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CnC_Renegade/Code/wwlib/hashtab.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Westwood Library *
* *
* $Archive:: /Commando/Code/Library/hashtab.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 7/30/98 10:07a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef HASHTAB_H
#define HASHTAB_H
#if 0
template <class Object,class Key> class NamedObjectHashTableClass
{
public:
HashTableClass(int initialsize,int growthrate,HashCalculatorClass<Key> * hasher);
~HashTableClass(void);
void Add(Object * new_item,Key * key);
void Remove(Object * item,Key * key);
int Count(void) const { return Items.Count(); }
Object * Find(const Key & key) const
private:
enum { NO_ITEM = 0xFFFFFFFF };
class HashItem
{
public:
T * Item;
int NextHashIndex;
bool operator == (const HashItem & that) { return ((Item == that.Item) && (NextHashIndex == that.NextHashIndex)); }
bool operator != (const HashItem & that) { return !(*this == that); }
};
// Dynamic Vector of the unique items:
DynamicVectorClass<HashItem> Items;
// Hash table:
int HashTableSize;
int * HashTable;
// object which does the hashing for the type
HashCalculatorClass<T> * HashCalculator;
friend class VectorClass;
friend class DynamicVectorClass;
};
template <class Object,class Key>
HashTableClass<Object,Key>::HashTableClass
(
int initialsize,
int growthrate,
HashCalculatorClass<Object> * hasher
)
{
}
template <class Object,class Key>
HashTableClass<Object,Key>::~HashTableClass(void)
{
}
template <class Object,class Key>
Object * HashTableClass<Object,Key>::Find(Key * key) const
{
// compute where in the hash table this key would go.
HashCalculator->Compute_Hash(key);
int hashval = HashCalculator->Get_Hash_Value(0);
// now try to find an object which has the same key
int test_item_index = HashTable[hash];
while (test_item_index != 0xFFFFFFFF) {
if (HashCalculator->Items_Match(Items[test_item_index].Item,new_item)) {
return Items[test_item_index].Object;
}
test_item_index = Items[test_item_index].NextHashIndex;
}
// couldn't find it
return NULL;
}
#endif
#endif