src/queue.h
author celestar
Mon, 19 Mar 2007 09:33:17 +0000
branchgamebalance
changeset 9894 70d78ac95d6c
parent 6431 7f89731a0507
child 6298 c30fe89622df
permissions -rw-r--r--
(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely.
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/* $Id$ */
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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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			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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};
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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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/*
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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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/*
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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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} 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 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 */