(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.
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "macros.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "fileio.h"
#include "helpers.hpp"
#ifndef SPRITE_CACHE_SIZE
# define SPRITE_CACHE_SIZE 2*1024*1024
#endif /* SPRITE_CACHE_SIZE */
struct SpriteCache {
void *ptr;
uint32 file_pos;
int16 lru;
};
static uint _spritecache_items = 0;
static SpriteCache *_spritecache = NULL;
static inline SpriteCache *GetSpriteCache(uint index)
{
return &_spritecache[index];
}
static SpriteCache *AllocateSpriteCache(uint index)
{
if (index >= _spritecache_items) {
/* Add another 1024 items to the 'pool' */
uint items = ALIGN(index + 1, 1024);
DEBUG(sprite, 4, "Increasing sprite cache to %d items (%d bytes)", items, items * sizeof(*_spritecache));
_spritecache = ReallocT(_spritecache, items);
if (_spritecache == NULL) {
error("Unable to allocate sprite cache of %d items (%d bytes)", items, items * sizeof(*_spritecache));
}
/* Reset the new items and update the count */
memset(_spritecache + _spritecache_items, 0, (items - _spritecache_items) * sizeof(*_spritecache));
_spritecache_items = items;
}
return GetSpriteCache(index);
}
struct MemBlock {
uint32 size;
byte data[VARARRAY_SIZE];
};
static uint _sprite_lru_counter;
static MemBlock *_spritecache_ptr;
static int _compact_cache_counter;
static void CompactSpriteCache();
static bool ReadSpriteHeaderSkipData()
{
uint16 num = FioReadWord();
byte type;
if (num == 0) return false;
type = FioReadByte();
if (type == 0xFF) {
FioSkipBytes(num);
/* Some NewGRF files have "empty" pseudo-sprites which are 1
* byte long. Catch these so the sprites won't be displayed. */
return num != 1;
}
FioSkipBytes(7);
num -= 8;
if (num == 0) return true;
if (type & 2) {
FioSkipBytes(num);
} else {
while (num > 0) {
int8 i = FioReadByte();
if (i >= 0) {
num -= i;
FioSkipBytes(i);
} else {
i = -(i >> 3);
num -= i;
FioReadByte();
}
}
}
return true;
}
/* Check if the given Sprite ID exists */
bool SpriteExists(SpriteID id)
{
/* Special case for Sprite ID zero -- its position is also 0... */
if (id == 0) return true;
if (id >= _spritecache_items) return false;
return GetSpriteCache(id)->file_pos != 0;
}
static void* AllocSprite(size_t);
static void* ReadSprite(SpriteCache *sc, SpriteID id)
{
uint num;
byte type;
DEBUG(sprite, 9, "Load sprite %d", id);
if (!SpriteExists(id)) {
DEBUG(sprite, 1, "Tried to load non-existing sprite #%d. Probable cause: Wrong/missing NewGRFs", id);
/* SPR_IMG_QUERY is a BIG FAT RED ? */
id = SPR_IMG_QUERY;
sc = GetSpriteCache(SPR_IMG_QUERY);
}
FioSeekToFile(sc->file_pos);
num = FioReadWord();
type = FioReadByte();
if (type == 0xFF) {
byte* dest = (byte*)AllocSprite(num);
sc->ptr = dest;
FioReadBlock(dest, num);
return dest;
} else {
uint height = FioReadByte();
uint width = FioReadWord();
Sprite* sprite;
byte* dest;
num = (type & 0x02) ? width * height : num - 8;
sprite = (Sprite*)AllocSprite(sizeof(*sprite) + num);
sc->ptr = sprite;
sprite->info = type;
sprite->height = (id != 142) ? height : 10; // Compensate for a TTD bug
sprite->width = width;
sprite->x_offs = FioReadWord();
sprite->y_offs = FioReadWord();
dest = sprite->data;
while (num > 0) {
int8 i = FioReadByte();
if (i >= 0) {
num -= i;
for (; i > 0; --i) *dest++ = FioReadByte();
} else {
const byte* rel = dest - (((i & 7) << 8) | FioReadByte());
i = -(i >> 3);
num -= i;
for (; i > 0; --i) *dest++ = *rel++;
}
}
return sprite;
}
}
bool LoadNextSprite(int load_index, byte file_index)
{
SpriteCache *sc;
uint32 file_pos = FioGetPos() | (file_index << 24);
if (!ReadSpriteHeaderSkipData()) return false;
if (load_index >= MAX_SPRITES) {
error("Tried to load too many sprites (#%d; max %d)", load_index, MAX_SPRITES);
}
sc = AllocateSpriteCache(load_index);
sc->file_pos = file_pos;
sc->ptr = NULL;
sc->lru = 0;
return true;
}
void DupSprite(SpriteID old_spr, SpriteID new_spr)
{
SpriteCache *scold = GetSpriteCache(old_spr);
SpriteCache *scnew = AllocateSpriteCache(new_spr);
scnew->file_pos = scold->file_pos;
scnew->ptr = NULL;
}
void SkipSprites(uint count)
{
for (; count > 0; --count) {
if (!ReadSpriteHeaderSkipData()) return;
}
}
#define S_FREE_MASK 1
static inline MemBlock* NextBlock(MemBlock* block)
{
return (MemBlock*)((byte*)block + (block->size & ~S_FREE_MASK));
}
static uint32 GetSpriteCacheUsage()
{
uint32 tot_size = 0;
MemBlock* s;
for (s = _spritecache_ptr; s->size != 0; s = NextBlock(s))
if (!(s->size & S_FREE_MASK)) tot_size += s->size;
return tot_size;
}
void IncreaseSpriteLRU()
{
// Increase all LRU values
if (_sprite_lru_counter > 16384) {
SpriteID i;
DEBUG(sprite, 3, "Fixing lru %d, inuse=%d", _sprite_lru_counter, GetSpriteCacheUsage());
for (i = 0; i != _spritecache_items; i++) {
SpriteCache *sc = GetSpriteCache(i);
if (sc->ptr != NULL) {
if (sc->lru >= 0) {
sc->lru = -1;
} else if (sc->lru != -32768) {
sc->lru--;
}
}
}
_sprite_lru_counter = 0;
}
// Compact sprite cache every now and then.
