mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
291 lines
6.4 KiB
C++
291 lines
6.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Lists.h>
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#include <Engine/Base/ListIterator.inl>
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/////////////////////////////////////////////////////////////////////
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// CListHead implementation
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/*
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* Initialize a list head.
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*/
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void CListHead::Clear(void)
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{
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ASSERT(this!=NULL);
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lh_Head = (CListNode *) &(lh_NULL);
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lh_NULL = (CListNode *) NULL;
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lh_Tail = (CListNode *) &(lh_Head);
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}
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/*
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* Check if list head is valid.
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*/
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BOOL CListHead::IsValid(void) const
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{
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ASSERT(this!=NULL);
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ASSERT(lh_NULL == NULL);
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ASSERT((lh_Head == (CListNode *) &lh_NULL) && (lh_Tail == (CListNode *) &lh_Head)
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|| lh_Tail->IsValid() && lh_Head->IsValid() );
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return TRUE;
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}
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/*
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* Check if list is empty.
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*/
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BOOL CListHead::IsEmpty(void) const
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{
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ASSERT(IsValid());
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return( lh_Head == (CListNode *) &lh_NULL );
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}
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/*
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* Add a node to head of list.
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*/
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void CListHead::AddHead(CListNode &element)
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{
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ASSERT(IsValid()&& !element.IsLinked());
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CListNode &first = *lh_Head;
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lh_Head = &element;
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element.ln_Succ = &first;
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element.ln_Pred = first.ln_Pred;
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first.ln_Pred = &element;
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}
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/*
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* Add a node to tail of list.
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*/
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void CListHead::AddTail(CListNode &element)
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{
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ASSERT(IsValid()&& !element.IsLinked());
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CListNode &last = *lh_Tail;
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lh_Tail = &element;
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element.ln_Succ = last.ln_Succ;
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element.ln_Pred = &last;
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last.ln_Succ = &element;
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}
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/*
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* Remove a node from head of list.
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*/
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void CListHead::RemHead(void)
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{
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ASSERT(!IsEmpty());
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lh_Head->Remove();
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}
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/*
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* Remove a node from tail of list.
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*/
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void CListHead::RemTail(void)
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{
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ASSERT(!IsEmpty());
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lh_Tail->Remove();
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}
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/* Remove all elements from list. */
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void CListHead::RemAll(void)
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{
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// for each element
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for ( CListIter<CListNode, 0> iter(*this), iternext;
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iternext=iter, iternext.IsPastEnd() || (iternext.MoveToNext(),1), !iter.IsPastEnd();
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iter = iternext) {
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// remove it
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iter->Remove();
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}
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}
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/*
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* Move all elements of another list into this one.
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*/
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void CListHead::MoveList(CListHead &lhOther)
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{
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ASSERT(IsValid() && lhOther.IsValid());
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// if the second list is empty
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if (lhOther.IsEmpty()) {
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// no moving
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return;
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}
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// get first element in other list
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CListNode &lnOtherFirst = *lhOther.lh_Head;
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// get last element in other list
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CListNode &lnOtherLast = *lhOther.lh_Tail;
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// get last element in this list
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CListNode &lnThisLast = *lh_Tail;
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// relink elements
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lnOtherLast.ln_Succ = lnThisLast.ln_Succ;
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lnThisLast.ln_Succ = &lnOtherFirst;
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lnOtherFirst.ln_Pred = &lnThisLast;
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lh_Tail = &lnOtherLast;
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// clear the other list
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lhOther.Clear();
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}
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/*
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* Return the number of elements in list.
