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authorrubidium <rubidium@openttd.org>2007-10-15 19:59:27 +0000
committerrubidium <rubidium@openttd.org>2007-10-15 19:59:27 +0000
commit322746ee11100a78e110d97b37c22d87452f8bff (patch)
tree601eba06fa5b573918e61db14239d9e0335bd237 /src
parenta1e1d8536193d1d3eba46077b55b119eda3d8823 (diff)
downloadopenttd-322746ee11100a78e110d97b37c22d87452f8bff.tar.xz
(svn r11269) -Feature: user customisable faces. Patch by BigBB.
Diffstat (limited to 'src')
-rw-r--r--src/lang/english.txt49
-rw-r--r--src/openttd.h1
-rw-r--r--src/player.h2
-rw-r--r--src/player_face.h81
-rw-r--r--src/player_gui.cpp473
-rw-r--r--src/players.cpp8
-rw-r--r--src/settings.cpp1
-rw-r--r--src/variables.h2
-rw-r--r--src/window.h5
9 files changed, 565 insertions, 57 deletions
diff --git a/src/lang/english.txt b/src/lang/english.txt
index 70c6c45a0..ad5408f46 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -860,6 +860,7 @@ STR_0313_FUND_NEW_INDUSTRY :Fund new indust
STR_0314_FUND_NEW_INDUSTRY :{WHITE}Fund new industry
STR_JUST_STRING :{STRING}
+STR_JUST_INT :{NUM}
STR_0316_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}...can only be built in towns
STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}...can only be built in rainforest areas
STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}...can only be built in desert areas
@@ -3387,3 +3388,51 @@ STR_FUND_NEW_INDUSTRY :{BLACK}Fund
STR_PROSPECT_NEW_INDUSTRY :{BLACK}Prospect
STR_BUILD_NEW_INDUSTRY :{BLACK}Build
STR_INDUSTRY_SELECTION_HINT :{BLACK}Choose the appropriate industry from this list
+
+############ Face formatting
+STR_FACE_ADVANCED :{BLACK}Advanced
+STR_FACE_ADVANCED_TIP :{BLACK}Advanced face selection.
+STR_FACE_SIMPLE :{BLACK}Simple
+STR_FACE_SIMPLE_TIP :{BLACK}Simple face selection.
+STR_FACE_LOAD :{BLACK}Load
+STR_FACE_LOAD_TIP :{BLACK}Load favourite face
+STR_FACE_LOAD_DONE :{WHITE}Your favourite face has been loaded from the OpenTTD config file.
+STR_FACE_FACECODE :{BLACK}Player face no.
+STR_FACE_FACECODE_TIP :{BLACK}View and/or set player face number
+STR_FACE_FACECODE_CAPTION :{WHITE}View and/or set player face number
+STR_FACE_FACECODE_SET :{WHITE}New face number code has been set.
+STR_FACE_FACECODE_ERR :{WHITE}Couldn't set player face number - must be numeric between 0 and 4,294,967,295!
+STR_FACE_SAVE :{BLACK}Save
+STR_FACE_SAVE_TIP :{BLACK}Save favourite face
+STR_FACE_SAVE_DONE :{WHITE}This face will be saved as your favourite in the OpenTTD config file.
+STR_FACE_EUROPEAN :{BLACK}European
+STR_FACE_SELECT_EUROPEAN :{BLACK}Select european faces
+STR_FACE_AFRICAN :{BLACK}African
+STR_FACE_SELECT_AFRICAN :{BLACK}Select african faces
+STR_FACE_YES :Yes
+STR_FACE_NO :No
+STR_FACE_MOUSTACHE_EARRING_TIP :{BLACK}Enable moustache or earring
+STR_FACE_HAIR :Hair:
+STR_FACE_HAIR_TIP :{BLACK}Change hair
+STR_FACE_EYEBROWS :Eyebrows:
+STR_FACE_EYEBROWS_TIP :{BLACK}Change eyebrows
+STR_FACE_EYECOLOUR :Eye colour:
+STR_FACE_EYECOLOUR_TIP :{BLACK}Change eyecolour
+STR_FACE_GLASSES :Glasses:
+STR_FACE_GLASSES_TIP :{BLACK}Enable glasses
+STR_FACE_GLASSES_TIP_2 :{BLACK}Change glasses
+STR_FACE_NOSE :Nose:
+STR_FACE_NOSE_TIP :{BLACK}Change nose
+STR_FACE_LIPS :Lips:
+STR_FACE_MOUSTACHE :Moustache:
+STR_FACE_LIPS_MOUSTACHE_TIP :{BLACK}Change lips or moustache
