CnC_Remastered_Collection/REDALERT/HEAP.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

664 lines
37 KiB
C++

//
// 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: /CounterStrike/HEAP.CPP 1 3/03/97 10:24a 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.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 02/18/95 *
* *
* Last Update : May 6, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* FixedHeapClass::Allocate -- Allocate a sub-block from the heap. *
* FixedHeapClass::Clear -- Clears (and frees) the heap manager memory. *
* FixedHeapClass::FixedHeapClass -- Normal constructor for heap management class. *
* FixedHeapClass::Free -- Frees a sub-block in the heap. *
* FixedHeapClass::Free_All -- Frees all objects in the fixed heap. *
* FixedHeapClass::ID -- Converts a pointer to a sub-block index number. *
* FixedHeapClass::Set_Heap -- Assigns a memory block for this heap manager. *
* FixedHeapClass::~FixedHeapClass -- Destructor for the heap manager class. *
* FixedIHeapClass::Allocate -- Allocate an object from the heap. *
* FixedIHeapClass::Clear -- Clears the fixed heap of all entries. *
* FixedIHeapClass::Free -- Frees an object in the heap. *
* FixedIHeapClass::Free_All -- Frees all objects out of the indexed heap. *
* FixedIHeapClass::Logical_ID -- Fetches the logical ID number. *
* FixedIHeapClass::Set_Heap -- Set the heap to the buffer provided. *
* TFixedIHeapClass::Code_Pointers -- codes pointers for every object, to prepare for save *
* TFixedIHeapClass::Decode_Pointers -- Decodes all object pointers, for after loading *
* TFixedIHeapClass::Load -- Loads all active objects *
* TFixedIHeapClass::Save -- Saves all active objects *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "heap.h"
//#include <mem.h>
#include <stdio.h>
#include <stddef.h>
#include <conio.h>
#include <string.h>
template class TFixedIHeapClass<AircraftClass>;
template class TFixedIHeapClass<AircraftTypeClass>;
template class TFixedIHeapClass<AnimClass>;
template class TFixedIHeapClass<AnimTypeClass>;
template class TFixedIHeapClass<BuildingClass>;
template class TFixedIHeapClass<BuildingTypeClass>;
template class TFixedIHeapClass<BulletClass>;
template class TFixedIHeapClass<BulletTypeClass>;
template class TFixedIHeapClass<FactoryClass>;
template class TFixedIHeapClass<HouseClass>;
template class TFixedIHeapClass<HouseTypeClass>;
template class TFixedIHeapClass<InfantryClass>;
template class TFixedIHeapClass<InfantryTypeClass>;
template class TFixedIHeapClass<OverlayClass>;
template class TFixedIHeapClass<OverlayTypeClass>;
template class TFixedIHeapClass<SmudgeClass>;
template class TFixedIHeapClass<SmudgeTypeClass>;
template class TFixedIHeapClass<TeamClass>;
template class TFixedIHeapClass<TeamClass>;
template class TFixedIHeapClass<TeamTypeClass>;
template class TFixedIHeapClass<TemplateClass>;
template class TFixedIHeapClass<TemplateTypeClass>;
template class TFixedIHeapClass<TerrainClass>;
template class TFixedIHeapClass<TerrainTypeClass>;
template class TFixedIHeapClass<TriggerClass>;
template class TFixedIHeapClass<TriggerTypeClass>;
template class TFixedIHeapClass<UnitClass>;
template class TFixedIHeapClass<UnitTypeClass>;
template class TFixedIHeapClass<VesselClass>;
template class TFixedIHeapClass<VesselTypeClass>;
template class TFixedIHeapClass<WarheadTypeClass>;
template class TFixedIHeapClass<WeaponTypeClass>;
/***********************************************************************************************
* FixedHeapClass::FixedHeapClass -- Normal constructor for heap management class. *
* *
* This is the normal constructor used for the heap manager class. This initializes *
* the class but doesn't yet assign actual heap memory to this manager. That is handled *
* by the Set_Heap() function. *
* *
* INPUT: size -- The size of the individual sub-blocks in this heap. This value is *
* typically the size of some class or structure. *
* *
* OUTPUT: none *
* *
* WARNINGS: The heap must first be assigned a block of memory to manage before it can *
* be used. *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
FixedHeapClass::FixedHeapClass(int size) :
IsAllocated(false),
Size(size),
TotalCount(0),
ActiveCount(0),
Buffer(0)
{
}
/***********************************************************************************************
* FixedHeapClass::~FixedHeapClass -- Destructor for the heap manager class. *
* *
* This is the default constructor for the heap manager class. It handles freeing the *
* memory assigned to this heap. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
FixedHeapClass::~FixedHeapClass(void)
{
FixedHeapClass::Clear();
}
/***********************************************************************************************
* FixedHeapClass::Set_Heap -- Assigns a memory block for this heap manager. *
* *
* This routine is used to assign a memory heap to this object. A memory heap so assigned *
* will start with all sub-blocks unallocated. After this routine is called, normal *
* allocation and freeing may occur. This routine will allocate necessary memory if the *
* buffer parameter is NULL. *
* *
* INPUT: count -- The number of objects that this heap should manage. *
* *
* buffer -- Pointer to pre-allocated buffer that this manager will use. If this *
* parameter is NULL, then memory will be automatically allocated. *
* *
* OUTPUT: bool; Was the heap successfully initialized? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
int FixedHeapClass::Set_Heap(int count, void * buffer)
