171 lines
6.0 KiB
C++
171 lines
6.0 KiB
C++
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/LISTNODE.H 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : LISTNODE.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 05/16/96 *
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* *
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* Last Update : May 16, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef LISTNODE_H
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#define LISTNODE_H
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#include <stddef.h>
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#include <assert.h>
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/*
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** The "bool" integral type was defined by the C++ comittee in
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** November of '94. Until the compiler supports this, use the following
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** definition.
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*/
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#ifndef __BORLANDC__
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#ifndef TRUE_FALSE_DEFINED
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#define TRUE_FALSE_DEFINED
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enum {false=0,true=1};
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typedef int bool;
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#endif
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#endif
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//#pragma warn -inl
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/*
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** This is a doubly linked list node. Typical use of this node is to derive
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** objects from this node. The interface class for this node can be used for
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** added convenience.
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*/
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class GenericList;
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class GenericNode {
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public:
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GenericNode(void) : NextNode(0), PrevNode(0) {}
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~GenericNode(void) {Unlink();}
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GenericNode(GenericNode & node) {node.Link(this);}
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GenericNode & operator = (GenericNode & node) {
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if (&node != this) {
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node.Link(this);
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}
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return(*this);
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}
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void Unlink(void) {
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if (Is_Valid()) {
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PrevNode->NextNode = NextNode;
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NextNode->PrevNode = PrevNode;
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PrevNode = 0;
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NextNode = 0;
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}
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}
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GenericList * Main_List(void) const {
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GenericNode const * node = this;
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while (node->PrevNode) {
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node = PrevNode;
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}
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return((GenericList *)this);
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}
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void Link(GenericNode * node) {
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assert(node != NULL);
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node->Unlink();
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node->NextNode = NextNode;
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node->PrevNode = this;
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if (NextNode) NextNode->PrevNode = node;
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NextNode = node;
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}
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GenericNode * Next(void) const {return(NextNode);}
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GenericNode * Prev(void) const {return(PrevNode);}
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bool Is_Valid(void) const {return(this != NULL && NextNode != NULL && PrevNode != NULL);}
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protected:
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GenericNode * NextNode;
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GenericNode * PrevNode;
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};
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/*
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** This is a generic list handler. It manages N generic nodes. Use the interface class
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** to the generic list for added convenience.
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*/
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class GenericList {
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public:
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GenericList(void) {
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FirstNode.Link(&LastNode);
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}
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GenericNode * First(void) const {return(FirstNode.Next());}
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GenericNode * Last(void) const {return(LastNode.Prev());}
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bool Is_Empty(void) const {return(!FirstNode.Next()->Is_Valid());}
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void Add_Head(GenericNode * node) {FirstNode.Link(node);}
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void Add_Tail(GenericNode * node) {LastNode.Prev()->Link(node);}
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void Delete(void) {while (FirstNode.Next()->Is_Valid()) delete FirstNode.Next();}
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protected:
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GenericNode FirstNode;
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GenericNode LastNode;
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private:
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GenericList(GenericList & list);
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GenericList & operator = (GenericList const &);
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};
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/*
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** This node class serves only as an "interface class" for the normal node
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** object. In order to use this interface class you absolutely must be sure
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** that the node is the root base object of the "class T". If it is true that the
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** address of the node is the same as the address of the "class T", then this
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** interface class will work. You can usually ensure this by deriving the
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** class T object from this node.
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*/
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template<class T> class List;
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template<class T>
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class Node : public GenericNode {
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public:
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List<T> * Main_List(void) const {return((List<T> *)GenericNode::Main_List());}
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T * Next(void) const {return((T *)GenericNode::Next());}
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T * Prev(void) const {return((T *)GenericNode::Prev());}
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bool Is_Valid(void) const {return(GenericNode::Is_Valid());}
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};
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/*
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** This is an "interface class" for a list of nodes. The rules for the class T object
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** are the same as the requirements required of the node class.
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*/
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template<class T>
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class List : public GenericList {
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public:
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T * First(void) const {return((T*)GenericList::First());}
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T * Last(void) const {return((T*)GenericList::Last());}
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};
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#endif
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