src/macros.h
author celestar
Wed, 21 Mar 2007 11:46:54 +0000
branchgamebalance
changeset 9899 cde52f745560
parent 6527 f584ab6d87f8
child 6719 4cc327ad39d5
permissions -rw-r--r--
(svn r9386) [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs.
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/* $Id$ */
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/** @file macros.h */
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#ifndef MACROS_H
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#define MACROS_H
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/* Fetch n bits starting at bit s from x */
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#define GB(x, s, n) (((x) >> (s)) & ((1U << (n)) - 1))
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/* Set n bits starting at bit s in x to d */
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#define SB(x, s, n, d) ((x) = ((x) & ~(((1U << (n)) - 1) << (s))) | ((d) << (s)))
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/* Add i to the n bits starting at bit s in x */
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#define AB(x, s, n, i) ((x) = ((x) & ~(((1U << (n)) - 1) << (s))) | (((x) + ((i) << (s))) & (((1U << (n)) - 1) << (s))))
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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template <typename T>
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static inline T max(T a, T b)
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{
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	return a >= b ? a : b;
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}
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static inline int min(int a, int b) { if (a <= b) return a; return b; }
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static inline uint minu(uint a, uint b) { if (a <= b) return a; return b; }
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static inline int clamp(int a, int min, int max)
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{
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	if (a <= min) return min;
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	if (a >= max) return max;
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	return a;
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}
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static inline uint clampu(uint a, uint min, uint max)
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{
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	if (a <= min) return min;
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	if (a >= max) return max;
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	return a;
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}
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static inline int32 BIGMULSS(int32 a, int32 b, int shift)
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{
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	return (int32)((int64)a * (int64)b >> shift);
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}
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static inline uint32 BIGMULUS(uint32 a, uint32 b, int shift)
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{
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	return (uint32)((uint64)a * (uint64)b >> shift);
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}
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/* OPT: optimized into an unsigned comparison */
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//#define IS_INSIDE_1D(x, base, size) ((x) >= (base) && (x) < (base) + (size))
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#define IS_INSIDE_1D(x, base, size) ( (uint)((x) - (base)) < ((uint)(size)) )
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template<typename T> static inline bool HASBIT(T x, int y)
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{
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	return (x & ((T)1 << y)) != 0;
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}
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template<typename T> static inline T SETBIT(T& x, int y)
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{
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	return x |= (T)1 << y;
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}
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template<typename T> static inline T CLRBIT(T& x, int y)
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{
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	return x &= ~((T)1 << y);
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}
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template<typename T> static inline T TOGGLEBIT(T& x, int y)
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{
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	return x ^= (T)1 << y;
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}
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/* checking more bits. Maybe unneccessary, but easy to use */
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#define HASBITS(x,y) ((x) & (y))
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#define SETBITS(x,y) ((x) |= (y))
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#define CLRBITS(x,y) ((x) &= ~(y))
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#define GENERAL_SPRITE_COLOR(color) ((color) + PALETTE_RECOLOR_START)
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#define PLAYER_SPRITE_COLOR(owner) (GENERAL_SPRITE_COLOR(_player_colors[owner]))
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extern const byte _ffb_64[128];
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/* Returns the position of the first bit that is not zero, counted from the
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 * left. Ie, 10110100 returns 2, 00000001 returns 0, etc. When x == 0 returns
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 * 0.
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 */
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#define FIND_FIRST_BIT(x) _ffb_64[(x)]
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/* Returns x with the first bit that is not zero, counted from the left, set
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 * to zero. So, 10110100 returns 10110000, 00000001 returns 00000000, etc.
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 */
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#define KILL_FIRST_BIT(x) _ffb_64[(x)+64]
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static inline int FindFirstBit2x64(int value)
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{
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/*
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	int i = 0;
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	if ( (byte) value == 0) {
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		i += 8;
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		value >>= 8;
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	}
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	return i + FIND_FIRST_BIT(value & 0x3F);
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Faster ( or at least cleaner ) implementation below?
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*/
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	if (GB(value, 0, 8) == 0) {
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		return FIND_FIRST_BIT(GB(value, 8, 6)) + 8;
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	} else {
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		return FIND_FIRST_BIT(GB(value, 0, 6));
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	}
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}
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static inline int KillFirstBit2x64(int value)
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{
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	if (GB(value, 0, 8) == 0) {
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		return KILL_FIRST_BIT(GB(value, 8, 6)) << 8;
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	} else {
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		return value & (KILL_FIRST_BIT(GB(value, 0, 6)) | 0x3F00);
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	}
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}
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/** returns true if value a has only one bit set to 1 */
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#define HAS_SINGLE_BIT(a) ( ((a) & ((a) - 1)) == 0)
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/* [min,max), strictly less than */
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#define IS_BYTE_INSIDE(a,min,max) ((byte)((a)-(min)) < (byte)((max)-(min)))
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#define IS_INT_INSIDE(a,min,max) ((uint)((a)-(min)) < (uint)((max)-(min)))
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#define CHANCE16(a,b) ((uint16)Random() <= (uint16)((65536 * (a)) / (b)))
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#define CHANCE16R(a,b,r) ((uint16)(r=Random()) <= (uint16)((65536 * (a)) / (b)))
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#define CHANCE16I(a,b,v) ((uint16)(v) <= (uint16)((65536 * (a)) / (b)))
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#define for_each_bit(_i, _b)            \
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	for (_i = 0; _b != 0; _i++, _b >>= 1) \
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		if (_b & 1)
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#define abs myabs
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static inline uint16 ReadLE16Aligned(const void* x)
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{
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	return FROM_LE16(*(const uint16*)x);
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}
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static inline uint16 ReadLE16Unaligned(const void* x)
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{
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#ifdef OTTD_ALIGNMENT
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	return ((const byte*)x)[0] | ((const byte*)x)[1] << 8;
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#else
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	return FROM_LE16(*(const uint16*)x);
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#endif
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}
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/**
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 * ROtate x Left/Right by n (must be >= 0)
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 * @note Assumes a byte has 8 bits
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 */
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#define ROL(x, n) ((x) << (n) | (x) >> (sizeof(x) * 8 - (n)))
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#define ROR(x, n) ((x) >> (n) | (x) << (sizeof(x) * 8 - (n)))
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/**
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 * Return the smallest multiple of n equal or greater than x
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 * @note n must be a power of 2
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 */
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#define ALIGN(x, n) (((x) + (n) - 1) & ~((n) - 1))
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/** return the largest value that can be entered in a variable.
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 */
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#define MAX_UVALUE(type) ((type)~(type)0)
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#endif /* MACROS_H */