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COPYING
Doxyfile
Makefile
StdAfx.c
aircraft_cmd.c
aircraft_gui.c
airport.c
airport.h
airport_gui.c
airport_movement.h
aystar.c
aystar.h
bridge.h
bridge_gui.c
bridge_map.c
bridge_map.h
callback_table.c
callback_table.h
changelog.txt
clear_cmd.c
clear_map.h
command.c
command.h
configure
console.c
console.h
console_cmds.c
currency.c
currency.h
debug.c
debug.h
dedicated.c
depot.c
depot.h
direction.h
disaster_cmd.c
dock_gui.c
driver.c
driver.h
dummy_land.c
economy.c
economy.h
endian_check.c
engine.c
engine.h
engine_gui.c
fileio.c
fileio.h
functions.h
gfx.c
gfx.h
gfxinit.c
gfxinit.h
graph_gui.c
gui.h
hal.h
industry.h
industry_cmd.c
industry_gui.c
intro_gui.c
known-bugs.txt
landscape.c
langs.dsp
langs.vcproj
lzoconf.h
macros.h
main_gui.c
mainicon.ico
map.c
map.h
md5.c
md5.h
mersenne.c
minilzo.c
minilzo.h
misc.c
misc_cmd.c
misc_gui.c
mixer.c
mixer.h
music_gui.c
namegen.c
namegen.h
network.c
network.h
network_client.c
network_client.h
network_core.h
network_data.c
network_data.h
network_gamelist.c
network_gamelist.h
network_gui.c
network_server.c
network_server.h
network_udp.c
network_udp.h
newgrf.c
newgrf.h
newgrf_callbacks.h
newgrf_engine.c
newgrf_engine.h
newgrf_station.c
newgrf_station.h
news.h
news_gui.c
npf.c
npf.h
oldloader.c
openttd.c
openttd.dsp
openttd.dsw
openttd.h
openttd.ico
openttd.sln
openttd.tgt
openttd.vcproj
order.h
order_cmd.c
order_gui.c
os2.c
ottdres.rc
pathfind.c
pathfind.h
player.h
player_gui.c
players.c
pool.c
pool.h
queue.c
queue.h
rail.c
rail.h
rail_cmd.c
rail_gui.c
rail_map.h
railtypes.h
readme.txt
resource.h
road_cmd.c
road_gui.c
road_map.c
road_map.h
roadveh_cmd.c
roadveh_gui.c
saveload.c
saveload.h
screenshot.c
screenshot.h
sdl.c
sdl.h
settings.c
settings.h
settings_gui.c
ship_cmd.c
ship_gui.c
signs.c
signs.h
smallmap_gui.c
sound.c
sound.h
sprite.c
sprite.h
spritecache.c
spritecache.h
station.h
station_cmd.c
station_gui.c
stdafx.h
string.c
string.h
strings.c
strings.h
subsidy_gui.c
svnup.sh
terraform_gui.c
texteff.c
thread.c
thread.h
tile.c
tile.h
town.h
town_cmd.c
town_gui.c
train.h
train_cmd.c
train_gui.c
tree_cmd.c
tree_map.h
tunnel_map.c
tunnel_map.h
tunnelbridge_cmd.c
unix.c
unmovable_cmd.c
variables.h
vehicle.c
vehicle.h
vehicle_gui.c
vehicle_gui.h
viewport.c
viewport.h
void_map.h
water_cmd.c
water_map.h
waypoint.c
waypoint.h
widget.c
win32.c
win32.h
win64.asm
window.c
window.h
209 lines
5.7 KiB
C
209 lines
5.7 KiB
C
/* $Id$ */
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#ifndef QUEUE_H
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#define QUEUE_H
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//#define NOFREE
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//#define QUEUE_DEBUG
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//#define HASH_DEBUG
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//#define HASH_STATS
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typedef struct Queue Queue;
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typedef bool Queue_PushProc(Queue* q, void* item, int priority);
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typedef void* Queue_PopProc(Queue* q);
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typedef bool Queue_DeleteProc(Queue* q, void* item, int priority);
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typedef void Queue_ClearProc(Queue* q, bool free_values);
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typedef void Queue_FreeProc(Queue* q, bool free_values);
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typedef struct InsSortNode InsSortNode;
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struct InsSortNode {
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void* item;
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int priority;
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InsSortNode* next;
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};
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typedef struct BinaryHeapNode BinaryHeapNode;
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struct BinaryHeapNode {
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void* item;
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int priority;
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};
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struct Queue{
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/*
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* Pushes an element into the queue, at the appropriate place for the queue.
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* Requires the queue pointer to be of an appropriate type, of course.
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*/
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Queue_PushProc* push;
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/*
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* Pops the first element from the queue. What exactly is the first element,
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* is defined by the exact type of queue.
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*/
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Queue_PopProc* pop;
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/*
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* Deletes the item from the queue. priority should be specified if
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* known, which speeds up the deleting for some queue's. Should be -1
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* if not known.
