/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef SCI_ENGINE_INTMAP_H #define SCI_ENGINE_INTMAP_H #include "common/scummsys.h" #include "common/serializer.h" namespace Sci { // Assumes that the ints are relatively evenly distributed enum { DCS_INT_HASH_MAX = 256 }; const uint32 INTMAPPER_MAGIC_KEY = 0xDEADBEEF; /** * Defines a map from arbitrary integers to "small" integers, useable as index * into small arrays. This class is somewhat like a hashmap, but not quite: * Unlike a hashmap, it generates the values associated to each key. It does * not try to be very clever about it, either, e.g. using a linked list of * values to keep track of what is mapped where. * Another important feature is that it reclaims unused values when they * are removed. * * All in all, this implementation is not very elegant, and wastes memory. * But it does the job. Any rewrite of this class would have to provide a * way to load the old savegames made using the current implementation. * * One approach to implement a replacement: Combine a Common::HashMap * with a bitfield which track which low-value integers are in use. * That way, lookup just invokes the hashmap, and insertion (which requires * finding an unmapped low-value integer) can still be implemented efficiently. */ struct IntMapper : public Common::Serializable { struct Node { int key; int idx; Node *next; }; int base_value; // Starts at zero, counts upwards Node *nodes[DCS_INT_HASH_MAX]; Node *holes; /* List of freed entries to minimize ** memory operations and modifications ** to base_value */ void free_node_recursive(Node *node); protected: void insert(int key, int idx); // For loading only public: IntMapper(); ~IntMapper(); virtual void saveLoadWithSerializer(Common::Serializer &ser); void clear(); /** * Checks whether a key is in the map, adds it if neccessary. * @param key The key to check for/add * @param add Whether to add the key if it's not in there * @param was_added Set to non-zero if and only if the key is new, ignored if NULL. * @return The new (or old) index, or -1 if add was zero and * the key couldn't be found */ int checkKey(int key, bool add, bool *wasAdded = 0); /** * Looks up a key in the map * @parmam key The key to look for * @return The value or -1 if not found */ int lookupKey(int key) const; /** * Removes a key from the map. * @param key The key to remove * @return The index of the key, or -1 if it wasn't present */ int removeKey(int key); }; } // End of namespace Sci #endif // SCI_ENGINE_INTMAP_H