+STR_FACE_CHIN :Chin:
+STR_FACE_CHIN_TIP :{BLACK}Change chin
+STR_FACE_JACKET :Jacket:
+STR_FACE_JACKET_TIP :{BLACK}Change jacket
+STR_FACE_COLLAR :Collar:
+STR_FACE_COLLAR_TIP :{BLACK}Change collar
+STR_FACE_TIE :Tie:
+STR_FACE_EARRING :Earring:
+STR_FACE_TIE_EARRING_TIP :{BLACK}Change tie or earring
+########
diff --git a/src/openttd.h b/src/openttd.h
index 2084f3219..e103921e8 100644
--- a/src/openttd.h
+++ b/src/openttd.h
@@ -88,6 +88,7 @@ enum {
typedef int32 Year;
typedef int32 Date;
+typedef uint32 PlayerFace; ///< player face bits, info see in player_face.h
enum SwitchModes {
SM_NONE = 0,
diff --git a/src/player.h b/src/player.h
index dd87df7be..ecafe12c7 100644
--- a/src/player.h
+++ b/src/player.h
@@ -155,8 +155,6 @@ enum {
LOAN_INTERVAL_OLD_AI = 50000,
};
-typedef uint32 PlayerFace;
-
struct Player {
uint32 name_2;
uint16 name_1;
diff --git a/src/player_face.h b/src/player_face.h
index 752ab455f..9918fa578 100644
--- a/src/player_face.h
+++ b/src/player_face.h
@@ -59,7 +59,7 @@ static const PlayerFaceBitsInfo _pf_info[] = {
/* 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_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 } },
@@ -105,6 +105,32 @@ static inline void SetPlayerFaceBits(PlayerFace &pf, PlayerFaceVariable pfv, Gen
}
/**
+ * 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
@@ -132,6 +158,58 @@ static inline uint ScalePlayerFaceValue(PlayerFaceVariable pfv, GenderEthnicity
}
/**
+ * 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 = Random(); // 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)(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
@@ -149,5 +227,6 @@ static inline SpriteID GetPlayerFaceSprite(PlayerFace pf, PlayerFaceVariable pfv
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 */
diff --git a/src/player_gui.cpp b/src/player_gui.cpp
index f0af0366d..977e3ec31 100644
--- a/src/player_gui.cpp
+++ b/src/player_gui.cpp
@@ -28,6 +28,7 @@
#include "player_face.h"
static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);
+static void DoSelectPlayerFace(PlayerID player, bool show_big);
static void DrawPlayerEconomyStats(const Player *p, byte mode)
{
@@ -493,11 +494,17 @@ void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
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;
SpriteID pal;
- switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
- default: NOT_REACHED();
- case 0: pal = PALETTE_TO_BROWN; break;
- case 1: pal = PALETTE_TO_BLUE; break;
- case 2: pal = PALETTE_TO_GREEN; break;
+
+ /* Modify eye colour palette only if 2 or more valid values exist */
+ if (_pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2) {
+ pal = PAL_NONE;
+ } else {
+ switch (GetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge)) {
+ default: NOT_REACHED();
+ case 0: pal = PALETTE_TO_BROWN; break;
+ case 1: pal = PALETTE_TO_BLUE; break;
+ case 2: pal = PALETTE_TO_GREEN; break;
+ }
}
/* Draw the gradient (background) */
@@ -516,60 +523,426 @@ void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
}
}
+/**
+ * Names of the widgets. Keep them in the same order as in the widget array.
+ * Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
+ * this order is needed for the WE_CLICK event of DrawFaceStringLabel().
