This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Scripts/ScriptNode.h

200 lines
3.7 KiB
C
Raw Permalink Normal View History

/*
** 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_