/*
** 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 .
*/
/***********************************************************************************************
*** 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 : Command & Conquer *
* *
* $Archive:: /Commando/Code/wwlib/vector.h $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 3/05/02 10:09a $*
* *
* $Revision:: 50 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* VectorClass::VectorClass -- Constructor for vector class. *
* VectorClass::~VectorClass -- Default destructor for vector class. *
* VectorClass::VectorClass -- Copy constructor for vector object. *
* VectorClass::operator = -- The assignment operator. *
* VectorClass::operator == -- Equality operator for vector objects. *
* VectorClass::Clear -- Frees and clears the vector. *
* VectorClass::Resize -- Changes the size of the vector. *
* DynamicVectorClass::DynamicVectorClass -- Constructor for dynamic vector. *
* DynamicVectorClass::Resize -- Changes the size of a dynamic vector. *
* DynamicVectorClass::Add -- Add an element to the vector. *
* DynamicVectorClass::Delete -- Remove the specified object from the vector. *
* DynamicVectorClass::Delete -- Deletes the specified index from the vector. *
* VectorClass::ID -- Pointer based conversion to index number. *
* VectorClass::ID -- Finds object ID based on value. *
* DynamicVectorClass::ID -- Find matching value in the dynamic vector. *
* DynamicVectorClass::Uninitialized_Add -- Add an empty place to the vector. *
* DynamicVectorClass::Insert -- insert an object at the desired index *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef VECTOR_H
#define VECTOR_H
#include "always.h"
#include
#include
#include
#include
#ifdef _MSC_VER
#pragma warning (disable : 4702) // unreachable code, happens with some uses of these templates
#endif
class NoInitClass;
/**************************************************************************
** This is a general purpose vector class. A vector is defined by this
** class, as an array of arbitrary objects where the array can be dynamically
** sized. Because is deals with arbitrary object types, it can handle everything.
** As a result of this, it is not terribly efficient for integral objects (such
** as char or int). It will function correctly, but the copy constructor and
** equality operator could be highly optimized if the integral type were known.
** This efficiency can be implemented by deriving an integral vector template
** from this one in order to supply more efficient routines.
*/
// Why, oh why does Visual C need this!!! It's bugged.
#pragma warning(disable : 4505)
template
class VectorClass
{
public:
WWINLINE VectorClass(NoInitClass const &) {};
VectorClass(int size=0, T const * array=0);
VectorClass(VectorClass const &); // Copy constructor.
virtual ~VectorClass(void);
WWINLINE T & operator[](int index) { assert(unsigned(index) < unsigned(VectorMax));return(Vector[index]); }
WWINLINE T const & operator[](int index) const { assert(unsigned(index) < unsigned(VectorMax));return(Vector[index]); }
VectorClass & operator = (VectorClass const &); // Assignment operator.
virtual bool operator == (VectorClass const &) const; // Equality operator.
virtual bool Resize(int newsize, T const * array=0);
virtual void Clear(void);
WWINLINE int Length(void) const {return VectorMax;};
virtual int ID(T const * ptr); // Pointer based identification.
virtual int ID(T const & ptr); // Value based identification.
protected:
/*
** This is a pointer to the allocated vector array of elements.
*/
T * Vector;
/*
** This is the maximum number of elements allowed in this vector.
*/
int VectorMax;
/*
** This indicates if the vector is in a valid (even if empty) state.
*/
bool IsValid;
/*
** Does the vector data pointer refer to memory that this class has manually
** allocated? If so, then this class is responsible for deleting it.
*/
bool IsAllocated;
/*
** Padding to align the class.
*/
bool VectorClassPad[2];
};
/***********************************************************************************************
* VectorClass::VectorClass -- Constructor for vector class. *
* *
* This constructor for the vector class is passed the initial size of the vector and an *
* optional pointer to a preallocated block of memory that the vector will be placed in. *
* If this optional pointer is NULL (or not provided), then the vector is allocated out *
* of free store (with the "new" operator). *
* *
* INPUT: size -- The number of elements to initialize this vector to. *
* *
* array -- Optional pointer to a previously allocated memory block to hold the *
* vector. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
VectorClass::VectorClass(int size, T const * array) :
Vector(0),
VectorMax(size),
IsValid(true),
IsAllocated(false)
