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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/Tools/WW3D/pluglib/hashcalc.h
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74
GeneralsMD/Code/Tools/WW3D/pluglib/hashcalc.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Westwood Library *
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* *
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* $Archive:: /G/wwlib/hashcalc.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 4/02/99 11:59a $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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#ifndef HASHCALC_H
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#define HASHCALC_H
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/*
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** HashCalculatorClass
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** The hash calculator is used to abstract the process of computing a hash
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** value for an object. Also, when dealing with floating point values, you
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** may need to have a fudge factor and therefore have several valid hash
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** values for a particular object (generated by adding and subtracting an
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** epsilon to the number(s)). This class lets you define any number
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** of hash values. This class is used by the UniqueArrayClass and the HashTableClass
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** templates. Basically, you give one of these to the UniqueArrayClass at
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** construction time. It will call the Num_Hash_Bits function in order to
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** properly allocate its hash table. Then, for each object you pass into the
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** Add function, it will call Compute_Hash, then it will loop through
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** Num_Hash_Values, calling Get_Hash_Value for each index and see if the object
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** is found in the indicated slot. Also, when it is checking to see if it has
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** the object you "Added", the Items_Match function is called. This again
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** allows you to do epsilon tests. Make sense?
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*/
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template <class T> class HashCalculatorClass
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{
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public:
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virtual bool Items_Match(const T & a, const T & b) = 0;
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virtual void Compute_Hash(const T & item) = 0;
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virtual int Num_Hash_Bits(void) = 0;
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virtual int Num_Hash_Values(void) = 0;
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virtual int Get_Hash_Value(int index = 0) = 0;
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};
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#endif
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