fteqw/engine/qclib/hash.c
Spoike 2e1a70e319 rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it.
maplist command now generates links.
implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins.
playing demos inside zips/pk3s/paks should now work.
bumped default rate cvar.
added cl_transfer to attempt to connect to a new server without disconnecting first.
rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period.
added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users.
fixed menus to properly support right-aligned text. this finally fixes variable-width fonts.
rewrote console tab completion suggestions display. now clickable links.
strings obtained from qc are now marked as const. this has required quite a few added consts all over the place.
probably crappy attempt at adding joypad support to the sdl port. no idea if it works.
changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself.
Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix.
multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys).
added modelviewer command to view models.
added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir.
clamped classic tracer density. scrag particles no longer look quite so buggy.
added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written.
if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works.
added experimental mapcluster server mode (that console command). New maps will be started up as required.
rewrote skeletal blending code a bit.
added cylinder geomtypes.
fix cfg_save writing to the wrong path bug.
VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be.
win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support.
exposed basic model loading api to plugins.
d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable.
attempted to add gamma ramp support for d3d11.
added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11.
added vid_srgb cvar.
shadowless lights are no longer disabled if shadows are not supported.
attempt to add support for touchscreens in win7/8.
Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable.
updated saved game code. can again load saved games from vanilla-like engines.
changed scale clamping. 0.0001 should no longer appear as 1.
changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00

367 lines
7.1 KiB
C

#include "hash.h"
#include <stdlib.h>
#include <string.h>
#ifndef _WIN32
#ifndef stricmp
#define stricmp strcasecmp
#endif
#endif
// hash init assumes we get clean memory
void Hash_InitTable(hashtable_t *table, unsigned int numbucks, void *mem)
{
table->numbuckets = numbucks;
table->bucket = (bucket_t **)mem;
}
void *Hash_Enumerate(hashtable_t *table, void (*callback) (void *ctx, void *data), void *ctx)
{
unsigned int bucknum;
bucket_t *buck;
void *data;
for (bucknum = 0; bucknum < table->numbuckets; bucknum++)
{
buck = table->bucket[bucknum];
while(buck)
{
data = buck->data;
buck = buck->next;
//now that we don't care about backlinks etc, we can call the callback and it can safely nuke it (Hash_RemoveData or even destroy the bucket if the hash table is going to die).
callback(ctx, data);
}
}
return NULL;
}
unsigned int Hash_Key(const char *name, unsigned int modulus)
{ //fixme: optimize.
unsigned int key;
for (key=0;*name; name++)
key += ((key<<3) + (key>>28) + *name);
return (key%modulus);
}
unsigned int Hash_KeyInsensitive(const char *name, unsigned int modulus)
{ //fixme: optimize.
unsigned int key;
for (key=0;*name; name++)
{
if (*name >= 'A' && *name <= 'Z')
key += ((key<<3) + (key>>28) + (*name-'A'+'a'));
else
key += ((key<<3) + (key>>28) + *name);
}
return (key%modulus);
}
void *Hash_GetIdx(hashtable_t *table, unsigned int idx)
{
unsigned int bucknum;
bucket_t *buck;
for (bucknum = 0; bucknum < table->numbuckets; bucknum++)
{
buck = table->bucket[bucknum];
while(buck)
{
if (!idx--)
return buck->data;
buck = buck->next;
}
}
return NULL;
}
void *Hash_Get(hashtable_t *table, const char *name)
{
unsigned int bucknum = Hash_Key(name, table->numbuckets);
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (!STRCMP(name, buck->key.string))
return buck->data;
buck = buck->next;
}
return NULL;
}
void *Hash_GetInsensitive(hashtable_t *table, const char *name)
{
unsigned int bucknum = Hash_KeyInsensitive(name, table->numbuckets);
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (!stricmp(name, buck->key.string))
return buck->data;
buck = buck->next;
}
return NULL;
}
void *Hash_GetInsensitiveBucket(hashtable_t *table, const char *name)
{
