qzdoom/src/name.cpp
2006-08-31 00:16:12 +00:00

284 lines
8.1 KiB
C++

/*
** name.cpp
** Implements int-as-string mapping.
**
**---------------------------------------------------------------------------
** Copyright 2005-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include "name.h"
#include "c_dispatch.h"
#include "m_alloc.h"
// MACROS ------------------------------------------------------------------
// The number of bytes to allocate to each NameBlock unless somebody is evil
// and wants a really long name. In that case, it gets its own NameBlock
// that is just large enough to hold it.
#define BLOCK_SIZE 1024
// How many entries to grow the NameArray by when it needs to grow.
#define NAME_GROW_AMOUNT 48
// TYPES -------------------------------------------------------------------
// Name text is stored in a linked list of NameBlock structures. This
// is really the header for the block, with the remainder of the block
// being populated by text for names.
struct FName::NameManager::NameBlock
{
size_t NextAlloc;
NameBlock *NextBlock;
};
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
FName::NameManager FName::NameData;
// Define the predefined names.
static const char *PredefinedNames[] =
{
#define xx(n) #n,
#include "namedef.h"
#undef xx
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// FName :: NameManager :: FindName
//
// Returns the index of a name. If the name does not exist and noCreate is
// true, then it returns false. If the name does not exist and noCreate is
// false, then the name is added to the table and its new index is returned.
//
//==========================================================================
int FName::NameManager::FindName (const char *text, bool noCreate)
{
if (!Inited)
{
InitBuckets ();
}
if (text == NULL)
{
return 0;
}
unsigned int hash = MakeKey (text);
unsigned int bucket = hash % HASH_SIZE;
int scanner = Buckets[bucket];
// See if the name already exists.
while (scanner >= 0)
{
if (NameArray[scanner].Hash == hash && stricmp (NameArray[scanner].Text, text) == 0)
{
return scanner;
}
scanner = NameArray[scanner].NextHash;
}
// If we get here, then the name does not exist.
if (noCreate)
{
return 0;
}
return AddName (text, hash, bucket);
}
//==========================================================================
//
// The same as above, but the text length is also passed, for creating
// a name from a substring.
//
//==========================================================================
int FName::NameManager::FindName (const char *text, size_t textLen, bool noCreate)
{
if (!Inited)
{
InitBuckets ();
}
if (text == NULL)
{
return 0;
}
unsigned int hash = MakeKey (text, textLen);
unsigned int bucket = hash % HASH_SIZE;
int scanner = Buckets[bucket];
// See if the name already exists.
while (scanner >= 0)
{
if (NameArray[scanner].Hash == hash &&
strnicmp (NameArray[scanner].Text, text, textLen) == 0 &&
NameArray[scanner].Text[textLen] == '\0')
{
return scanner;
}
scanner = NameArray[scanner].NextHash;
}
// If we get here, then the name does not exist.
if (noCreate)
{
return 0;
}
return AddName (text, hash, bucket);
}
//==========================================================================
//
// FName :: NameManager :: InitBuckets
//
// Sets up the hash table and inserts all the default names into the table.
//
//==========================================================================
void FName::NameManager::InitBuckets ()
{
Inited = true;
memset (Buckets, -1, sizeof(Buckets));
// Register built-in names. 'None' must be name 0.
for (size_t i = 0; i < countof(PredefinedNames); ++i)
{
FindName (PredefinedNames[i], false);
}
}
//==========================================================================
//
// FName :: NameManager :: AddName
//
// Adds a new name to the name table.
//
//==========================================================================
int FName::NameManager::AddName (const char *text, unsigned int hash, unsigned int bucket)
{
char *textstore;
NameBlock *block = Blocks;
size_t len = strlen (text) + 1;
// Get a block large enough for the name. Only the first block in the
// list is ever considered for name storage.
if (block == NULL || block->NextAlloc + len >= BLOCK_SIZE)
{
block = AddBlock (len);
}
// Copy the string into the block.
textstore = (char *)block + block->NextAlloc;
strcpy (textstore, text);
block->NextAlloc += len;
// Add an entry for the name to the NameArray
if (NumNames >= MaxNames)
{
// If no names have been defined yet, make the first allocation
// large enough to hold all the predefined names.
MaxNames += MaxNames == 0 ? countof(PredefinedNames) + NAME_GROW_AMOUNT : NAME_GROW_AMOUNT;
NameArray = (NameEntry *)M_Realloc (NameArray, MaxNames * sizeof(NameEntry));
}
NameArray[NumNames].Text = textstore;
NameArray[NumNames].Hash = hash;
NameArray[NumNames].NextHash = Buckets[bucket];
Buckets[bucket] = NumNames;
return NumNames++;
}
//==========================================================================
//
// FName :: NameManager :: AddBlock
//
// Creates a new NameBlock at least large enough to hold the required
// number of chars.
//
//==========================================================================
FName::NameManager::NameBlock *FName::NameManager::AddBlock (size_t len)
{
NameBlock *block;
len += sizeof(NameBlock);
if (len < BLOCK_SIZE)
{
len = BLOCK_SIZE;
}
block = (NameBlock *)M_Malloc (len);
block->NextAlloc = sizeof(NameBlock);
block->NextBlock = Blocks;
Blocks = block;
return block;
}
//==========================================================================
//
// FName :: NameManager :: ~NameManager
//
// Release all the memory used for name bookkeeping.
//
//==========================================================================
FName::NameManager::~NameManager()
{
NameBlock *block, *next;
for (block = Blocks; block != NULL; block = next)
{
next = block->NextBlock;
free (block);
}
Blocks = NULL;
if (NameArray != NULL)
{
free (NameArray);
NameArray = NULL;
}
NumNames = MaxNames = 0;
memset (Buckets, -1, sizeof(Buckets));
}