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Initial commit of Command & Conquer Renegade source code.
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127
Code/wwlib/hashtab.h
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127
Code/wwlib/hashtab.h
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/*
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** Command & Conquer Renegade(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:: /Commando/Code/Library/hashtab.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 7/30/98 10:07a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef HASHTAB_H
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#define HASHTAB_H
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#if 0
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template <class Object,class Key> class NamedObjectHashTableClass
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{
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public:
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HashTableClass(int initialsize,int growthrate,HashCalculatorClass<Key> * hasher);
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~HashTableClass(void);
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void Add(Object * new_item,Key * key);
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void Remove(Object * item,Key * key);
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int Count(void) const { return Items.Count(); }
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Object * Find(const Key & key) const
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private:
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enum { NO_ITEM = 0xFFFFFFFF };
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class HashItem
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{
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public:
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T * Item;
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int NextHashIndex;
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bool operator == (const HashItem & that) { return ((Item == that.Item) && (NextHashIndex == that.NextHashIndex)); }
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bool operator != (const HashItem & that) { return !(*this == that); }
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};
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// Dynamic Vector of the unique items:
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DynamicVectorClass<HashItem> Items;
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// Hash table:
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int HashTableSize;
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int * HashTable;
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// object which does the hashing for the type
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HashCalculatorClass<T> * HashCalculator;
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friend class VectorClass;
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friend class DynamicVectorClass;
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};
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template <class Object,class Key>
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HashTableClass<Object,Key>::HashTableClass
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(
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int initialsize,
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int growthrate,
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HashCalculatorClass<Object> * hasher
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)
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{
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}
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template <class Object,class Key>
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HashTableClass<Object,Key>::~HashTableClass(void)
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{
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}
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template <class Object,class Key>
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Object * HashTableClass<Object,Key>::Find(Key * key) const
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{
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// compute where in the hash table this key would go.
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HashCalculator->Compute_Hash(key);
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int hashval = HashCalculator->Get_Hash_Value(0);
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// now try to find an object which has the same key
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int test_item_index = HashTable[hash];
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while (test_item_index != 0xFFFFFFFF) {
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if (HashCalculator->Items_Match(Items[test_item_index].Item,new_item)) {
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return Items[test_item_index].Object;
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}
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test_item_index = Items[test_item_index].NextHashIndex;
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}
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// couldn't find it
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return NULL;
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}
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#endif
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#endif
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