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hlsdk-xash3d/game_shared/bitvec.h

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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef BITVEC_H
#define BITVEC_H
#ifdef _WIN32
#pragma once
#endif
#include <assert.h>
#include <string.h>
class CBitVecAccessor
{
public:
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CBitVecAccessor( unsigned long *pDWords, int iBit );
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void operator=( int val );
operator unsigned long();
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private:
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unsigned long *m_pDWords;
int m_iBit;
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};
// CBitVec allows you to store a list of bits and do operations on them like they were
// an atomic type.
template<int NUM_BITS>
class CBitVec
{
public:
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CBitVec();
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// Set all values to the specified value (0 or 1..)
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void Init( int val = 0 );
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// Access the bits like an array.
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CBitVecAccessor operator[]( int i );
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// Operations on other bit vectors.
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CBitVec& operator=( CBitVec<NUM_BITS> const &other );
bool operator==( CBitVec<NUM_BITS> const &other );
bool operator!=( CBitVec<NUM_BITS> const &other );
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// Get underlying dword representations of the bits.
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int GetNumDWords();
unsigned long GetDWord( int i );
void SetDWord( int i, unsigned long val );
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int GetNumBits();
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private:
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enum
{
NUM_DWORDS = NUM_BITS / 32 + !!( NUM_BITS & 31 )
};
unsigned long m_DWords[NUM_DWORDS];
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};
// ------------------------------------------------------------------------ //
// CBitVecAccessor inlines.
// ------------------------------------------------------------------------ //
inline CBitVecAccessor::CBitVecAccessor(unsigned long *pDWords, int iBit)
{
m_pDWords = pDWords;
m_iBit = iBit;
}
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inline void CBitVecAccessor::operator=( int val )
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{
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if( val )
m_pDWords[m_iBit >> 5] |= ( 1 << ( m_iBit & 31 ) );
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else
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m_pDWords[m_iBit >> 5] &= ~(unsigned long)( 1 << ( m_iBit & 31 ) );
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}
inline CBitVecAccessor::operator unsigned long()
{
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return m_pDWords[m_iBit >> 5] & ( 1 << ( m_iBit & 31 ) );
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}
// ------------------------------------------------------------------------ //
// CBitVec inlines.
// ------------------------------------------------------------------------ //
template<int NUM_BITS>
inline int CBitVec<NUM_BITS>::GetNumBits()
{
return NUM_BITS;
}
template<int NUM_BITS>
inline CBitVec<NUM_BITS>::CBitVec()
{
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for( int i = 0; i < NUM_DWORDS; i++ )
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m_DWords[i] = 0;
}
template<int NUM_BITS>
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inline void CBitVec<NUM_BITS>::Init( int val )
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{
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for( int i = 0; i < GetNumBits(); i++ )
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{
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( *this )[i] = val;
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}
}
template<int NUM_BITS>
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inline CBitVec<NUM_BITS>& CBitVec<NUM_BITS>::operator=( CBitVec<NUM_BITS> const &other )
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{
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memcpy( m_DWords, other.m_DWords, sizeof(m_DWords) );
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return *this;
}
template<int NUM_BITS>
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inline CBitVecAccessor CBitVec<NUM_BITS>::operator[]( int i )
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{
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assert( i >= 0 && i < GetNumBits() );
return CBitVecAccessor( m_DWords, i );
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}
template<int NUM_BITS>
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inline bool CBitVec<NUM_BITS>::operator==( CBitVec<NUM_BITS> const &other )
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{
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for( int i = 0; i < NUM_DWORDS; i++ )
if( m_DWords[i] != other.m_DWords[i] )
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return false;
return true;
}
template<int NUM_BITS>
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inline bool CBitVec<NUM_BITS>::operator!=( CBitVec<NUM_BITS> const &other )
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{
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return !( *this == other );
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}
template<int NUM_BITS>
inline int CBitVec<NUM_BITS>::GetNumDWords()
{
return NUM_DWORDS;
}
template<int NUM_BITS>
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inline unsigned long CBitVec<NUM_BITS>::GetDWord( int i )
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{
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assert( i >= 0 && i < NUM_DWORDS );
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return m_DWords[i];
}
template<int NUM_BITS>
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inline void CBitVec<NUM_BITS>::SetDWord( int i, unsigned long val )
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{
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assert( i >= 0 && i < NUM_DWORDS );
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m_DWords[i] = val;
}
#endif // BITVEC_H