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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- /******************************************************************************
- *
- * FILE
- *
- * DESCRIPTION
- *
- * PROGRAMMER
- * Denzil E. Long, Jr.
- *
- * VERSION INFO
- * $Author: Denzil_l $
- * $Revision: 2 $
- * $Modtime: 3/29/00 2:20p $
- * $Archive: /Commando/Code/Scripts/ScriptNode.h $
- *
- ******************************************************************************/
- #ifndef _SCRIPTNODE_H_
- #define _SCRIPTNODE_H_
- #include "dprint.h"
- class ScriptNode
- {
- public:
- virtual ~ScriptNode() {}
- protected:
- friend class ScriptList;
- friend class ScriptListIter;
- // Retrieve next node
- inline ScriptNode* GetNext(void) const
- {
- return mNext;
- }
- // Set next node
- inline void SetNext(ScriptNode* link)
- {
- if (mNext != NULL) {
- assert(link != NULL);
- link->SetNext(mNext);
- }
- mNext = link;
- }
- // Can only be derived
- ScriptNode() : mNext(NULL) {}
- private:
- ScriptNode* mNext;
- };
- class ScriptList
- {
- public:
- ScriptList() : mHead(NULL) {DebugPrint("ScriptList\n");}
- virtual ~ScriptList() {}
- // Add a node to this list
- void AddNode(ScriptNode* node)
- {
- if ((node != NULL) && !HasNode(node)) {
- node->SetNext(mHead);
- mHead = node;
- }
- }
- // Remove a node from the list
- bool RemoveNode(ScriptNode* node)
- {
- ScriptNode* previous = NULL;
- ScriptNode* current = mHead;
- while (current != NULL) {
- ScriptNode* next = current->GetNext();
- if (current == node) {
- // Handle head of list condition
- if (previous == NULL) {
- mHead = next;
- } else {
- previous->SetNext(next);
- }
- return true;
- }
- // Advance to next node
- previous = current;
- current = next;
- }
- return false;
- }
- // Count the number of node in the list.
- int CountNodes(void) const
- {
- ScriptNode* node = mHead;
- int count = 0;
- while (node != NULL) {
- count++;
- node = node->GetNext();
- }
- return count;
- }
- // Check if a node exists in the list.
- bool HasNode(ScriptNode* node) const
- {
- ScriptNode* current = mHead;
- while (current != NULL) {
- if (current == node) {
- return true;
- }
- current = current->GetNext();
- }
- return false;
- }
- // Clear the list
- void Clear(void)
- {
- mHead = NULL;
- }
- private:
- friend class ScriptListIter;
- ScriptNode* mHead;
- };
- // Script list iterator: This class is used to traverse or iterate a list.
- class ScriptListIter
- {
- public:
- ScriptListIter(const ScriptList& list)
- : mList(&list), mCurrent(list.mHead)
- {}
- // Set iterator to first node
- inline ScriptNode* First(void)
- {
- mCurrent = mList->mHead;
- return mCurrent;
- }
- // Retrieve current node
- inline ScriptNode* Current(void)
- {
- return mCurrent;
- }
- // Advance to next node
- inline void Next(void)
- {
- mCurrent = mCurrent->GetNext();
- }
- // Test if at end of list
- inline bool AtEnd(void)
- {
- return (mCurrent->GetNext() == NULL);
- }
- private:
- const ScriptList* mList;
- ScriptNode* mCurrent;
- };
- #endif // _SCRIPTNODE_H_
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