+ */
+enum PlayerFaceWindowWidgets {
+ PFW_WIDGET_CLOSEBOX = 0,
+ PFW_WIDGET_CAPTION,
+ PFW_WIDGET_TOGGLE_LARGE_SMALL,
+ PFW_WIDGET_SELECT_FACE,
+ PFW_WIDGET_CANCEL,
+ PFW_WIDGET_ACCEPT,
+ PFW_WIDGET_MALE,
+ PFW_WIDGET_FEMALE,
+ PFW_WIDGET_RANDOM_NEW_FACE,
+ PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
+ /* from here is the advanced player face selection window */
+ PFW_WIDGET_LOAD,
+ PFW_WIDGET_FACECODE,
+ PFW_WIDGET_SAVE,
+ PFW_WIDGET_ETHNICITY_EUR,
+ PFW_WIDGET_ETHNICITY_AFR,
+ PFW_WIDGET_HAS_MOUSTACHE_EARRING,
+ PFW_WIDGET_HAS_GLASSES,
+ PFW_WIDGET_EYECOLOUR_L,
+ PFW_WIDGET_EYECOLOUR,
+ PFW_WIDGET_EYECOLOUR_R,
+ PFW_WIDGET_CHIN_L,
+ PFW_WIDGET_CHIN,
+ PFW_WIDGET_CHIN_R,
+ PFW_WIDGET_EYEBROWS_L,
+ PFW_WIDGET_EYEBROWS,
+ PFW_WIDGET_EYEBROWS_R,
+ PFW_WIDGET_LIPS_MOUSTACHE_L,
+ PFW_WIDGET_LIPS_MOUSTACHE,
+ PFW_WIDGET_LIPS_MOUSTACHE_R,
+ PFW_WIDGET_NOSE_L,
+ PFW_WIDGET_NOSE,
+ PFW_WIDGET_NOSE_R,
+ PFW_WIDGET_HAIR_L,
+ PFW_WIDGET_HAIR,
+ PFW_WIDGET_HAIR_R,
+ PFW_WIDGET_JACKET_L,
+ PFW_WIDGET_JACKET,
+ PFW_WIDGET_JACKET_R,
+ PFW_WIDGET_COLLAR_L,
+ PFW_WIDGET_COLLAR,
+ PFW_WIDGET_COLLAR_R,
+ PFW_WIDGET_TIE_EARRING_L,
+ PFW_WIDGET_TIE_EARRING,
+ PFW_WIDGET_TIE_EARRING_R,
+ PFW_WIDGET_GLASSES_L,
+ PFW_WIDGET_GLASSES,
+ PFW_WIDGET_GLASSES_R,
+};
+
+/** Widget description for the normal/simple player face selection dialog */
+static const Widget _select_player_face_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // PFW_WIDGET_CLOSEBOX
+{ WWT_CAPTION, RESIZE_NONE, 14, 11, 174, 0, 13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS}, // PFW_WIDGET_CAPTION
+{ WWT_IMGBTN, RESIZE_NONE, 14, 175, 189, 0, 13, SPR_LARGE_SMALL_WINDOW, STR_FACE_ADVANCED_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL
+{ WWT_PANEL, RESIZE_NONE, 14, 0, 189, 14, 150, 0x0, STR_NULL}, // PFW_WIDGET_SELECT_FACE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 0, 94, 151, 162, STR_012E_CANCEL, STR_7047_CANCEL_NEW_FACE_SELECTION}, // PFW_WIDGET_CANCEL
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 189, 151, 162, STR_012F_OK, STR_7048_ACCEPT_NEW_FACE_SELECTION}, // PFW_WIDGET_ACCEPT
+{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 75, 86, STR_7044_MALE, STR_7049_SELECT_MALE_FACES}, // PFW_WIDGET_MALE
+{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 87, 98, STR_7045_FEMALE, STR_704A_SELECT_FEMALE_FACES}, // PFW_WIDGET_FEMALE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 137, 148, STR_7046_NEW_FACE, STR_704B_GENERATE_RANDOM_NEW_FACE}, // PFW_WIDGET_RANDOM_NEW_FACE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 187, 16, 27, STR_FACE_ADVANCED, STR_FACE_ADVANCED_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON
+{ WIDGETS_END},
+};
+
+/** Widget description for the advanced player face selection dialog */
+static const Widget _select_player_face_adv_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // PFW_WIDGET_CLOSEBOX
+{ WWT_CAPTION, RESIZE_NONE, 14, 11, 204, 0, 13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS}, // PFW_WIDGET_CAPTION
+{ WWT_IMGBTN, RESIZE_NONE, 14, 205, 219, 0, 13, SPR_LARGE_SMALL_WINDOW, STR_FACE_SIMPLE_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL
+{ WWT_PANEL, RESIZE_NONE, 14, 0, 219, 14, 207, 0x0, STR_NULL}, // PFW_WIDGET_SELECT_FACE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 0, 94, 208, 219, STR_012E_CANCEL, STR_7047_CANCEL_NEW_FACE_SELECTION}, // PFW_WIDGET_CANCEL
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 219, 208, 219, STR_012F_OK, STR_7048_ACCEPT_NEW_FACE_SELECTION}, // PFW_WIDGET_ACCEPT
+{ WWT_TEXTBTN, RESIZE_NONE, 14, 96, 156, 32, 43, STR_7044_MALE, STR_7049_SELECT_MALE_FACES}, // PFW_WIDGET_MALE
