src/player_face.h
author glx
Tue, 16 Oct 2007 20:59:53 +0000
changeset 7741 10282edeb81f
parent 7734 627817106768
child 7754 b8558299d724
permissions -rw-r--r--
(svn r11278) -Fix [FS#1342] (r11269): modulo result can be negative for signed int
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/* $Id$ */
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/** @file player_face.h Functionality related to the player's face */
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#ifndef PLAYER_FACE_H
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#define PLAYER_FACE_H
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/** The gender/race combinations that we have faces for */
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enum GenderEthnicity {
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	GENDER_FEMALE    = 0, ///< This bit set means a female, otherwise male
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	ETHNICITY_BLACK  = 1, ///< This bit set means black, otherwise white
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	GE_WM = 0,                                         ///< A male of Caucasian origin (white)
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	GE_WF = 1 << GENDER_FEMALE,                        ///< A female of Caucasian origin (white)
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	GE_BM = 1 << ETHNICITY_BLACK,                      ///< A male of African origin (black)
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	GE_BF = 1 << ETHNICITY_BLACK | 1 << GENDER_FEMALE, ///< A female of African origin (black)
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	GE_END,
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};
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DECLARE_ENUM_AS_BIT_SET(GenderEthnicity); ///< See GenderRace as a bitset
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/** Bitgroups of the PlayerFace variable */
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enum PlayerFaceVariable {
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	PFV_GENDER,
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	PFV_ETHNICITY,
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	PFV_GEN_ETHN,
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	PFV_HAS_MOUSTACHE,
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	PFV_HAS_TIE_EARRING,
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	PFV_HAS_GLASSES,
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	PFV_EYE_COLOUR,
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	PFV_CHEEKS,
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	PFV_CHIN,
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	PFV_EYEBROWS,
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	PFV_MOUSTACHE,
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	PFV_LIPS,
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	PFV_NOSE,
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	PFV_HAIR,
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	PFV_JACKET,
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	PFV_COLLAR,
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	PFV_TIE_EARRING,
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	PFV_GLASSES,
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	PFV_END
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};
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DECLARE_POSTFIX_INCREMENT(PlayerFaceVariable);
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/** Information about the valid values of PlayerFace bitgroups as well as the sprites to draw */
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struct PlayerFaceBitsInfo {
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	byte     offset;               ///< Offset in bits into the PlayerFace
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	byte     length;               ///< Number of bits used in the PlayerFace
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	byte     valid_values[GE_END]; ///< The number of valid values per gender/ethnicity
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	SpriteID first_sprite[GE_END]; ///< The first sprite per gender/ethnicity
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};
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/** Lookup table for indices into the PlayerFace, valid ranges and sprites */
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static const PlayerFaceBitsInfo _pf_info[] = {
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	/* Index                   off len   WM  WF  BM  BF         WM     WF     BM     BF */
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	/* PFV_GENDER          */ {  0, 1, {  2,  2,  2,  2 }, {     0,     0,     0,     0 } }, ///< 0 = male, 1 = female
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	/* PFV_ETHNICITY       */ {  1, 2, {  2,  2,  2,  2 }, {     0,     0,     0,     0 } }, ///< 0 = (Western-)Caucasian, 1 = African(-American)/Black
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	/* PFV_GEN_ETHN        */ {  0, 3, {  4,  4,  4,  4 }, {     0,     0,     0,     0 } }, ///< Shortcut to get/set gender _and_ ethnicity
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	/* PFV_HAS_MOUSTACHE   */ {  3, 1, {  2,  0,  2,  0 }, {     0,     0,     0,     0 } }, ///< Females do not have a moustache
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	/* 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.
