CnC_Remastered_Collection/TIBERIANDAWN/HEAP.H

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\heap.h_v 2.15 16 Oct 1995 16:47:08 JOE_BOSTIC $ */
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : HEAP.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 02/18/95 *
* *
* Last Update : February 18, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef HEAP_H
#define HEAP_H
#include "vector.h"
/**************************************************************************
** This is a block memory managment handler. It is used when memory is to
** be treated as a series of blocks of fixed size. This is similar to an
** array of integral types, but unlike such an array, the memory blocks
** are annonymous. This facilitates the use of this class when overloading
** the new and delete operators for a normal class object.
*/
class FixedHeapClass
{
public:
FixedHeapClass(int size);
virtual ~FixedHeapClass(void);
int ID(void const * pointer);
int Count(void) {return ActiveCount;};
int Length(void) {return TotalCount;};
int Avail(void) {return TotalCount-ActiveCount;};
virtual int Set_Heap(int count, void * buffer=0);
virtual void * Allocate(void);
virtual void Clear(void);
virtual int Free(void * pointer);
virtual int Free_All(void);
protected:
void * operator[](int index) {return ((char *)Buffer) + (index * Size);};
/*
** If the memory block buffer was allocated by this class, then this flag
** will be true. The block must be deallocated by this class if true.
*/
unsigned IsAllocated:1;
/*
** This is the size of each sub-block within the buffer.
*/
int Size;
/*
** This records the absolute number of sub-blocks in the buffer.
*/
int TotalCount;
/*
** This is the total blocks allocated out of the heap. This number
** will never exceed Count.
*/
int ActiveCount;
/*
** Pointer to the heap's memory buffer.
*/
void * Buffer;
/*
** This is a boolean vector array of allocation flag bits.
*/
BooleanVectorClass FreeFlag;
private:
// The assignment operator is not supported.
FixedHeapClass & operator = (FixedHeapClass const &);
// The copy constructor is not supported.
FixedHeapClass(FixedHeapClass const &);
};
/**************************************************************************
** This template serves only as an interface to the heap manager class. By
** using this template, the object pointers are automatically converted
** to the correct type without any code overhead.
*/
template<class T>
class TFixedHeapClass : public FixedHeapClass
{
public:
TFixedHeapClass(void) : FixedHeapClass(sizeof(T)) {};
virtual ~TFixedHeapClass(void) {};
int ID(T const * pointer) {return FixedHeapClass::ID(pointer);};
virtual T * Alloc(void) {return (T*)FixedHeapClass::Allocate();};
virtual int Free(T * pointer) {FixedHeapClass::Free(pointer);};
protected:
T & operator[](int index) {return *(((char *)Buffer) + (index * Size));};
};
/**************************************************************************
** This is a derivative of the fixed heap class. This class adds the
** ability to quickly iterate through the active (allocated) objects. Since the
** active array is a sequence of pointers, the overhead of this class
** is 4 bytes per potential allocated object (be warned).
*/
class FixedIHeapClass : public FixedHeapClass
{
public:
FixedIHeapClass(int size) : FixedHeapClass(size) {};
virtual ~FixedIHeapClass(void) {};
virtual int Set_Heap(int count, void * buffer=0);
virtual void * Allocate(void);
virtual void Clear(void);
virtual int Free(void * pointer);
virtual int Free_All(void);
virtual void * Active_Ptr(int index) {return ActivePointers[index];};
/*
** This is an array of pointers to allocated objects. Using this array
** to control iteration through the objects ensures a minimum of processing.
** It also allows access to this array so that custom sorting can be
** performed.
*/
DynamicVectorClass<void *> ActivePointers;
};