+{ WWT_TEXTBTN, RESIZE_NONE, 14, 157, 217, 32, 43, STR_7045_FEMALE, STR_704A_SELECT_FEMALE_FACES}, // PFW_WIDGET_FEMALE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 137, 148, STR_RANDOM, STR_704B_GENERATE_RANDOM_NEW_FACE}, // PFW_WIDGET_RANDOM_NEW_FACE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 217, 16, 27, STR_FACE_SIMPLE, STR_FACE_SIMPLE_TIP}, // PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 158, 169, STR_FACE_LOAD, STR_FACE_LOAD_TIP}, // PFW_WIDGET_LOAD
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 170, 181, STR_FACE_FACECODE, STR_FACE_FACECODE_TIP}, // PFW_WIDGET_FACECODE
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 2, 93, 182, 193, STR_FACE_SAVE, STR_FACE_SAVE_TIP}, // PFW_WIDGET_SAVE
+{ WWT_TEXTBTN, RESIZE_NONE, 14, 96, 156, 46, 57, STR_FACE_EUROPEAN, STR_FACE_SELECT_EUROPEAN}, // PFW_WIDGET_ETHNICITY_EUR
+{ WWT_TEXTBTN, RESIZE_NONE, 14, 157, 217, 46, 57, STR_FACE_AFRICAN, STR_FACE_SELECT_AFRICAN}, // PFW_WIDGET_ETHNICITY_AFR
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 175, 217, 60, 71, STR_EMPTY, STR_FACE_MOUSTACHE_EARRING_TIP}, // PFW_WIDGET_HAS_MOUSTACHE_EARRING
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 175, 217, 72, 83, STR_EMPTY, STR_FACE_GLASSES_TIP}, // PFW_WIDGET_HAS_GLASSES
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 110, 121, SPR_ARROW_LEFT, STR_FACE_EYECOLOUR_TIP}, // PFW_WIDGET_EYECOLOUR_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 110, 121, STR_EMPTY, STR_FACE_EYECOLOUR_TIP}, // PFW_WIDGET_EYECOLOUR
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 110, 121, SPR_ARROW_RIGHT, STR_FACE_EYECOLOUR_TIP}, // PFW_WIDGET_EYECOLOUR_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 158, 169, SPR_ARROW_LEFT, STR_FACE_CHIN_TIP}, // PFW_WIDGET_CHIN_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 158, 169, STR_EMPTY, STR_FACE_CHIN_TIP}, // PFW_WIDGET_CHIN
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 158, 169, SPR_ARROW_RIGHT, STR_FACE_CHIN_TIP}, // PFW_WIDGET_CHIN_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 98, 109, SPR_ARROW_LEFT, STR_FACE_EYEBROWS_TIP}, // PFW_WIDGET_EYEBROWS_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 98, 109, STR_EMPTY, STR_FACE_EYEBROWS_TIP}, // PFW_WIDGET_EYEBROWS
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 98, 109, SPR_ARROW_RIGHT, STR_FACE_EYEBROWS_TIP}, // PFW_WIDGET_EYEBROWS_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 146, 157, SPR_ARROW_LEFT, STR_FACE_LIPS_MOUSTACHE_TIP}, // PFW_WIDGET_LIPS_MOUSTACHE_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 146, 157, STR_EMPTY, STR_FACE_LIPS_MOUSTACHE_TIP}, // PFW_WIDGET_LIPS_MOUSTACHE
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 146, 157, SPR_ARROW_RIGHT, STR_FACE_LIPS_MOUSTACHE_TIP}, // PFW_WIDGET_LIPS_MOUSTACHE_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 134, 145, SPR_ARROW_LEFT, STR_FACE_NOSE_TIP}, // PFW_WIDGET_NOSE_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 134, 145, STR_EMPTY, STR_FACE_NOSE_TIP}, // PFW_WIDGET_NOSE
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 134, 145, SPR_ARROW_RIGHT, STR_FACE_NOSE_TIP}, // PFW_WIDGET_NOSE_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 86, 97, SPR_ARROW_LEFT, STR_FACE_HAIR_TIP}, // PFW_WIDGET_HAIR_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 86, 97, STR_EMPTY, STR_FACE_HAIR_TIP}, // PFW_WIDGET_HAIR
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 86, 97, SPR_ARROW_RIGHT, STR_FACE_HAIR_TIP}, // PFW_WIDGET_HAIR_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 170, 181, SPR_ARROW_LEFT, STR_FACE_JACKET_TIP}, // PFW_WIDGET_JACKET_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 170, 181, STR_EMPTY, STR_FACE_JACKET_TIP}, // PFW_WIDGET_JACKET