if (++_compact_cache_counter >= 740) {
CompactSpriteCache();
_compact_cache_counter = 0;
}
}
// Called when holes in the sprite cache should be removed.
// That is accomplished by moving the cached data.
static void CompactSpriteCache()
{
MemBlock *s;
DEBUG(sprite, 3, "Compacting sprite cache, inuse=%d", GetSpriteCacheUsage());
for (s = _spritecache_ptr; s->size != 0;) {
if (s->size & S_FREE_MASK) {
MemBlock* next = NextBlock(s);
MemBlock temp;
SpriteID i;
// Since free blocks are automatically coalesced, this should hold true.
assert(!(next->size & S_FREE_MASK));
// If the next block is the sentinel block, we can safely return
if (next->size == 0)
break;
// Locate the sprite belonging to the next pointer.
for (i = 0; GetSpriteCache(i)->ptr != next->data; i++) {
assert(i != _spritecache_items);
}
GetSpriteCache(i)->ptr = s->data; // Adjust sprite array entry
// Swap this and the next block
temp = *s;
memmove(s, next, next->size);
s = NextBlock(s);
*s = temp;
// Coalesce free blocks
while (NextBlock(s)->size & S_FREE_MASK) {
s->size += NextBlock(s)->size & ~S_FREE_MASK;
}
} else {
s = NextBlock(s);
}
}
}
static void DeleteEntryFromSpriteCache()
{
SpriteID i;
uint best = UINT_MAX;
MemBlock* s;
int cur_lru;
DEBUG(sprite, 3, "DeleteEntryFromSpriteCache, inuse=%d", GetSpriteCacheUsage());
cur_lru = 0xffff;
for (i = 0; i != _spritecache_items; i++) {
SpriteCache *sc = GetSpriteCache(i);
if (sc->ptr != NULL && sc->lru < cur_lru) {
cur_lru = sc->lru;
best = i;
}
}
// Display an error message and die, in case we found no sprite at all.
// This shouldn't really happen, unless all sprites are locked.
if (best == (uint)-1)
error("Out of sprite memory");
// Mark the block as free (the block must be in use)
s = (MemBlock*)GetSpriteCache(best)->ptr - 1;
assert(!(s->size & S_FREE_MASK));
s->size |= S_FREE_MASK;
GetSpriteCache(best)->ptr = NULL;
// And coalesce adjacent free blocks
for (s = _spritecache_ptr; s->size != 0; s = NextBlock(s)) {
if (s->size & S_FREE_MASK) {
while (NextBlock(s)->size & S_FREE_MASK) {
s->size += NextBlock(s)->size & ~S_FREE_MASK;
}
}
}
}
static void* AllocSprite(size_t mem_req)
{
mem_req += sizeof(MemBlock);
/* Align this to an uint32 boundary. This also makes sure that the 2 least
* bits are not used, so we could use those for other things. */
mem_req = ALIGN(mem_req, sizeof(uint32));
for (;;) {
MemBlock* s;
for (s = _spritecache_ptr; s->size != 0; s = NextBlock(s)) {
if (s->size & S_FREE_MASK) {
size_t cur_size = s->size & ~S_FREE_MASK;
/* Is the block exactly the size we need or
* big enough for an additional free block? */
if (cur_size == mem_req ||
cur_size >= mem_req + sizeof(MemBlock)) {
// Set size and in use
s->size = mem_req;
// Do we need to inject a free block too?
if (cur_size != mem_req) {
NextBlock(s)->size = (cur_size - mem_req) | S_FREE_MASK;
}
return s->data;
}
}
}
// Reached sentinel, but no block found yet. Delete some old entry.
DeleteEntryFromSpriteCache();
}
}
const void *GetRawSprite(SpriteID sprite)
{
SpriteCache *sc;
void* p;
assert(sprite < _spritecache_items);
sc = GetSpriteCache(sprite);
// Update LRU
sc->lru = ++_sprite_lru_counter;
p = sc->ptr;
// Load the sprite, if it is not loaded, yet
if (p == NULL) p = ReadSprite(sc, sprite);
return p;
}
void GfxInitSpriteMem()
{
// initialize sprite cache heap
if (_spritecache_ptr == NULL) _spritecache_ptr = (MemBlock*)malloc(SPRITE_CACHE_SIZE);
// A big free block
_spritecache_ptr->size = (SPRITE_CACHE_SIZE - sizeof(MemBlock)) | S_FREE_MASK;
// Sentinel block (identified by size == 0)
NextBlock(_spritecache_ptr)->size = 0;
/* Reset the spritecache 'pool' */
free(_spritecache);
_spritecache_items = 0;
_spritecache = NULL;
_compact_cache_counter = 0;
}