/*
** 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 .
*/
/***************************************************************************
* *
* Project Name : G *
* *
* File Name : SLNODE.H *
* *
* Programmer : Philip W. Gorrow *
* *
* Start Date : 03/11/97 *
* *
* Last Update : March 11, 1997 [PWG] *
* *
*-------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef __SLNODE_H__
#define __SLNODE_H__
#ifndef ALWAYS_H
#include "always.h"
#endif
#include "mempool.h"
#ifndef NULL
#define NULL 0
#endif
// Forward references for friend classes
template class SList;
//
// The node class is responsible for maintaining the links between
// data in a linked list. It works with the Single List Class to
// manage a singularly linked list of objects.
//
class GenericSLNode : public AutoPoolClass
{
protected:
void* Internal_Get_Next(void) { return NodeNext; };
void Internal_Set_Next(void* n) { NodeNext=n; };
void *Internal_Get_Data(void) { return NodeData; };
void Internal_Get_Data(void* d) { NodeData=d; };
//
// Note that their is only one constructor for this class and it
// requires you to provide an object. Furthermore it can be
// created from anything but a friend or parent class.
//
GenericSLNode(void *obj)
{NodeData = obj; NodeNext = 0; };
//
// You cannot declare a node class without giving it a data object.
// Defining this type of constructor as private to the class insures
// that it cannot be used.
//
private:
GenericSLNode(void) {};
void *NodeNext; // Next Node in the list chain
void *NodeData; // Current Node in the list chain
};
template
class SLNode : public GenericSLNode
{
public:
//
// Since the list class manages the Node Class it must be able to
// access its private data.
//
friend class SList;
SLNode* Next(void) { return reinterpret_cast*>(Internal_Get_Next()); }
T *Data(void) { return reinterpret_cast(Internal_Get_Data()); }
void Set_Next(SLNode* n) { Internal_Set_Next(reinterpret_cast(n)); }
protected:
//
// Note that their is only one constructor for this class and it
// requires you to provide an object. Furthermore it can be
// created from anything but a friend or parent class.
//
SLNode(T *obj) : GenericSLNode(obj) {}
//
// You cannot declare a node class without giving it a data object.
// Defining this type of constructor as private to the class insures
// that it cannot be used.
//
private:
SLNode(void) {};
};
#endif