{
/*
** Allocate the vector. The default constructor will be called for every
** object in this vector.
*/
if (size) {
if (array) {
Vector = new((void*)array) T[size];
} else {
Vector = new T[size];
IsAllocated = true;
}
}
}
/***********************************************************************************************
* VectorClass::~VectorClass -- Default destructor for vector class. *
* *
* This is the default destructor for the vector class. It will deallocate any memory *
* that it may have allocated. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
VectorClass::~VectorClass(void)
{
VectorClass::Clear();
}
/***********************************************************************************************
* VectorClass::VectorClass -- Copy constructor for vector object. *
* *
* This is the copy constructor for the vector class. It will duplicate the provided *
* vector into the new vector being created. *
* *
* INPUT: vector -- Reference to the vector to use as a copy. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
VectorClass::VectorClass(VectorClass const & vector) :
Vector(0),
VectorMax(0),
IsValid(true),
IsAllocated(false)
{
*this = vector;
}
/***********************************************************************************************
* VectorClass::operator = -- The assignment operator. *
* *
* This the the assignment operator for vector objects. It will alter the existing lvalue *
* vector to duplicate the rvalue one. *
* *
* INPUT: vector -- The rvalue vector to copy into the lvalue one. *
* *
* OUTPUT: Returns with reference to the newly copied vector. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
VectorClass & VectorClass::operator =(VectorClass const & vector)
{
if (this != &vector) {
Clear();
VectorMax = vector.Length();
if (VectorMax) {
Vector = new T[VectorMax];
if (Vector) {
IsAllocated = true;
for (int index = 0; index < VectorMax; index++) {
Vector[index] = vector[index];
}
}
} else {
Vector = 0;
IsAllocated = false;
}
}
return(*this);
}
/***********************************************************************************************
* VectorClass::operator == -- Equality operator for vector objects. *
* *
* This operator compares two vectors for equality. It does this by performing an object *
* by object comparison between the two vectors. *
* *
* INPUT: vector -- The right vector expression. *
* *
* OUTPUT: bool; Are the two vectors essentially equal? (do they contain comparable elements *
* in the same order?) *
* *
* WARNINGS: The equality operator must exist for the objects that this vector contains. *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
bool VectorClass::operator == (VectorClass const & vector) const
{
if (VectorMax == vector.Length()) {
for (int index = 0; index < VectorMax; index++) {
if (Vector[index] != vector[index]) {
return(false);
}
}
return(true);
}
return(false);
}
/***********************************************************************************************
* VectorClass::ID -- Pointer based conversion to index number. *
* *
* Use this routine to convert a pointer to an element in the vector back into the index *
* number of that object. This routine ONLY works with actual pointers to object within *
* the vector. For "equivalent" object index number (such as with similar integral values) *
* then use the "by value" index number ID function. *
* *
* INPUT: pointer -- Pointer to an actual object in the vector. *
* *
* OUTPUT: Returns with the index number for the object pointed to by the parameter. *
* *
* WARNINGS: This routine is only valid for actual pointers to object that exist within *
* the vector. All other object pointers will yield undefined results. *
* *
* HISTORY: *
* 03/13/1995 JLB : Created. *
*=============================================================================================*/
template
inline int VectorClass::ID(T const * ptr)
{
if (!IsValid) return(0);
return(((unsigned long)ptr - (unsigned long)&(*this)[0]) / sizeof(T));
}
/***********************************************************************************************
* VectorClass::ID -- Finds object ID based on value. *
* *
* Use this routine to find the index value of an object with equivalent value in the *
* vector. Typical use of this would be for integral types. *
* *
* INPUT: object -- Reference to the object that is to be looked up in the vector. *
* *
* OUTPUT: Returns with the index number of the object that is equivalent to the one *
* specified. If no matching value could be found then -1 is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/13/1995 JLB : Created. *
*=============================================================================================*/
template
int VectorClass::ID(T const & object)
{
if (!IsValid) return(0);
for (int index = 0; index < VectorMax; index++) {
if ((*this)[index] == object) {
return(index);
}
}
return(-1);
}
/***********************************************************************************************
* VectorClass::Clear -- Frees and clears the vector. *
* *
* Use this routine to reset the vector to an empty (non-allocated) state. A vector will *
* free all allocated memory when this routine is called. In order for the vector to be *
* useful after this point, the Resize function must be called to give it element space. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
void VectorClass::Clear(void)
{
if (Vector && IsAllocated) {
delete[] Vector;
Vector = 0;
}
IsAllocated = false;
VectorMax = 0;
}
/***********************************************************************************************
* VectorClass::Resize -- Changes the size of the vector. *
* *
* This routine is used to change the size (usually to increase) the size of a vector. This *
* is the only way to increase the vector's working room (number of elements). *
* *
* INPUT: newsize -- The desired size of the vector. *
* *
* array -- Optional pointer to a previously allocated memory block that the *
* array will be located in. If this parameter is not supplied, then *
* the array will be allocated from free store. *
* *
* OUTPUT: bool; Was the array resized successfully? *
* *
* WARNINGS: Failure to succeed could be the result of running out of memory. *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
bool VectorClass::Resize(int newsize, T const * array)