unsigned int bucknum = Hash_KeyInsensitive(name, table->numbuckets);
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (!stricmp(name, buck->key.string))
return buck;
buck = buck->next;
}
return NULL;
}
void *Hash_GetKey(hashtable_t *table, unsigned int key)
{
unsigned int bucknum = key%table->numbuckets;
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (buck->key.value == key)
return buck->data;
buck = buck->next;
}
return NULL;
}
/*Does _NOT_ support items that are added with two names*/
void *Hash_GetNextKey(hashtable_t *table, unsigned int key, void *old)
{
unsigned int bucknum = key%table->numbuckets;
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (buck->data == old) //found the old one
break;
buck = buck->next;
}
if (!buck)
return NULL;
buck = buck->next;//don't return old
while(buck)
{
if (buck->key.value == key)
return buck->data;
buck = buck->next;
}
return NULL;
}
/*Does _NOT_ support items that are added with two names*/
void *Hash_GetNext(hashtable_t *table, const char *name, void *old)
{
unsigned int bucknum = Hash_Key(name, table->numbuckets);
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (buck->data == old) //found the old one
// if (!STRCMP(name, buck->key.string))
break;
buck = buck->next;
}
if (!buck)
return NULL;
buck = buck->next;//don't return old
while(buck)
{
if (!STRCMP(name, buck->key.string))
return buck->data;
buck = buck->next;
}
return NULL;
}
/*Does _NOT_ support items that are added with two names*/
void *Hash_GetNextInsensitive(hashtable_t *table, const char *name, void *old)
{
unsigned int bucknum = Hash_KeyInsensitive(name, table->numbuckets);
bucket_t *buck;
buck = table->bucket[bucknum];
while(buck)
{
if (buck->data == old) //found the old one
{
// if (!stricmp(name, buck->key.string))
break;
}
buck = buck->next;
}
if (!buck)
return NULL;
buck = buck->next;//don't return old
while(buck)
{
if (!stricmp(name, buck->key.string))
return buck->data;
buck = buck->next;
}
return NULL;
}
void *Hash_Add(hashtable_t *table, const char *name, void *data, bucket_t *buck)
{
unsigned int bucknum = Hash_Key(name, table->numbuckets);
buck->data = data;
buck->key.string = name;
buck->next = table->bucket[bucknum];
table->bucket[bucknum] = buck;
return buck;
}
void *Hash_AddInsensitive(hashtable_t *table, const char *name, void *data, bucket_t *buck)
{
unsigned int bucknum = Hash_KeyInsensitive(name, table->numbuckets);
buck->data = data;
buck->key.string = name;
buck->next = table->bucket[bucknum];
table->bucket[bucknum] = buck;
return buck;
}
void *Hash_AddKey(hashtable_t *table, unsigned int key, void *data, bucket_t *buck)
{
unsigned int bucknum = key%table->numbuckets;
buck->data = data;
buck->key.value = key;
buck->next = table->bucket[bucknum];
table->bucket[bucknum] = buck;
return buck;
}
void Hash_Remove(hashtable_t *table, const char *name)
{
unsigned int bucknum = Hash_Key(name, table->numbuckets);
bucket_t *buck;
buck = table->bucket[bucknum];
if (!STRCMP(name, buck->key.string))
{
table->bucket[bucknum] = buck->next;
return;
}
while(buck->next)
{
if (!STRCMP(name, buck->next->key.string))
{
buck->next = buck->next->next;
return;
}
buck = buck->next;
}
return;
}
void Hash_RemoveDataInsensitive(hashtable_t *table, const char *name, void *data)
{
unsigned int bucknum = Hash_KeyInsensitive(name, table->numbuckets);
bucket_t **link, *buck;
for (link = &table->bucket[bucknum]; *link; link = &(*link)->next)
{
buck = *link;
if (buck->data == data && !stricmp(name, buck->key.string))
{
*link = buck->next;
return;
}
}
}
void Hash_RemoveData(hashtable_t *table, const char *name, void *data)
{
unsigned int bucknum = Hash_Key(name, table->numbuckets);
bucket_t **link, *buck;
for (link = &table->bucket[bucknum]; *link; link = &(*link)->next)
{
buck = *link;
if (buck->data == data && !stricmp(name, buck->key.string))
{
*link = buck->next;
return;
}
}
}
void Hash_RemoveBucket(hashtable_t *table, const char *name, bucket_t *data)
{
unsigned int bucknum = Hash_Key(name, table->numbuckets);
bucket_t **link, *buck;
for (link = &table->bucket[bucknum]; *link; link = &(*link)->next)
{
buck = *link;
if (buck == data && !stricmp(name, buck->key.string))
{
*link = buck->next;
return;
}
}
return;
}
void Hash_RemoveKey(hashtable_t *table, unsigned int key)
{
unsigned int bucknum = key%table->numbuckets;
bucket_t *buck;
buck = table->bucket[bucknum];
if (buck->key.value == key)
{
table->bucket[bucknum] = buck->next;
return;
}
while(buck->next)
{
if (buck->next->key.value == key)
{
buck->next = buck->next->next;
return;
}
buck = buck->next;
}
return;
}