{
/*
** Clear out the old heap data.
*/
Clear();
/*
** If there is no size to the objects in the heap, then this block memory
** handler can NEVER function. Return with a failure condition.
*/
if (!Size) return(false);
/*
** If there is no count specified, then this indicates that the heap should
** be disabled.
*/
if (!count) return(true);
/*
** Initialize the free boolean vector and the buffer for the actual
** allocation objects.
*/
if (FreeFlag.Resize(count)) {
if (!buffer) {
buffer = new char[count * Size];
if (!buffer) {
FreeFlag.Clear();
return(false);
}
IsAllocated = true;
}
Buffer = buffer;
TotalCount = count;
return(true);
}
return(false);
}
/***********************************************************************************************
* FixedHeapClass::Allocate -- Allocate a sub-block from the heap. *
* *
* Finds the first available sub-block in the heap and returns a pointer to it. The sub- *
* block is marked as allocated by this routine. If there are no more sub-blocks *
* available, then this routine will return NULL. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the newly allocated sub-block. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
void * FixedHeapClass::Allocate(void)
{
if (ActiveCount < TotalCount) {
int index = FreeFlag.First_False();
if (index != -1) {
ActiveCount++;
FreeFlag[index] = true;
return((*this)[index]);
}
}
return(0);
}
/***********************************************************************************************
* FixedHeapClass::Free -- Frees a sub-block in the heap. *
* *
* Use this routine to free a previously allocated sub-block in the heap. *
* *
* INPUT: pointer -- A pointer to the sub-block to free. This is the same pointer that *
* was returned from the Allocate() function. *
* *
* OUTPUT: bool; Was the deallocation successful? Failure could indicate a pointer that *
* doesn't refer to this heap or a null pointer. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
int FixedHeapClass::Free(void * pointer)
{
if (pointer && ActiveCount) {
int index = ID(pointer);
if (index < TotalCount) {
if (FreeFlag[index]) {
ActiveCount--;
FreeFlag[index] = false;
return(true);
}
}
}
return(false);
}
/***********************************************************************************************
* FixedHeapClass::ID -- Converts a pointer to a sub-block index number. *
* *
* Use this routine to convert a pointer (returned by Allocate) into the sub-block *
* index number. This index number can be used as a form of identifier for the block. *
* *
* INPUT: pointer -- A pointer to the sub-block to convert into an ID number. *
* *
* OUTPUT: Returns with the index (ID) number for the sub-block specified. This number will *
* range between 0 and the sub-block max -1. If -1 is returned, then the pointer *
* was invalid. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
int FixedHeapClass::ID(void const * pointer) const
{
if (pointer && Size) {
return((int)(((char *)pointer - (char *)Buffer) / Size));
}
return(-1);
}
/***********************************************************************************************
* FixedHeapClass::Clear -- Clears (and frees) the heap manager memory. *
* *
* This routine is used to bring the heap manager back into a non-functioning state. All *
* memory allocated by this manager is freed. Any previous pointers to allocated blocks *
* from this heap are now invalid. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
void FixedHeapClass::Clear(void)