{
if (newsize) {
/*
** Allocate a new vector of the size specified. The default constructor
** will be called for every object in this vector.
*/
T * newptr;
/*
** Either create a new memory block for the object array or initialize
** an existing block as indicated by the array parameter. When creating a new
** memory block, flag that the vector object is currently in an invalid
** state. This is necessary because the default constructor for the object
** elements may look to the vector to fetch their ID number.
*/
IsValid = false;
if (!array) {
newptr = new T[newsize];
} else {
newptr = new((void*)array) T[newsize];
}
IsValid = true;
if (!newptr) {
return(false);
}
/*
** If there is an old vector, then it must be copied (as much as is feasible)
** to the new vector.
*/
if (Vector != NULL) {
/*
** Copy as much of the old vector into the new vector as possible. This
** presumes that there is a functional assignment operator for each
** of the objects in the vector.
*/
int copycount = (newsize < VectorMax) ? newsize : VectorMax;
for (int index = 0; index < copycount; index++) {
newptr[index] = Vector[index];
}
/*
** Delete the old vector. This might cause the destructors to be called
** for all of the old elements. This makes the implementation of suitable
** assignment operator very important. The default assignment operator will
** only work for the simplest of objects.
*/
if (IsAllocated) {
delete[] Vector;
Vector = 0;
}
}
/*
** Assign the new vector data to this class.
*/
Vector = newptr;
VectorMax = newsize;
IsAllocated = (Vector && !array);
} else {
/*
** Resizing to zero is the same as clearing the vector.
*/
Clear();
}
return(true);
}
/**************************************************************************
** This derivative vector class adds the concept of adding and deleting
** objects. The objects are packed to the beginning of the vector array.
** If this is instantiated for a class object, then the assignment operator
** and the equality operator must be supported. If the vector allocates its
** own memory, then the vector can grow if it runs out of room adding items.
** The growth rate is controlled by setting the growth step rate. A growth
** step rate of zero disallows growing.
*/
template
class DynamicVectorClass : public VectorClass
{
public:
DynamicVectorClass(unsigned size=0, T const * array=0);
// Stubbed equality operators so you can have dynamic vectors of dynamic vectors
bool operator== (const DynamicVectorClass &src) { return false; }
bool operator!= (const DynamicVectorClass &src) { return true; }
// Change maximum size of vector.
virtual bool Resize(int newsize, T const * array=0);
// Resets and frees the vector array.
virtual void Clear(void) {ActiveCount = 0;VectorClass::Clear();};
// retains the memory but zeros the active count
void Reset_Active(void) { ActiveCount = 0; }
void Set_Active(int count) { ActiveCount = count; }
// Fetch number of "allocated" vector objects.
int Count(void) const {return(ActiveCount);};
// Add object to vector (growing as necessary).
bool Add(T const & object);
bool Add_Head(T const & object);
bool Insert(int index,T const & object);
// Delete object just like this from vector.
bool Delete(T const & object);
// Delete object at this vector index.
bool Delete(int index);
// Deletes all objects in the vector.
void Delete_All(void);
// Set amount that vector grows by.
int Set_Growth_Step(int step) {return(GrowthStep = step);};
// Fetch current growth step rate.
int Growth_Step(void) {return GrowthStep;};
virtual int ID(T const * ptr) {return(VectorClass::ID(ptr));};
virtual int ID(T const & ptr);
DynamicVectorClass & operator =(DynamicVectorClass const & rvalue) {
VectorClass::operator = (rvalue);
ActiveCount = rvalue.ActiveCount;
GrowthStep = rvalue.GrowthStep;
return(*this);
}
// Uninitialized Add - does everything an Add does, except copying an
// object into the 'new' spot in the array. It returns a pointer to
// the 'new' spot. (NULL if the Add failed). NOTE - you must then fill
// this memory area with a valid object (e.g. by using placement new),
// or chaos will result!
