/* $Id$ */ /** @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 IsValidPlayerFace(PlayerFace pf); void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget); #endif /* PLAYER_FACE_H */