/**************************************************************************
** This template serves only as an interface to the iteratable heap manager
** class. By using this template, the object pointers are automatically converted
** to the correct type without any code overhead.
*/
template<class T>
class TFixedIHeapClass : public FixedIHeapClass
{
public:
TFixedIHeapClass(void) : FixedIHeapClass(sizeof(T)) {};
virtual ~TFixedIHeapClass(void) {};
int ID(T const * pointer) {return FixedIHeapClass::ID(pointer);};
virtual T * Alloc(void) {return (T*)FixedIHeapClass::Allocate();};
virtual int Free(T * pointer) {return FixedIHeapClass::Free(pointer);};
virtual int Free(void * pointer) {return FixedIHeapClass::Free(pointer);};
virtual int Save(FileClass & );
virtual int Load(FileClass & );
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
virtual T * Ptr(int index) {return (T*)FixedIHeapClass::ActivePointers[index];};
virtual T * Raw_Ptr(int index) {return (index >= 0 && index < Length()) ? (T*)((*this)[index]) : NULL;};
};
/***********************************************************************************************
* TFixedIHeapClass::Save -- Saves all active objects *
* *
* INPUT: file file to write to *
* *
* OUTPUT: true = OK, false = error *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/15/1995 BRR : Created. *
*=============================================================================================*/
template<class T>
int TFixedIHeapClass<T>::Save(FileClass &file)
{
int i; // loop counter
int idx; // object index
/*
** Save the number of instances of this class
*/
if (file.Write(&ActiveCount, sizeof(ActiveCount)) != sizeof(ActiveCount)) {
return(false);
}
/*
** Save each instance of this class
*/
for (i = 0; i < ActiveCount; i++) {
/*
** Save the array index of the object, so it can be loaded back into the
** same array location (so TARGET translations will work)
*/
idx = ID(Ptr(i));
if (file.Write(&idx, sizeof(idx)) != sizeof(idx)) {
return(false);
}
/*
** Save the object itself
*/
if (!Ptr(i)->Save(file)) {
return(false);
}
}
return(true);
}
/***********************************************************************************************
* TFixedIHeapClass::Load -- Loads all active objects *
* *
* INPUT: file file to read from *
* *
* OUTPUT: true = OK, false = error *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/15/1995 BRR : Created. *
*=============================================================================================*/
template<class T>
int TFixedIHeapClass<T>::Load(FileClass &file)
{
int i; // loop counter
int idx; // object index
T *ptr; // object pointer
int a_count;
/*
** Read the number of instances of this class
*/
if (file.Read(&a_count, sizeof(a_count)) != sizeof(a_count)) {
return(false);
}
/*
** Error if more objects than we can hold
*/
if (a_count > TotalCount) {
return(false);
}
/*
** Read each class instance
*/
for (i = 0; i < a_count; i++) {
/*
** Read the object's array index
*/
if (file.Read (&idx, sizeof(idx)) != sizeof(idx)) {
return(false);
}
/*
** Get a pointer to the object, activate that object
*/
ptr = (T *)(*this)[idx];
FreeFlag[idx] = true;
ActiveCount++;
ActivePointers.Add(ptr);
/*
** Load the object
*/
if (!ptr->Load(file)) {
return(false);
}
}
return(true);
}
/***********************************************************************************************
* TFixedIHeapClass::Code_Pointers -- codes pointers for every object, to prepare for save *
* *
* INPUT: file file to read from *
* *
* OUTPUT: true = OK, false = error *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/15/1995 BRR : Created. *
*=============================================================================================*/
template<class T>
void TFixedIHeapClass<T>::Code_Pointers(void)
{
int i;
for (i = 0; i < ActiveCount; i++) {
Ptr(i)->Code_Pointers();
}
}
/***********************************************************************************************
* TFixedIHeapClass::Decode_Pointers -- Decodes all object pointers, for after loading *
* *
* INPUT: file file to read from *
* *
* OUTPUT: true = OK, false = error *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/15/1995 BRR : Created. *
*=============================================================================================*/
template<class T>
void TFixedIHeapClass<T>::Decode_Pointers(void)
{
int i;
for (i = 0; i < ActiveCount; i++) {
Ptr(i)->Decode_Pointers();
}
}
#endif