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	/* PFV_HAS_GLASSES     */ {  4, 1, {  2,  2,  2,  2 }, {     0,     0,     0,     0 } }, ///< Whether to draw glasses or not
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	/* PFV_EYE_COLOUR      */ {  5, 2, {  3,  3,  1,  1 }, {     0,     0,     0,     0 } }, ///< Palette modification
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	/* PFV_CHEEKS          */ {  0, 0, {  1,  1,  1,  1 }, { 0x325, 0x326, 0x390, 0x3B0 } }, ///< Cheeks are only indexed by their gender/ethnicity
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	/* PFV_CHIN            */ {  7, 2, {  4,  1,  2,  2 }, { 0x327, 0x327, 0x391, 0x3B1 } },
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	/* PFV_EYEBROWS        */ {  9, 4, { 12, 16, 11, 16 }, { 0x32B, 0x337, 0x39A, 0x3B8 } },
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	/* PFV_MOUSTACHE       */ { 13, 2, {  3,  0,  3,  0 }, { 0x367,     0, 0x397,     0 } }, ///< Depends on PFV_HAS_MOUSTACHE
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	/* PFV_LIPS            */ { 13, 4, { 12, 10,  9,  9 }, { 0x35B, 0x351, 0x3A5, 0x3C8 } }, ///< Depends on !PFV_HAS_MOUSTACHE
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	/* PFV_NOSE            */ { 17, 3, {  8,  4,  4,  5 }, { 0x349, 0x34C, 0x393, 0x3B3 } }, ///< Depends on !PFV_HAS_MOUSTACHE
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	/* PFV_HAIR            */ { 20, 4, {  9,  5,  5,  4 }, { 0x382, 0x38B, 0x3D4, 0x3D9 } },
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	/* PFV_JACKET          */ { 24, 2, {  3,  3,  3,  3 }, { 0x36B, 0x378, 0x36B, 0x378 } },
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	/* PFV_COLLAR          */ { 26, 2, {  4,  4,  4,  4 }, { 0x36E, 0x37B, 0x36E, 0x37B } },
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	/* PFV_TIE_EARRING     */ { 28, 3, {  6,  3,  6,  3 }, { 0x372, 0x37F, 0x372, 0x3D1 } }, ///< Depends on PFV_HAS_TIE_EARRING
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	/* PFV_GLASSES         */ { 31, 1, {  2,  2,  2,  2 }, { 0x347, 0x347, 0x3AE, 0x3AE } }  ///< Depends on PFV_HAS_GLASSES
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};
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assert_compile(lengthof(_pf_info) == PFV_END);
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/**
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 * Gets the player's face bits for the given player face variable
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 * @param pf  the face to extract the bits from
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 * @param pfv the face variable to get the data of
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 * @param ge  the gender and ethnicity of the face
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 * @pre _pf_info[pfv].valid_values[ge] != 0
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 * @return the requested bits
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 */
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static inline uint GetPlayerFaceBits(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
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{
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	assert(_pf_info[pfv].valid_values[ge] != 0);
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	return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length);
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}
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/**
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 * Sets the player's face bits for the given player face variable
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 * @param pf  the face to write the bits to
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 * @param pfv the face variable to write the data of
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 * @param ge  the gender and ethnicity of the face
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 * @param val the new value
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 * @pre val < _pf_info[pfv].valid_values[ge]
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 */
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static inline void SetPlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, uint val)
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{
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	assert(val < _pf_info[pfv].valid_values[ge]);
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	SB(pf, _pf_info[pfv].offset, _pf_info[pfv].length, val);
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}
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/**
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 * Increase/Decrease the player face variable by the given amount.
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 * If the new value greater than the max value for this variable it will be set to 0.
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 * Or is it negativ (< 0) it will be set to max value.
