// // nazghul - an old-school RPG engine // Copyright (C) 2002, 2003 Gordon McNutt // // 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 Foundation, Inc., 59 Temple Place, // Suite 330, Boston, MA 02111-1307 USA // // Gordon McNutt // gmcnutt@users.sourceforge.net // #include "hash.h" #include "olist.h" #include "common.h" struct hash *hash_create(int n) { struct hash *hash; int i; CREATE(hash, struct hash, 0); hash->n = n; hash->buckets = (struct olist *) malloc(n * sizeof(struct olist)); if (!hash->buckets) { hash_destroy(hash); return 0; } for (i = 0; i < n; i++) { list_init(&hash->buckets[i].list); } return hash; } void hash_destroy(struct hash *hash) { if (hash->buckets) free(hash->buckets); free(hash); } void hash_add(struct hash *hash, struct olist *val) { struct olist *b = &hash->buckets[val->key % hash->n]; olist_add(b, val); } struct olist *hash_lookup(struct hash *hash, int key) { struct olist *b = &hash->buckets[key % hash->n]; return olist_lookup(b, key, 1); }