T * Uninitialized_Add(void);
protected:
/*
** This is a count of the number of active objects in this
** vector. The memory array often times is bigger than this
** value.
*/
int ActiveCount;
/*
** If there is insufficient room in the vector array for a new
** object to be added, then the vector will grow by the number
** of objects specified by this value. This is controlled by
** the Set_Growth_Step() function.
*/
int GrowthStep;
};
/***********************************************************************************************
* DynamicVectorClass::DynamicVectorClass -- Constructor for dynamic vector. *
* *
* This is the normal constructor for the dynamic vector class. It is similar to the normal *
* vector class constructor. The vector is initialized to contain the number of elements *
* specified in the "size" parameter. The memory is allocated from free store unless the *
* optional array parameter is provided. In this case it will place the vector at the *
* memory location specified. *
* *
* INPUT: size -- The maximum number of objects allowed in this vector. *
* *
* array -- Optional pointer to the memory area to place the vector at. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
DynamicVectorClass::DynamicVectorClass(unsigned size, T const * array)
: VectorClass(size, array)
{
GrowthStep = 10;
ActiveCount = 0;
}
/***********************************************************************************************
* DynamicVectorClass::Resize -- Changes the size of a dynamic vector. *
* *
* Use this routine to change the size of the vector. The size changed is the maximum *
* number of allocated objects within this vector. If a memory buffer is provided, then *
* the vector will be located there. Otherwise, the memory will be allocated out of free *
* store. *
* *
* INPUT: newsize -- The desired maximum size of this vector. *
* *
* array -- Optional pointer to a previously allocated memory array. *
* *
* OUTPUT: bool; Was vector successfully resized according to specifications? *
* *
* WARNINGS: Failure to resize the vector could be the result of lack of free store. *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
bool DynamicVectorClass::Resize(int newsize, T const * array)
{
if (VectorClass::Resize(newsize, array)) {
if (Length() < ActiveCount) ActiveCount = Length();
return(true);
}
return(false);
}
/***********************************************************************************************
* DynamicVectorClass::ID -- Find matching value in the dynamic vector. *
* *
* Use this routine to find a matching object (by value) in the vector. Unlike the base *
* class ID function of similar name, this one restricts the scan to the current number *
* of valid objects. *
* *
* INPUT: object -- A reference to the object that a match is to be found in the *
* vector. *
* *
* OUTPUT: Returns with the index number of the object that is equivalent to the one *
* specified. If no equivalent object could be found then -1 is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/13/1995 JLB : Created. *
*=============================================================================================*/
template
int DynamicVectorClass::ID(T const & object)
{
for (int index = 0; index < Count(); index++) {
if ((*this)[index] == object) return(index);
}
return(-1);
}
/***********************************************************************************************
* DynamicVectorClass::Add -- Add an element to the vector. *
* *
* Use this routine to add an element to the vector. The vector will automatically be *
* resized to accomodate the new element IF the vector was allocated previously and the *
* growth rate is not zero. *
* *
* INPUT: object -- Reference to the object that will be added to the vector. *
* *
* OUTPUT: bool; Was the object added successfully? If so, the object is added to the end *
* of the vector. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
bool DynamicVectorClass::Add(T const & object)
{
if (ActiveCount >= Length()) {
if ((IsAllocated || !VectorMax) && GrowthStep > 0) {
if (!Resize(Length() + GrowthStep)) {
/*
** Failure to increase the size of the vector is an error condition.
** Return with the error flag.
*/
return(false);
}
} else {
/*
** Increasing the size of this vector is not allowed! Bail this
** routine with the error code.
*/
return(false);
}
}
/*
** There is room for the new object now. Add it to the end of the object vector.
*/
(*this)[ActiveCount++] = object;
return(true);
}
/***********************************************************************************************
* DynamicVectorClass::Add_Head -- Adds element to head of the list. *
* *
* This routine will add the specified element to the head of the vector. If necessary, *
* the vector will be expanded accordingly. *
* *
* INPUT: object -- Reference to the object to add to the head of this vector. *
* *
* OUTPUT: bool; Was the object added without error? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
template
bool DynamicVectorClass::Add_Head(T const & object)