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 170, 181, SPR_ARROW_RIGHT, STR_FACE_JACKET_TIP}, // PFW_WIDGET_JACKET_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 182, 193, SPR_ARROW_LEFT, STR_FACE_COLLAR_TIP}, // PFW_WIDGET_COLLAR_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 182, 193, STR_EMPTY, STR_FACE_COLLAR_TIP}, // PFW_WIDGET_COLLAR
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 182, 193, SPR_ARROW_RIGHT, STR_FACE_COLLAR_TIP}, // PFW_WIDGET_COLLAR_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 194, 205, SPR_ARROW_LEFT, STR_FACE_TIE_EARRING_TIP}, // PFW_WIDGET_TIE_EARRING_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 194, 205, STR_EMPTY, STR_FACE_TIE_EARRING_TIP}, // PFW_WIDGET_TIE_EARRING
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 194, 205, SPR_ARROW_RIGHT, STR_FACE_TIE_EARRING_TIP}, // PFW_WIDGET_TIE_EARRING_R
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 175, 183, 122, 133, SPR_ARROW_LEFT, STR_FACE_GLASSES_TIP_2}, // PFW_WIDGET_GLASSES_L
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 184, 208, 122, 133, STR_EMPTY, STR_FACE_GLASSES_TIP_2}, // PFW_WIDGET_GLASSES
+{ WWT_PUSHIMGBTN, RESIZE_NONE, 14, 209, 217, 122, 133, SPR_ARROW_RIGHT, STR_FACE_GLASSES_TIP_2}, // PFW_WIDGET_GLASSES_R
+{ WIDGETS_END},
+};
+
+/**
+ * Draw dynamic a label to the left of the button and a value in the button
+ *
+ * @param w Window on which the widget is located
+ * @param widget_index index of this widget in the window
+ * @param str the label which will be draw
+ * @param val the value which will be draw
+ * @param is_bool_widget is it a bool button
+ */
+void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget)
+{
+ /* Write the label in gold (0x2) to the left of the button. */
+ DrawStringRightAligned(w->widget[widget_index].left - (is_bool_widget ? 5 : 14), w->widget[widget_index].top + 1, str, 0x2);
+
+ if (!IsWindowWidgetDisabled(w, widget_index)) {
+ if (is_bool_widget) {
+ /* if it a bool button write yes or no */
+ str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
+ } else {
+ /* else write the value + 1 */
+ SetDParam(0, val + 1);
+ str = STR_JUST_INT;
+ }
+
+ /* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
+ DrawStringCentered(w->widget[widget_index].left + (w->widget[widget_index].right - w->widget[widget_index].left) / 2 +
+ IsWindowWidgetLowered(w, widget_index), w->widget[widget_index].top + 1 + IsWindowWidgetLowered(w, widget_index), str, 0xC);
+ }
+}
+
+/**
+ * Player face selection window event definition
+ *
+ * @param w window pointer
+ * @param e event been triggered
+ */
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
{
+ PlayerFace *pf = &WP(w, facesel_d).face; // pointer to the player face bits
+ GenderEthnicity ge = (GenderEthnicity)GB(*pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
+ bool is_female = HASBIT(ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
+ bool is_moust_male = !is_female && GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge) != 0; // is a male face with moustache
+
switch (e->event) {
- case WE_PAINT: {
- Player *p;
- LowerWindowWidget(w, WP(w, facesel_d).gender + 5);
- DrawWindowWidgets(w);
- p = GetPlayer((PlayerID)w->window_number);
- DrawPlayerFace(WP(w, facesel_d).face, p->player_color, 2, 16);
- } break;
+ case WE_PAINT:
+ /* lower the non-selected gender button */
+ SetWindowWidgetLoweredState(w, PFW_WIDGET_MALE, !is_female);
+ SetWindowWidgetLoweredState(w, PFW_WIDGET_FEMALE, is_female);
+
+ /* advanced player face selection window */
+ if (WP(w, facesel_d).advanced) {
+ /* lower the non-selected ethnicity button */
+ SetWindowWidgetLoweredState(w, PFW_WIDGET_ETHNICITY_EUR, !HASBIT(ge, ETHNICITY_BLACK));
+ SetWindowWidgetLoweredState(w, PFW_WIDGET_ETHNICITY_AFR, HASBIT(ge, ETHNICITY_BLACK));
+
+
+ /* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
+ * (or in other words you haven't any choice).
