diff options
-rw-r--r-- | src/lang/english.txt | 49 | ||||
-rw-r--r-- | src/openttd.h | 1 | ||||
-rw-r--r-- | src/player.h | 2 | ||||
-rw-r--r-- | src/player_face.h | 81 | ||||
-rw-r--r-- | src/player_gui.cpp | 473 | ||||
-rw-r--r-- | src/players.cpp | 8 | ||||
-rw-r--r-- | src/settings.cpp | 1 | ||||
-rw-r--r-- | src/variables.h | 2 | ||||
-rw-r--r-- | src/window.h | 5 |
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)); |