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alist.cpp
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// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 1995-1999 Geoff Dunbar
//
// 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 2
// 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, in the file license.txt. If not, write
// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// See the Atlantis Project web page for details:
// http://www.prankster.com/project
//
// END A3HEADER
#include "alist.h"
/// A destructor for a list elem.
/** I think this will be in addition to whatever destructors apply for the element.
*/
AListElem::~AListElem()
{
}
/// A constructor for the AList class
AList::AList()
{
list = 0;
lastelem = 0;
num = 0;
}
/// A destructor for the Alist class
/* This just calls the DeleteAll class */
AList::~AList()
{
DeleteAll();
}
/// Delete every element in a list.
/* Start at the start, and delete every element, then set num and lastelement to 0
*/
void AList::DeleteAll()
{
///< A temporary variable to contain the current list element.
/// Otherwise, when we delete list, we lose list->next too!
AListElem * temp;
while (list) {
temp = list->next;
delete list;
list = temp;
}
lastelem = 0;
num = 0;
}
/// Set every element in a list to 0
/** Note that these are lists of things which may be managed in a separate area
(eg. Units) so we don't want to delete the list contents, just where they point to.
*/
void AList::Empty()
{
AListElem * temp; ///< A temporary variable to contain the current list element.
/// Otherwise, when we delete list, we lose list->next too!
while (list) {
temp = list->next;
list->next = 0;
list = temp;
}
lastelem = 0;
num = 0;
}
/// Insert an AListElem at the start of the list.
void AList::Insert(AListElem * e)
{
num ++; ///<Increment the number of elements in the list
e->next = list;
list = e;
if (!lastelem) lastelem = list;
}
/// Add an AListElem to the end of the list
void AList::Add(AListElem * e)
{
num ++;
if (list) { // if list isn't empty
lastelem->next = e;
e->next = 0;
lastelem = e;
} else { // if list is empty
list = e;
e->next = 0;
lastelem = list;
}
}
/// Get the next AListElem from this one.
AListElem * AList::Next(AListElem * e)
{
if (!e) return 0;
return e->next;
}
/// Return the first item in the list
AListElem * AList::First()
{
return list;
}
/// Return an item from the list, or return zero if it isn't in there.
AListElem * AList::Get(AListElem * e)
{
AListElem * temp = list;
while (temp) {
if (temp == e) return temp;
temp = temp->next;
}
return 0;
}
/// Remove an element from the list... I think
/**This one looks like deep voodoo, and I can't follow it at all :\
*/
char AList::Remove(AListElem * e)
{
if (!e) return 0;
if (!e->next) lastelem = 0;
for (AListElem **pp = &list; *pp; pp = &((*pp)->next)) {
if (*pp == e) {
*pp = e->next;
num--;
return 1;
}
if (!e->next) lastelem = *pp;
}
return 0;
}
/// Return the number of elements in the list
int AList::Num()
{
return num;
}
/// No idea what this one does.
int AList::NextLive(AListElem **copy, int size, int pos)
{
while (++pos < size) {
for (AListElem *elem = First(); elem; elem = elem->next) {
if (elem == copy[pos]) return pos;
}
}
return pos;
}
AList::iterator AList::begin() const
{
return AList::iterator(this->list);
}
AList::iterator AList::end() const
{
return AList::iterator();
}