khanat-opennel-code/code/ryzom/server/src/ai_share/ai_entity_physical_list_link.h

130 lines
3 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RYAI_ENTITY_LIST_LINK_H
#define RYAI_ENTITY_LIST_LINK_H
//--------------------------------------------------------------------------
// Advanced class definitions
//--------------------------------------------------------------------------
// NOTE: We define CAIEntityPhysical here to avoid header inclusion circularity
// class CAIEntityPhysical;
//--------------------------------------------------------------------------
// The list link class for lists of CAIEntityPhysical
//--------------------------------------------------------------------------
//------------------------------------------------------------------
// Sub class for linked list linkage
template <class T>
class CEntityListLink
{
public:
//------------------------------------------------
// ctor & dtor
inline CEntityListLink() : _entity(NULL)
{
_next=this;
_prev=this;
}
inline CEntityListLink(T *entity) : _entity(entity)
{
_next=this;
_prev=this;
}
inline ~CEntityListLink()
{
unlink();
}
inline void setEntity(T *entityPtr)
{
#ifdef NL_DEBUG
nlassert(entityPtr);
#endif
_entity=entityPtr;
}
//------------------------------------------------
// read accessors
inline CEntityListLink<T> * const & next() const
{
return _next;
}
inline CEntityListLink<T> * const & prev() const
{
return _prev;
}
inline T *entity() const
{
return _entity;
}
//------------------------------------------------
// link & unlink
inline void link(CEntityListLink &predecessor)
{
nlassert(_entity);
// unlink (do not refresh prev and next as its done below).
_prev->_next=_next;
_next->_prev=_prev;
// link
_prev=&predecessor;
_next=predecessor._next;
_prev->_next=this;
_next->_prev=this;
}
inline bool unlinked() const
{
return _next==this; //_next==this; // AlKy modification.
}
inline void unlink()
{
#ifdef NL_DEBUG
_entity=NULL;
#endif
if (unlinked())
return;
_prev->_next=_next;
_next->_prev=_prev;
_next=this;
_prev=this;
}
private:
CEntityListLink *_next;
CEntityListLink *_prev;
T *_entity;
};
//--------------------------------------------------------------------------
#endif