fteqw/engine/qclib/hash.h
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-05-09 15:30:53 +00:00

41 lines
1.7 KiB
C

//=============================
//David's hash tables
//string based.
#ifndef HASH_H__
#define HASH_H__
#define Hash_BytesForBuckets(b) (sizeof(bucket_t*)*(b))
#define STRCMP(s1,s2) (((*s1)!=(*s2)) || strcmp(s1+1,s2+1)) //saves about 2-6 out of 120 - expansion of idea from fastqcc
typedef struct bucket_s {
void *data;
union {
const char *string;
unsigned int value;
} key;
struct bucket_s *next;
} bucket_t;
typedef struct hashtable_s {
unsigned int numbuckets;
bucket_t **bucket;
} hashtable_t;
void Hash_InitTable(hashtable_t *table, unsigned int numbucks, void *mem); //mem must be 0 filled. (memset(mem, 0, size))
unsigned int Hash_Key(const char *name, unsigned int modulus);
void *Hash_Get(hashtable_t *table, const char *name);
void *Hash_GetInsensative(hashtable_t *table, const char *name);
void *Hash_GetInsensativeBucket(hashtable_t *table, const char *name);
void *Hash_GetKey(hashtable_t *table, unsigned int key);
void *Hash_GetNext(hashtable_t *table, const char *name, void *old);
void *Hash_GetNextInsensative(hashtable_t *table, const char *name, void *old);
void *Hash_GetNextKey(hashtable_t *table, unsigned int key, void *old);
void *Hash_Add(hashtable_t *table, const char *name, void *data, bucket_t *buck);
void *Hash_AddInsensative(hashtable_t *table, const char *name, void *data, bucket_t *buck);
void Hash_Remove(hashtable_t *table, const char *name);
void Hash_RemoveData(hashtable_t *table, const char *name, void *data);
void Hash_RemoveBucket(hashtable_t *table, const char *name, bucket_t *data);
void Hash_RemoveKey(hashtable_t *table, unsigned int key);
void *Hash_AddKey(hashtable_t *table, unsigned int key, void *data, bucket_t *buck);
#endif