+ * If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
+
+ /* Eye colour buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2,
+ PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
+
+ /* Chin buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_CHIN].valid_values[ge] < 2,
+ PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
+
+ /* Eyebrows buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_EYEBROWS].valid_values[ge] < 2,
+ PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
+
+ /* Lips or (if it a male face with a moustache) moustache buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[ge] < 2,
+ PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
+
+ /* Nose buttons | male faces with moustache haven't any nose options */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_NOSE].valid_values[ge] < 2 || is_moust_male,
+ PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
+
+ /* Hair buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_HAIR].valid_values[ge] < 2,
+ PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
+
+ /* Jacket buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_JACKET].valid_values[ge] < 2,
+ PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
+
+ /* Collar buttons */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_COLLAR].valid_values[ge] < 2,
+ PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
+
+ /* Tie/earring buttons | female faces without earring haven't any earring options */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_TIE_EARRING].valid_values[ge] < 2 ||
+ (is_female && GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge) == 0),
+ PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
+
+ /* Glasses buttons | faces without glasses haven't any glasses options */
+ SetWindowWidgetsDisabledState(w, _pf_info[PFV_GLASSES].valid_values[ge] < 2 || GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge) == 0,
+ PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
+ }
- case WE_CLICK:
- switch (e->we.click.widget) {
- case 3: DeleteWindow(w); break;
- case 4: /* ok click */
- DoCommandP(0, 0, WP(w, facesel_d).face, NULL, CMD_SET_PLAYER_FACE);
- DeleteWindow(w);
+ DrawWindowWidgets(w);
+
+ /* Draw dynamic button value and labels for the advanced player face selection window */
+ if (WP(w, facesel_d).advanced) {
+ if (is_female) {
+ /* Only for female faces */
+ DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge), true );
+ DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
+ } else {
+ /* Only for male faces */
+ DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge), true );
+ DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_TIE, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
+ }
+ if (is_moust_male) {
+ /* Only for male faces with moustache */
+ DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_MOUSTACHE, ge), false);
+ } else {
+ /* Only for female faces or male faces without moustache */
+ DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_LIPS, GetPlayerFaceBits(*pf, PFV_LIPS, ge), false);
+ }
+ /* For all faces */
+ DrawFaceStringLabel(w, PFW_WIDGET_HAS_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge), true );
+ DrawFaceStringLabel(w, PFW_WIDGET_HAIR, STR_FACE_HAIR, GetPlayerFaceBits(*pf, PFV_HAIR, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_EYEBROWS, STR_FACE_EYEBROWS, GetPlayerFaceBits(*pf, PFV_EYEBROWS, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_EYECOLOUR, STR_FACE_EYECOLOUR, GetPlayerFaceBits(*pf, PFV_EYE_COLOUR, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_GLASSES, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_NOSE, STR_FACE_NOSE, GetPlayerFaceBits(*pf, PFV_NOSE, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_CHIN, STR_FACE_CHIN, GetPlayerFaceBits(*pf, PFV_CHIN, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_JACKET, STR_FACE_JACKET, GetPlayerFaceBits(*pf, PFV_JACKET, ge), false);
+ DrawFaceStringLabel(w, PFW_WIDGET_COLLAR, STR_FACE_COLLAR, GetPlayerFaceBits(*pf, PFV_COLLAR, ge), false);
+ }
+
+ /* Draw the player face picture */
+ DrawPlayerFace(*pf, GetPlayer((PlayerID)w->window_number)->player_color, 2, 16);
break;
- case 5: /* male click */
- case 6: /* female click */
- RaiseWindowWidget(w, WP(w, facesel_d).gender + 5);
- WP(w, facesel_d).gender = e->we.click.widget - 5;
- LowerWindowWidget(w, WP(w, facesel_d).gender + 5);
- SetWindowDirty(w);
+
+ case WE_CLICK:
+ switch (e->we.click.widget) {
+ /* Toggle size, advanced/simple face selection */
+ case PFW_WIDGET_TOGGLE_LARGE_SMALL:
+ case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON:
+ DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
+ DeleteWindow(w);
+ DoSelectPlayerFace((PlayerID)w->window_number, !WP(w, facesel_d).advanced);
+ break;
+
+ /* Cancel button */
+ case PFW_WIDGET_CANCEL:
+ DeleteWindow(w);
+ break;
+
+ /* OK button */
+ case PFW_WIDGET_ACCEPT:
+ DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
+ DeleteWindow(w);
+ break;
+
+ /* Load button */
+ case PFW_WIDGET_LOAD:
+ *pf = _player_face;
+ ScaleAllPlayerFaceBits(*pf);
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
+ SetWindowDirty(w);
+ break;
+
+ /* 'Player face number' button, view and/or set player face number */
+ case PFW_WIDGET_FACECODE:
+ SetDParam(0, *pf);
+ ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, w, CS_NUMERAL);
+ break;
+
+ /* Save button */
+ case PFW_WIDGET_SAVE:
+ _player_face = *pf;
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
+ break;
+
+ /* Toggle gender (male/female) button */
+ case PFW_WIDGET_MALE:
+ case PFW_WIDGET_FEMALE:
+ SetPlayerFaceBits(*pf, PFV_GENDER, ge, e->we.click.widget - PFW_WIDGET_MALE);
+ ScaleAllPlayerFaceBits(*pf);
+ SetWindowDirty(w);
+ break;
+
+ /* Randomize face button */
+ case PFW_WIDGET_RANDOM_NEW_FACE:
+ RandomPlayerFaceBits(*pf, ge, WP(w, facesel_d).advanced);
+ SetWindowDirty(w);
+ break;
+
+ /* Toggle ethnicity (european/african) button */
+ case PFW_WIDGET_ETHNICITY_EUR:
+ case PFW_WIDGET_ETHNICITY_AFR:
+ SetPlayerFaceBits(*pf, PFV_ETHNICITY, ge, e->we.click.widget - PFW_WIDGET_ETHNICITY_EUR);
+ ScaleAllPlayerFaceBits(*pf);
+ SetWindowDirty(w);
+ break;
+
+ default:
+ /* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
+ * Therefor is this combined function.