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*/
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INDEX CListHead::Count(void) const
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{
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INDEX slCount = 0;
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// walk the list -- modification of FOREACHINLIST that works with base CListNode class
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for ( CListIter<CListNode, 0> iter(*this); !iter.IsPastEnd(); iter.MoveToNext() ) {
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slCount++;
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}
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return slCount;
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}
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/* Sort the list. */
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void CListHead::Sort(int (*pCompare)(const void *p0, const void *p1), int iNodeOffset)
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{
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// get number of elements
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INDEX ctCount = Count();
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// if none
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if (ctCount==0) {
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// do not sort
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}
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// create array of that much integers (the array will hold pointers to the list)
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size_t *aulPointers = new size_t[ctCount];
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// fill it
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INDEX i=0;
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for ( CListIter<int, 0> iter(*this); !iter.IsPastEnd(); iter.MoveToNext() ) {
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aulPointers[i] = ((size_t)&*iter)-iNodeOffset;
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i++;
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}
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// sort it
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qsort(aulPointers, ctCount, sizeof(aulPointers[0]), pCompare);
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// make temporary list
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CListHead lhTmp;
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// for each pointer
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{for(INDEX i=0; i<ctCount; i++) {
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const size_t ul = aulPointers[i];
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// get the node
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CListNode *pln = (CListNode*)(ul+iNodeOffset);
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// remove it from original list
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pln->Remove();
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// add it to the end of new list
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lhTmp.AddTail(*pln);
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}}
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// free the pointer array
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delete[] aulPointers;
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// move the sorted list here
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MoveList(lhTmp);
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}
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/////////////////////////////////////////////////////////////////////
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// CListNode implementation
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/*
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* Check if list node is valid.
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*/
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BOOL CListNode::IsValid(void) const
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{
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ASSERT(this!=NULL);
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ASSERT((ln_Pred==NULL && ln_Succ==NULL) || (ln_Pred!=NULL && ln_Succ!=NULL));
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// it is valid if it is cleared or if it is linked
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return (ln_Pred==NULL && ln_Succ==NULL)
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|| (ln_Pred->ln_Succ == this) && (ln_Succ->ln_Pred == this);
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}
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/*
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* Check is linked in some list.
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*/
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BOOL CListNode::IsLinked(void) const
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{
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ASSERT(IsValid());
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return ln_Pred != NULL;
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}
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/*
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* Remove a node from list.
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*/
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void CListNode::Remove(void)
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{
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ASSERT(IsLinked());
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CListNode &next = *ln_Succ;
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CListNode &prev = *ln_Pred;
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ASSERT(next.IsTailMarker() || next.IsLinked());
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ASSERT(prev.IsHeadMarker() || prev.IsLinked());
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next.ln_Pred = &prev;
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prev.ln_Succ = &next;
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// make a non-linked node
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ln_Succ = NULL;
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ln_Pred = NULL;
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}
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/*
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* Add a node after this node.
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*/
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void CListNode::AddAfter(CListNode &lnToAdd)
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{
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ASSERT(IsLinked() && !lnToAdd.IsLinked());
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CListNode &succ = IterationSucc();
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CListNode &pred = *this;
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succ.ln_Pred = &lnToAdd;
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pred.ln_Succ = &lnToAdd;
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lnToAdd.ln_Succ = ≻
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lnToAdd.ln_Pred = &pred;
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}
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/*
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* Add a node before this node.
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*/
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void CListNode::AddBefore(CListNode &lnToAdd)
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{
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ASSERT(IsLinked() && !lnToAdd.IsLinked());
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CListNode &succ = *this;
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CListNode &pred = IterationPred();
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succ.ln_Pred = &lnToAdd;
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pred.ln_Succ = &lnToAdd;
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lnToAdd.ln_Succ = ≻
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lnToAdd.ln_Pred = &pred;
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}
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/*
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* Find the head of the list that this node is in.
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*/
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CListHead &CListNode::GetHead(void)
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{
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// start at this node
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CListNode *pln = this;
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// while current node is not pointer to list.lh_Head
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while(pln->ln_Pred != NULL) {
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// go backwards
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pln = pln->ln_Pred;
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}
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// return the head pointer
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return *(CListHead*)pln;
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}
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