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 *
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 * @param pf     the player face to write the bits to
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 * @param pfv    the player face variable to write the data of
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 * @param ge     the gender and ethnicity of the player face
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 * @param amount the amount which change the value
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 *
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 * @pre 0 <= val < _pf_info[pfv].valid_values[ge]
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 */
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static inline void IncreasePlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, GenderEthnicity ge, int8 amount)
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{
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	int8 val = GetPlayerFaceBits(pf, pfv, ge) + amount; // the new value for the pfv
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	/* scales the new value to the correct scope */
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	if (val >= _pf_info[pfv].valid_values[ge]) {
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		val = 0;
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	} else if (val < 0) {
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		val = _pf_info[pfv].valid_values[ge] - 1;
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	}
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	SetPlayerFaceBits(pf, pfv, ge, val); // save the new value
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}
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/**
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 * Checks whether the player bits have a valid range
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 * @param pf  the face to extract the bits from
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 * @param pfv the face variable to get the data of
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 * @param ge  the gender and ethnicity of the face
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 * @return true if and only if the bits are valid
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 */
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static inline bool ArePlayerFaceBitsValid(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
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{
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	return GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length) < _pf_info[pfv].valid_values[ge];
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}
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/**
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 * Scales a player face bits variable to the correct scope
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 * @param pfv the face variable to write the data of
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 * @param ge  the gender and ethnicity of the face
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 * @param val the to value to scale
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 * @pre val < (1U << _pf_info[pfv].length), i.e. val has a value of 0..2^(bits used for this variable)-1
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 * @return the scaled value
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 */
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static inline uint ScalePlayerFaceValue(PlayerFaceVariable pfv, GenderEthnicity ge, uint val)
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{
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	assert(val < (1U << _pf_info[pfv].length));
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	return (val * _pf_info[pfv].valid_values[ge]) >> _pf_info[pfv].length;
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}
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/**
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 * Scales all player face bits to the correct scope
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 *
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 * @param pf the player face to write the bits to
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 */
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static inline void ScaleAllPlayerFaceBits(PlayerFace &pf)
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{
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	IncreasePlayerFaceBits(pf, PFV_ETHNICITY, GE_WM, 0); // scales the ethnicity
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	GenderEthnicity ge = (GenderEthnicity)GB(pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // gender & ethnicity of the face
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	/* Is a male face with moustache. Need to reduce CPU load in the loop. */
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	bool is_moust_male = !HASBIT(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0;
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	for (PlayerFaceVariable pfv = PFV_EYE_COLOUR; pfv < PFV_END; pfv++) { // scales all other variables
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		/* The moustache variable will be scaled only if it is a male face with has a moustache */
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		if (pfv != PFV_MOUSTACHE || is_moust_male) {
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			IncreasePlayerFaceBits(pf, pfv, ge, 0);
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		}
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	}
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}
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/**
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 * Make a random new face.
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 * If it is for the advanced player face window then the new face have the same gender
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 * and ethnicity as the old one, else the gender is equal and the ethnicity is random.
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 *
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 * @param pf  the player face to write the bits to
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 * @param ge  the gender and ethnicity of the old player face
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 * @param adv if it for the advanced player face window
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 *
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 * @pre scale 'ge' to a valid gender/ethnicity combination
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 */
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static inline void RandomPlayerFaceBits(PlayerFace &pf, GenderEthnicity ge, bool adv)
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{
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	pf = Random(); // random all player face bits
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	/* scale ge: 0 == GE_WM, 1 == GE_WF, 2 == GE_BM, 3 == GE_BF (and maybe in future: ...) */
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	ge = (GenderEthnicity)((uint)ge % GE_END);
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	/* set the gender (and ethnicity) for the new player face */
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	if (adv) {
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		SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge);
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	} else {
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		SetPlayerFaceBits(pf, PFV_GENDER, ge, HASBIT(ge, GENDER_FEMALE));
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	}
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	/* scales all player face bits to the correct scope */
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	ScaleAllPlayerFaceBits(pf);
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}
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/**
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 * Gets the sprite to draw for the given player face variable
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 * @param pf  the face to extract the data from
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 * @param pfv the face variable to get the sprite of
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 * @param ge  the gender and ethnicity of the face
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 * @pre _pf_info[pfv].valid_values[ge] != 0
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 * @return sprite to draw
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 */
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static inline SpriteID GetPlayerFaceSprite(PlayerFace pf, PlayerFaceVariable pfv, GenderEthnicity ge)
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{
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	assert(_pf_info[pfv].valid_values[ge] != 0);
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	return _pf_info[pfv].first_sprite[ge] + GB(pf, _pf_info[pfv].offset, _pf_info[pfv].length);
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}
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void DrawPlayerFace(PlayerFace face, int color, int x, int y);
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PlayerFace ConvertFromOldPlayerFace(uint32 face);
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bool IsValidPlayerFace(PlayerFace pf);
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void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget);
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#endif /* PLAYER_FACE_H */