{
if (ActiveCount >= Length()) {
if ((IsAllocated || !VectorMax) && GrowthStep > 0) {
if (!Resize(Length() + GrowthStep)) {
/*
** Failure to increase the size of the vector is an error condition.
** Return with the error flag.
*/
return(false);
}
} else {
/*
** Increasing the size of this vector is not allowed! Bail this
** routine with the error code.
*/
return(false);
}
}
/*
** There is room for the new object now. Add it to the end of the object vector.
*/
if (ActiveCount) {
memmove(&(*this)[1], &(*this)[0], ActiveCount * sizeof(T));
}
(*this)[0] = object;
ActiveCount++;
// (*this)[ActiveCount++] = object;
return(true);
}
/***********************************************************************************************
* DynamicVectorClass::Insert -- insert an object at the desired index *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/27/99 GTH : Created. *
*=============================================================================================*/
template
bool DynamicVectorClass::Insert(int index,T const & object)
{
if (index < 0) return false;
if (index > ActiveCount) return false;
if (ActiveCount >= Length()) {
if ((IsAllocated || !VectorMax) && GrowthStep > 0) {
if (!Resize(Length() + GrowthStep)) {
/*
** Failure to increase the size of the vector is an error condition.
** Return with the error flag.
*/
return(false);
}
} else {
/*
** Increasing the size of this vector is not allowed! Bail this
** routine with the error code.
*/
return(false);
}
}
/*
** There is room for the new object now. Add it at the desired position.
*/
if (index < ActiveCount) {
memmove(&(*this)[index+1], &(*this)[index], (ActiveCount-index) * sizeof(T));
}
(*this)[index] = object;
ActiveCount++;
return(true);
}
/***********************************************************************************************
* DynamicVectorClass::Delete -- Remove the specified object from the vector. *
* *
* This routine will delete the object referenced from the vector. All objects in the *
* vector that follow the one deleted will be moved "down" to fill the hole. *
* *
* INPUT: object -- Reference to the object in this vector that is to be deleted. *
* *
* OUTPUT: bool; Was the object deleted successfully? This should always be true. *
* *
* WARNINGS: Do no pass a reference to an object that is NOT part of this vector. The *
* results of this are undefined and probably catastrophic. *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
bool DynamicVectorClass::Delete(T const & object)
{
int id = ID(object);
if (id != -1) {
return(Delete(id));
}
return(false);
}
/***********************************************************************************************
* DynamicVectorClass::Delete -- Deletes the specified index from the vector. *
* *
* Use this routine to delete the object at the specified index from the objects in the *
* vector. This routine will move all the remaining objects "down" in order to fill the *
* hole. *
* *
* INPUT: index -- The index number of the object in the vector that is to be deleted. *
* *
* OUTPUT: bool; Was the object index deleted successfully? Failure might mean that the index *
* specified was out of bounds. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
template
bool DynamicVectorClass::Delete(int index)
{
if (index < ActiveCount) {
ActiveCount--;
/*
** If there are any objects past the index that was deleted, copy those
** objects down in order to fill the hole. A simple memory copy is
** not sufficient since the vector could contain class objects that
** need to use the assignment operator for movement.
*/
// (&(*this)[index])->~ T ();
for (int i = index; i < ActiveCount; i++) {
(*this)[i] = (*this)[i+1];
}
return(true);
}
return(false);
}
template
void DynamicVectorClass::Delete_All(void)
{
int len = VectorMax;
Clear(); // Forces destructor call on each object.
Resize(len);
}
/***********************************************************************************************
* DynamicVectorClass::Uninitialized_Add -- Add an empty place to the vector. *
* *
* To avoid copying when creating an object and adding it to the vector, use this and *
* immediately fill the area that the return value points to with a valid object (by hand *
* for a struct or by using placement new for a class object). *
* This function does everything Add does except copying an object into the new space, *
* thus leaving an uninitialized area of memory. *
* *
* INPUT: none. *
* *
* OUTPUT: T *; Points to the empty space where the new object is to be created. (If the *
* space was not added successfully, returns NULL). *
* *
* WARNINGS: If memory area is left uninitialized, Very Bad Things will happen. *
* *
* HISTORY: *
* 03/04/1998 NH : Created. *
*=============================================================================================*/
template
T * DynamicVectorClass::Uninitialized_Add(void)