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*/
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Queue_DeleteProc* del;
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/* Clears the queue, by removing all values from it. It's state is
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* effectively reset. If free_items is true, each of the items cleared
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* in this way are free()'d.
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*/
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Queue_ClearProc* clear;
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/* Frees the queue, by reclaiming all memory allocated by it. After
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* this it is no longer usable. If free_items is true, any remaining
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* items are free()'d too.
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*/
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Queue_FreeProc* free;
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union {
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struct {
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uint max_size;
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uint size;
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void** elements;
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} stack;
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struct {
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uint max_size;
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uint head; /* The index where the last element should be inserted */
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uint tail; /* The index where the next element should be read */
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void** elements;
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} fifo;
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struct {
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InsSortNode* first;
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} inssort;
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struct {
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uint max_size;
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uint size;
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uint blocks; /* The amount of blocks for which space is reserved in elements */
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BinaryHeapNode** elements;
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} binaryheap;
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} data;
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/* If true, this struct will be free'd when the
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* Queue is deleted. */
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bool freeq;
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};
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/* Initializes a stack and allocates internal memory. */
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void init_Stack(Queue* q, uint max_size);
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/* Allocate a new stack with a maximum of max_size elements. */
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Queue* new_Stack(uint max_size);
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/*
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* Fifo
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*/
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/* Initializes a fifo and allocates internal memory for maximum of max_size
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* elements */
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void init_Fifo(Queue* q, uint max_size);
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/* Allocate a new fifo and initializes it with a maximum of max_size elements. */
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Queue* new_Fifo(uint max_size);
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Queue* new_Fifo_in_buffer(uint max_size, void* buffer);
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int build_Fifo(void* buffer, uint size);
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/*
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* Insertion Sorter
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*/
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/* Initializes a inssort and allocates internal memory. There is no maximum
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* size */
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void init_InsSort(Queue* q);
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/* Allocate a new fifo and initializes it. There is no maximum size */
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Queue* new_InsSort(void);
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/*
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* Binary Heap
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* For information, see:
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* http://www.policyalmanac.org/games/binaryHeaps.htm
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*/
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/* The amount of elements that will be malloc'd at a time */
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#define BINARY_HEAP_BLOCKSIZE_BITS 10
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/* Initializes a binary heap and allocates internal memory for maximum of
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* max_size elements */
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void init_BinaryHeap(Queue* q, uint max_size);
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/* Allocate a new binary heap and initializes it with a maximum of max_size
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* elements. */
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Queue* new_BinaryHeap(uint max_size);
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/*
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* Hash
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*/
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typedef struct HashNode HashNode;
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struct HashNode {
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uint key1;
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uint key2;
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void* value;
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HashNode* next;
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};
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/**
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* Generates a hash code from the given key pair. You should make sure that
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* the resulting range is clearly defined.
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*/
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typedef uint Hash_HashProc(uint key1, uint key2);
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typedef struct Hash {
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/* The hash function used */
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Hash_HashProc* hash;
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/* The amount of items in the hash */
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uint size;
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/* The number of buckets allocated */
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uint num_buckets;
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/* A pointer to an array of num_buckets buckets. */
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HashNode* buckets;
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/* A pointer to an array of numbuckets booleans, which will be true if
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* there are any Nodes in the bucket */
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bool* buckets_in_use;
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/* If true, buckets will be freed in delete_hash */
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bool freeb;
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/* If true, the pointer to this struct will be freed in delete_hash */
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bool freeh;
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} Hash;
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/* Call these function to manipulate a hash */
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/* Deletes the value with the specified key pair from the hash and returns
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* that value. Returns NULL when the value was not present. The value returned
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* is _not_ free()'d! */
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void* Hash_Delete(Hash* h, uint key1, uint key2);
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/* Sets the value associated with the given key pair to the given value.
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* Returns the old value if the value was replaced, NULL when it was not yet present. */
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void* Hash_Set(Hash* h, uint key1, uint key2, void* value);
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/* Gets the value associated with the given key pair, or NULL when it is not
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* present. */
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void* Hash_Get(const Hash* h, uint key1, uint key2);
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/* Call these function to create/destroy a hash */
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/* Builds a new hash, with num_buckets buckets. Make sure that hash() always
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* returns a hash less than num_buckets! Call delete_hash after use */
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Hash* new_Hash(Hash_HashProc* hash, int num_buckets);
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/* Builds a new hash in an existing struct. Make sure that hash() always
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* returns a hash less than num_buckets! Call delete_hash after use */
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void init_Hash(Hash* h, Hash_HashProc* hash, uint num_buckets);
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/*
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* Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash
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* & friends. If free is true, it will call free() on all the values that
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* are left in the hash.
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*/
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void delete_Hash(Hash* h, bool free_values);
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/*
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* Cleans the hash, but keeps the memory allocated
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*/
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void clear_Hash(Hash* h, bool free_values);
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/*
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* Gets the current size of the Hash
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*/
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uint Hash_Size(const Hash* h);
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#endif /* QUEUE_H */
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