/*****************************************************************************/ /* */ /* objdata.c */ /* */ /* Handling object file data for the ar65 archiver */ /* */ /* */ /* */ /* (C) 1998 Ullrich von Bassewitz */ /* Wacholderweg 14 */ /* D-70597 Stuttgart */ /* EMail: uz@musoftware.de */ /* */ /* */ /* This software is provided 'as-is', without any expressed or implied */ /* warranty. In no event will the authors be held liable for any damages */ /* arising from the use of this software. */ /* */ /* Permission is granted to anyone to use this software for any purpose, */ /* including commercial applications, and to alter it and redistribute it */ /* freely, subject to the following restrictions: */ /* */ /* 1. The origin of this software must not be misrepresented; you must not */ /* claim that you wrote the original software. If you use this software */ /* in a product, an acknowledgment in the product documentation would be */ /* appreciated but is not required. */ /* 2. Altered source versions must be plainly marked as such, and must not */ /* be misrepresented as being the original software. */ /* 3. This notice may not be removed or altered from any source */ /* distribution. */ /* */ /*****************************************************************************/ #include #include "../common/xmalloc.h" #include "error.h" #include "objdata.h" /*****************************************************************************/ /* Data */ /*****************************************************************************/ /* Object data list management */ unsigned ObjCount = 0; /* Count of object files in the list */ ObjData* ObjRoot = 0; /* List of object files */ ObjData* ObjLast = 0; /* Last entry in list */ ObjData** ObjPool = 0; /* Object files as array */ /*****************************************************************************/ /* Code */ /*****************************************************************************/ ObjData* NewObjData (void) /* Allocate a new structure on the heap, insert it into the list, return it */ { /* Allocate memory */ ObjData* O = xmalloc (sizeof (ObjData)); /* Initialize the data */ O->Next = 0; O->Name = 0; O->Index = ~0; O->Flags = 0; O->MTime = 0; O->Start = 0; O->Size = 0; O->ImportSize = 0; O->Imports = 0; O->ExportSize = 0; O->Exports = 0; /* Link it into the list */ if (ObjLast) { ObjLast->Next = O; ObjLast = O; } else { /* First entry */ ObjRoot = ObjLast = O; } /* One object file more now */ ++ObjCount; /* Return the new entry */ return O; } void FreeObjData (ObjData* O) /* Free a complete struct */ { xfree (O->Name); xfree (O->Imports); xfree (O->Exports); xfree (O); } ObjData* FindObjData (const char* Module) /* Search for the module with the given name and return it. Return NULL if the * module is not in the list. */ { /* Hmm. Maybe we should hash the module names? */ ObjData* O = ObjRoot; while (O) { if (strcmp (O->Name, Module) == 0) { return O; } O = O->Next; } return 0; } void DelObjData (const char* Module) /* Delete the object module from the list */ { ObjData* O = ObjRoot; ObjData* Last = 0; while (O) { if (strcmp (O->Name, Module) == 0) { /* Found the module, remove it from the list */ if (Last == 0) { /* This was the first entry in the list */ ObjRoot = O->Next; } else { Last->Next = O->Next; } if (ObjLast == O) { /* O was the last object in the list */ ObjLast = Last; } --ObjCount; /* Free the entry */ FreeObjData (O); /* Done */ return; } Last = O; O = O->Next; } /* Not found! */ Warning ("Module `%s' not found in library", Module); } void MakeObjPool (void) /* Allocate memory, index the entries and make the ObjPool valid */ { ObjData* O; unsigned Index; /* Allocate memory for the pool */ ObjPool = xmalloc (ObjCount * sizeof (ObjData*)); /* Setup the pointers and index the objects */ Index = 0; O = ObjRoot; while (O) { /* Safety */ CHECK (Index < ObjCount); /* Set the Index */ O->Index = Index; /* Set the pool pointer */ ObjPool [Index] = O; /* Next object */ ++Index; O = O->Next; } } const char* GetObjName (unsigned Index) /* Get the name of a module by index */ { PRECONDITION (ObjPool != 0 && Index < ObjCount && ObjPool [Index] != 0); return ObjPool [Index]->Name; }