y);
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;