+ * First it checks which PlayerFaceVariable will be change and then
+ * a: invert the value for boolean variables
+ * or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
+ if (WP(w, facesel_d).advanced && e->we.click.widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && e->we.click.widget <= PFW_WIDGET_GLASSES_R) {
+ PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
+
+ if (e->we.click.widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
+ switch (e->we.click.widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
+ default: NOT_REACHED();
+ case 0: pfv = is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
+ case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
+ }
+ SetPlayerFaceBits(*pf, pfv, ge, !GetPlayerFaceBits(*pf, pfv, ge));
+ ScaleAllPlayerFaceBits(*pf);
+
+ } else { // Value buttons
+ switch ((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
+ default: NOT_REACHED();
+ case 0: pfv = PFV_EYE_COLOUR; break; // Eye colour buttons
+ case 1: pfv = PFV_CHIN; break; // Chin buttons
+ case 2: pfv = PFV_EYEBROWS; break; // Eyebrows buttons
+ case 3: pfv = is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
+ case 4: pfv = PFV_NOSE; break; // Nose buttons
+ case 5: pfv = PFV_HAIR; break; // Hair buttons
+ case 6: pfv = PFV_JACKET; break; // Jacket buttons
+ case 7: pfv = PFV_COLLAR; break; // Collar buttons
+ case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
+ case 9: pfv = PFV_GLASSES; break; // Glasses buttons
+ }
+ /* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
+ IncreasePlayerFaceBits(*pf, pfv, ge, (((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
+ }
+
+ SetWindowDirty(w);
+ }
+ break;
+ }
break;
- case 7:
- WP(w, facesel_d).face = ConvertFromOldPlayerFace((WP(w, facesel_d).gender << 31) + GB(InteractiveRandom(), 0, 31));
- SetWindowDirty(w);
+
+ case WE_ON_EDIT_TEXT:
+ /* Set a new player face number */
+ if (!StrEmpty(e->we.edittext.str)) {
+ *pf = strtoul(e->we.edittext.str, NULL, 10);
+ ScaleAllPlayerFaceBits(*pf);
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
+ SetWindowDirty(w);
+ } else {
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
+ }
break;
- }
- break;
}
}
-static const Widget _select_player_face_widgets[] = {
-{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
-{ WWT_CAPTION, RESIZE_NONE, 14, 11, 189, 0, 13, STR_7043_FACE_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS},
-{ WWT_PANEL, RESIZE_NONE, 14, 0, 189, 14, 136, 0x0, STR_NULL},
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 0, 94, 137, 148, STR_012E_CANCEL, STR_7047_CANCEL_NEW_FACE_SELECTION},
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 189, 137, 148, STR_012F_OK, STR_7048_ACCEPT_NEW_FACE_SELECTION},
-{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 25, 36, STR_7044_MALE, STR_7049_SELECT_MALE_FACES},
-{ WWT_TEXTBTN, RESIZE_NONE, 14, 95, 187, 37, 48, STR_7045_FEMALE, STR_704A_SELECT_FEMALE_FACES},
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 95, 187, 79, 90, STR_7046_NEW_FACE, STR_704B_GENERATE_RANDOM_NEW_FACE},
-{ WIDGETS_END},
-};
-
+/** normal/simple player face selection window description */
static const WindowDesc _select_player_face_desc = {
- WDP_AUTO, WDP_AUTO, 190, 149, 190, 149,
+ WDP_AUTO, WDP_AUTO, 190, 163, 190, 163,
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_widgets,
SelectPlayerFaceWndProc
};
+/** advanced player face selection window description */
+static const WindowDesc _select_player_face_adv_desc = {
+ WDP_AUTO, WDP_AUTO, 220, 220, 220, 220,
+ WC_PLAYER_FACE, WC_NONE,
+ WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+ _select_player_face_adv_widgets,
+ SelectPlayerFaceWndProc
+};
+
+/**
+ * Open the simple/advanced player face selection window
+ *
+ * @param player the player which face shall be edited
