/* ** Command & Conquer Red Alert(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 . */ /* $Header: /CounterStrike/LISTNODE.H 1 3/03/97 10:25a Joe_bostic $ */ /*********************************************************************************************** *** 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 *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : LISTNODE.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 05/16/96 * * * * Last Update : May 16, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef LISTNODE_H #define LISTNODE_H #include #include /* ** The "bool" integral type was defined by the C++ comittee in ** November of '94. Until the compiler supports this, use the following ** definition. */ #ifndef __BORLANDC__ #ifndef TRUE_FALSE_DEFINED #define TRUE_FALSE_DEFINED enum {false=0,true=1}; typedef int bool; #endif #endif #pragma warn -inl /* ** This is a doubly linked list node. Typical use of this node is to derive ** objects from this node. The interface class for this node can be used for ** added convenience. */ class GenericList; class GenericNode { public: GenericNode(void) : NextNode(0), PrevNode(0) {} ~GenericNode(void) {Unlink();} GenericNode(GenericNode & node) {node.Link(this);} GenericNode & operator = (GenericNode & node) { if (&node != this) { node.Link(this); } return(*this); } void Unlink(void) { if (Is_Valid()) { PrevNode->NextNode = NextNode; NextNode->PrevNode = PrevNode; PrevNode = 0; NextNode = 0; } } GenericList * Main_List(void) const { GenericNode const * node = this; while (node->PrevNode) { node = PrevNode; } return((GenericList *)this); } void Link(GenericNode * node) { assert(node != NULL); node->Unlink(); node->NextNode = NextNode; node->PrevNode = this; if (NextNode) NextNode->PrevNode = node; NextNode = node; } GenericNode * Next(void) const {return(NextNode);} GenericNode * Prev(void) const {return(PrevNode);} bool Is_Valid(void) const {return(this != NULL && NextNode != NULL && PrevNode != NULL);} protected: GenericNode * NextNode; GenericNode * PrevNode; }; /* ** This is a generic list handler. It manages N generic nodes. Use the interface class ** to the generic list for added convenience. */ class GenericList { public: GenericList(void) { FirstNode.Link(&LastNode); } GenericNode * First(void) const {return(FirstNode.Next());} GenericNode * Last(void) const {return(LastNode.Prev());} bool Is_Empty(void) const {return(!FirstNode.Next()->Is_Valid());} void Add_Head(GenericNode * node) {FirstNode.Link(node);} void Add_Tail(GenericNode * node) {LastNode.Prev()->Link(node);} void Delete(void) {while (FirstNode.Next()->Is_Valid()) delete FirstNode.Next();} protected: GenericNode FirstNode; GenericNode LastNode; private: GenericList(GenericList & list); GenericList & operator = (GenericList const &); }; /* ** This node class serves only as an "interface class" for the normal node ** object. In order to use this interface class you absolutely must be sure ** that the node is the root base object of the "class T". If it is true that the ** address of the node is the same as the address of the "class T", then this ** interface class will work. You can usually ensure this by deriving the ** class T object from this node. */ template class List; template class Node : public GenericNode { public: List * Main_List(void) const {return((List *)GenericNode::Main_List());} T * Next(void) const {return((T *)GenericNode::Next());} T * Prev(void) const {return((T *)GenericNode::Prev());} bool Is_Valid(void) const {return(GenericNode::Is_Valid());} }; /* ** This is an "interface class" for a list of nodes. The rules for the class T object ** are the same as the requirements required of the node class. */ template class List : public GenericList { public: T * First(void) const {return((T*)GenericList::First());} T * Last(void) const {return((T*)GenericList::Last());} }; #endif