{
/*
** Free the old buffer (if present).
*/
if (Buffer && IsAllocated) {
delete[] Buffer;
}
Buffer = 0;
IsAllocated = false;
ActiveCount = 0;
TotalCount = 0;
FreeFlag.Clear();
}
/***********************************************************************************************
* FixedHeapClass::Free_All -- Frees all objects in the fixed heap. *
* *
* This routine will free all previously allocated objects out of the heap. Use this *
* routine to ensure that the heap is empty. *
* *
* INPUT: none *
* *
* OUTPUT: Was the heap successfully cleared of all objects? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1995 JLB : Created. *
*=============================================================================================*/
int FixedHeapClass::Free_All(void)
{
ActiveCount = 0;
FreeFlag.Reset();
return(true);
}
/////////////////////////////////////////////////////////////////////
/***********************************************************************************************
* FixedIHeapClass::Free_All -- Frees all objects out of the indexed heap. *
* *
* Use this routine to free all previously allocated objects in the heap. This routine will *
* also clear out the allocated object vector as well. *
* *
* INPUT: none *
* *
* OUTPUT: Was the heap successfully cleared of objects? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1995 JLB : Created. *
*=============================================================================================*/
int FixedIHeapClass::Free_All(void)
{
ActivePointers.Delete_All();
return(FixedHeapClass::Free_All());
}
/***********************************************************************************************
* FixedIHeapClass::Clear -- Clears the fixed heap of all entries. *
* *
* This routine will clear the entire heap. All memory that was allocation, will be freed *
* by this routine. After calling this routine, the heap must either be resized or *
* a new heap memory block specifically attached, before it can be used again. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
void FixedIHeapClass::Clear(void)
{
FixedHeapClass::Clear();
ActivePointers.Clear();
}
/***********************************************************************************************
* FixedIHeapClass::Set_Heap -- Set the heap to the buffer provided. *
* *
* This routine will set the heap to use the buffer specified. Use this routine when a *
* pre-allocated buffer is to be used for the heap. A heap that is assigned in this *
* manner cannot be resized. *
* *
* INPUT: count -- The number of objects that the buffer pointer can be used to track. *
* *
* buffer -- Pointer to the buffer to use when keeping track of the objects. *
* *
* OUTPUT: Was the heap assigned successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
int FixedIHeapClass::Set_Heap(int count, void * buffer)
{
Clear();
if (FixedHeapClass::Set_Heap(count, buffer)) {
ActivePointers.Resize(count);
return(true);
}
return(false);
}
/***********************************************************************************************
* FixedIHeapClass::Allocate -- Allocate an object from the heap. *
* *
* This routine will allocate an object located in the heap. If no free object space *
* could be found, then NULL is returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the allocated object memory block. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
void * FixedIHeapClass::Allocate(void)
{
void * ptr = FixedHeapClass::Allocate();
if (ptr) {
ActivePointers.Add(ptr);
memset (ptr, 0, Size);
}
return(ptr);
}
/***********************************************************************************************
* FixedIHeapClass::Free -- Frees an object in the heap. *
* *
* This routine is used to free an object in the heap. Freeing is accomplished by marking *
* the object's memory as free to be reallocated. The object is also removed from the *
* allocated object pointer vector. *
* *
* INPUT: pointer -- Pointer to the object that is to be removed from the heap. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
int FixedIHeapClass::Free(void * pointer)
{
if (FixedHeapClass::Free(pointer)) {
ActivePointers.Delete(pointer);
}
return(false);
}
/***********************************************************************************************
* FixedIHeapClass::Logical_ID -- Fetches the logical ID number. *
* *
* Ths logical ID number of a memory block is the index number of the block as if the *
* heap consisted only of valid allocated blocks. This knowledge comes in handy when *
* the real index number must be anticipated before a memory block packing process. *
* *
* INPUT: pointer -- Pointer to an allocated block in the heap. *
* *
* OUTPUT: Returns with the logical index number of this block. The number returned must not *
* be used as a regular index into the heap until such time as the heap has been *
* compacted (by some means or another) without modifying the block order. *
* *
* WARNINGS: Runs in linear time. *
* *
* HISTORY: *
* 05/06/1996 JLB : Created. *
*=============================================================================================*/
int FixedIHeapClass::Logical_ID(void const * pointer) const
{
if (pointer != NULL) {
for (int index = 0; index < Count(); index++) {
if (Active_Ptr(index) == pointer) {
return(index);
}
}
}
return(-1);
}
/***********************************************************************************************
* 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. *
* 03/12/1996 JLB : Uses in-place new operator for virtual table control. *
*=============================================================================================*/
template<class T>
int TFixedIHeapClass<T>::Save(Pipe & file) const
{
/*
** Save the number of instances of this class
*/
file.Put(&ActiveCount, sizeof(ActiveCount));
/*
** Save each instance of this class
*/
for (int 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)
*/
int idx = ID(Ptr(i));
file.Put(&idx, sizeof(idx));
/*
** Save the object itself
*/
file.Put(Ptr(i), sizeof(T));
}
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(Straw & 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.Get(&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.Get(&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
*/
file.Get(ptr, sizeof(T));
new(ptr) T(NoInitClass());
// 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();
}
}