+ * @param adv simple or advanced player face selection window
+ *
+ * @pre is player a valid player
+ */
+static void DoSelectPlayerFace(PlayerID player, bool adv)
+{
+ if (!IsValidPlayer(player)) return;
+
+ Window *w = AllocateWindowDescFront(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player); // simple or advanced window
+
+ if (w != NULL) {
+ w->caption_color = w->window_number;
+ WP(w, facesel_d).face = GetPlayer((PlayerID)w->window_number)->face;
+ WP(w, facesel_d).advanced = adv;
+ }
+}
+
+
/* Names of the widgets. Keep them in the same order as in the widget array */
enum PlayerCompanyWindowWidgets {
PCW_WIDGET_CLOSEBOX = 0,
@@ -682,6 +1055,12 @@ static void DrawCompanyOwnerText(const Player *p)
if (num >= 0) DrawString(120, 124, STR_707D_OWNED_BY + num, 0);
}
+/**
+ * Player company window event definition
+ *
+ * @param w window pointer
+ * @param e event been triggered
+ */
static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
@@ -749,15 +1128,7 @@ static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
case WE_CLICK:
switch (e->we.click.widget) {
- case PCW_WIDGET_NEW_FACE: {
- Window *wf = AllocateWindowDescFront(&_select_player_face_desc, w->window_number);
- if (wf != NULL) {
- wf->caption_color = w->window_number;
- WP(wf, facesel_d).face = GetPlayer((PlayerID)wf->window_number)->face;
- WP(wf, facesel_d).gender = 0;
- }
- break;
- }
+ case PCW_WIDGET_NEW_FACE: DoSelectPlayerFace((PlayerID)w->window_number, false); break;
case PCW_WIDGET_COLOR_SCHEME: {
Window *wf = AllocateWindowDescFront(_loaded_newgrf_features.has_2CC ? &_select_player_livery_2cc_desc : &_select_player_livery_desc, w->window_number);
diff --git a/src/players.cpp b/src/players.cpp
index 68dc68b8e..6842fa04b 100644
--- a/src/players.cpp
+++ b/src/players.cpp
@@ -455,6 +455,12 @@ void ResetPlayerLivery(Player *p)
}
}
+/**
+ * Create a new player and sets all player variables default values
+ *
+ * @param is_ai is a ai player?
+ * @return the player struct
+ */
Player *DoStartupNewPlayer(bool is_ai)
{
Player *p;
@@ -478,7 +484,7 @@ Player *DoStartupNewPlayer(bool is_ai)
p->avail_railtypes = GetPlayerRailtypes(p->index);
p->avail_roadtypes = GetPlayerRoadtypes(p->index);
p->inaugurated_year = _cur_year;
- p->face = ConvertFromOldPlayerFace(Random());
+ RandomPlayerFaceBits(p->face, (GenderEthnicity)Random(), false); // create a random player face
/* Engine renewal settings */
p->engine_renew_list = NULL;
diff --git a/src/settings.cpp b/src/settings.cpp
index b7d80869b..84133bb3b 100644
--- a/src/settings.cpp
+++ b/src/settings.cpp
@@ -1263,6 +1263,7 @@ static const SettingDescGlobVarList _misc_settings[] = {
SDTG_BOOL("large_aa", S, 0, _freetype.large_aa, false, STR_NULL, NULL),
#endif
SDTG_VAR("sprite_cache_size",SLE_UINT, S, 0, _sprite_cache_size, 4, 1, 64, 0, STR_NULL, NULL),
+ SDTG_VAR("player_face", SLE_UINT32, S, 0, _player_face, 0,0,0xFFFFFFFF,0, STR_NULL, NULL),
SDTG_END()
};
diff --git a/src/variables.h b/src/variables.h
index 6e4fca1d2..02e18885f 100644
--- a/src/variables.h
+++ b/src/variables.h
@@ -300,6 +300,8 @@ VARDEF Money _additional_cash_required;
VARDEF bool _rightclick_emulate;
+VARDEF PlayerFace _player_face; ///< for player face storage in openttd.cfg
+
/* IN/OUT parameters to commands */
VARDEF byte _yearly_expenses_type;
VARDEF TileIndex _terraform_err_tile;
diff --git a/src/window.h b/src/window.h
index 593016807..9f498eb6d 100644
--- a/src/window.h
+++ b/src/window.h
@@ -390,9 +390,10 @@ struct smallmap_d {
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(smallmap_d));
+/* player face selection window */
struct facesel_d {
- uint32 face;
- byte gender;
+ PlayerFace face; // player face bits
+ bool advanced; // advance player face selection window
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(facesel_d));