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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, 3, 3 }, { 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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* 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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* 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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#endif /* PLAYER_FACE_H */
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