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authorrubidium <rubidium@openttd.org>2007-03-02 01:17:11 +0000
committerrubidium <rubidium@openttd.org>2007-03-02 01:17:11 +0000
commitea319b78f80fb970b1f394cf0853bb03c12ba475 (patch)
treeb045a4c93b01abf5447be66d16bd305c4e9dcb4f /src/player_face.h
parent89d8f5f7b5376850e8d2f0c1b72253d012ed9bed (diff)
downloadopenttd-ea319b78f80fb970b1f394cf0853bb03c12ba475.tar.xz
(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
Diffstat (limited to 'src/player_face.h')
-rw-r--r--src/player_face.h153
1 files changed, 153 insertions, 0 deletions
diff --git a/src/player_face.h b/src/player_face.h
new file mode 100644
index 000000000..b2305bb09
--- /dev/null
+++ b/src/player_face.h
@@ -0,0 +1,153 @@
+/* $Id$ */
+
+/** @file player_face.h Functionality related to the player's face */
+
+#ifndef PLAYER_FACE_H
+#define PLAYER_FACE_H
+
+/** 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, 3, 3 }, { 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, { 13, 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);
+}
+
+/**
+ * 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;
+}
+
+/**
+ * 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);
+
+#endif /* PLAYER_FACE_H */