{
if (ActiveCount >= Length()) {
// if ((IsAllocated || !VectorMax) && GrowthStep > 0) {
if (GrowthStep > 0) {
if (!Resize(Length() + GrowthStep)) {
/*
** Failure to increase the size of the vector is an error condition.
** Return with the error value.
*/
return(NULL);
}
} else {
/*
** Increasing the size of this vector is not allowed! Bail this
** routine with the error value.
*/
return(NULL);
}
}
/*
** There is room for the new space now. Add it to the end of the object
** vector. and return a pointer to it.
*/
return &((*this)[ActiveCount++]);
}
void Set_Bit(void * array, int bit, int value);
int Get_Bit(void const * array, int bit);
int First_True_Bit(void const * array);
int First_False_Bit(void const * array);
/**************************************************************************
** This is a derivative of a vector class that supports boolean flags. Since
** a boolean flag can be represented by a single bit, this class packs the
** array of boolean flags into an array of bytes containing 8 boolean values
** each. For large boolean arrays, this results in an 87.5% savings. Although
** the indexing "[]" operator is supported, DO NOT pass pointers to sub elements
** of this bit vector class. A pointer derived from the indexing operator is
** only valid until the next call. Because of this, only simple
** direct use of the "[]" operator is allowed.
*/
class BooleanVectorClass
{
public:
BooleanVectorClass(unsigned size=0, unsigned char * array=0);
BooleanVectorClass(BooleanVectorClass const & vector);
// Assignment operator.
BooleanVectorClass & operator =(BooleanVectorClass const & vector);
// Equivalency operator.
bool operator == (BooleanVectorClass const & vector) const;
// Initialization
void Init(unsigned size, unsigned char * array);
void Init(unsigned size);
// Fetch number of boolean objects in vector.
int Length(void) {return BitCount;};
// Set all boolean values to false;
void Reset(void);
// Set all boolean values to true.
void Set(void);
// Resets vector to zero length (frees memory).
void Clear(void);
// Change size of this boolean vector.
int Resize(unsigned size);
// Fetch reference to specified index.
bool const & operator[](int index) const {
if (LastIndex != index) Fixup(index);
return(Copy);
};
bool & operator[](int index) {
if (LastIndex != index) Fixup(index);
return(Copy);
};
// Quick check on boolean state.
bool Is_True(int index) const {
if (index == LastIndex) return(Copy);
return(Get_Bit(&BitArray[0], index) != 0);
};
// Find first index that is false.
int First_False(void) const {
if (LastIndex != -1) Fixup(-1);
int retval = First_False_Bit(&BitArray[0]);
if (retval < BitCount) return(retval);
/*
** Failure to find a false boolean value in the vector. Return this
** fact in the form of an invalid index number.
*/
return(-1);
}
// Find first index that is true.
int First_True(void) const {
if (LastIndex != -1) Fixup(-1);
int retval = First_True_Bit(&BitArray[0]);
if (retval < BitCount) return(retval);
/*
** Failure to find a true boolean value in the vector. Return this
** fact in the form of an invalid index number.
*/
return(-1);
}
// Accessors (usefull for saving the bit vector)
const VectorClass & Get_Bit_Array(void) { return BitArray; }
protected:
void Fixup(int index=-1) const;
/*
** This is the number of boolean values in the vector. This value is
** not necessarily a multiple of 8, even though the underlying character
** vector contains a multiple of 8 bits.
*/
int BitCount;
/*
** This is a referential copy of an element in the bit vector. The
** purpose of this copy is to allow normal reference access to this
** object (for speed reasons). This hides the bit packing scheme from
** the user of this class.
*/
bool Copy;
/*
** This records the index of the value last fetched into the reference
** boolean variable. This index is used to properly restore the value
** when the reference copy needs updating.
*/
int LastIndex;
/*
** This points to the allocated bitfield array.
*/
VectorClass BitArray;
};
template
int Pointer_Vector_Add(T * ptr, VectorClass & vec)
{
int id = 0;
bool foundspot = false;
for (int index = 0; index < vec.Length(); index++) {
if (vec[index] == NULL) {
id = index;
foundspot = true;
break;
}
}
if (!foundspot) {
id = vec.Length();
vec.Resize((vec.Length()+1) * 2);
for (int index = id; index < vec.Length(); index++) {
vec[index] = NULL;
}
}
vec[id] = ptr;
return(id);
}
template
bool Pointer_Vector_Remove(T const * ptr, VectorClass & vec)
{
int id = vec.ID((T *)ptr);
if (id != -1) {
vec[id] = NULL;
return(true);
}
return(false);
}
#ifdef _MSC_VER
#pragma warning (default : 4702) // unreachable code, happens with some uses of these templates
#endif
#endif