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Initial commit of Command & Conquer Renegade source code.
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199
Code/Scripts/ScriptNode.h
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199
Code/Scripts/ScriptNode.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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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 the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/******************************************************************************
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*
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* FILE
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*
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* DESCRIPTION
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*
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* PROGRAMMER
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* Denzil E. Long, Jr.
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*
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* VERSION INFO
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* $Author: Denzil_l $
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* $Revision: 2 $
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* $Modtime: 3/29/00 2:20p $
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* $Archive: /Commando/Code/Scripts/ScriptNode.h $
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*
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******************************************************************************/
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#ifndef _SCRIPTNODE_H_
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#define _SCRIPTNODE_H_
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#include "dprint.h"
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class ScriptNode
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{
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public:
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virtual ~ScriptNode() {}
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protected:
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friend class ScriptList;
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friend class ScriptListIter;
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// Retrieve next node
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inline ScriptNode* GetNext(void) const
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{
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return mNext;
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}
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// Set next node
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inline void SetNext(ScriptNode* link)
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{
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if (mNext != NULL) {
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assert(link != NULL);
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link->SetNext(mNext);
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}
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mNext = link;
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}
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// Can only be derived
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ScriptNode() : mNext(NULL) {}
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private:
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ScriptNode* mNext;
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};
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class ScriptList
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{
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public:
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ScriptList() : mHead(NULL) {DebugPrint("ScriptList\n");}
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virtual ~ScriptList() {}
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// Add a node to this list
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void AddNode(ScriptNode* node)
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{
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if ((node != NULL) && !HasNode(node)) {
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node->SetNext(mHead);
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mHead = node;
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}
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}
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// Remove a node from the list
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bool RemoveNode(ScriptNode* node)
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{
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ScriptNode* previous = NULL;
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ScriptNode* current = mHead;
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while (current != NULL) {
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ScriptNode* next = current->GetNext();
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if (current == node) {
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// Handle head of list condition
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if (previous == NULL) {
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mHead = next;
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} else {
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previous->SetNext(next);
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}
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return true;
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}
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// Advance to next node
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previous = current;
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current = next;
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}
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return false;
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}
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// Count the number of node in the list.
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int CountNodes(void) const
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{
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ScriptNode* node = mHead;
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int count = 0;
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while (node != NULL) {
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count++;
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node = node->GetNext();
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}
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return count;
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}
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// Check if a node exists in the list.
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bool HasNode(ScriptNode* node) const
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{
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ScriptNode* current = mHead;
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while (current != NULL) {
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if (current == node) {
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return true;
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}
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current = current->GetNext();
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}
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return false;
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}
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// Clear the list
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void Clear(void)
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{
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mHead = NULL;
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}
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private:
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friend class ScriptListIter;
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ScriptNode* mHead;
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};
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// Script list iterator: This class is used to traverse or iterate a list.
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class ScriptListIter
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{
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public:
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ScriptListIter(const ScriptList& list)
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: mList(&list), mCurrent(list.mHead)
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{}
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// Set iterator to first node
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inline ScriptNode* First(void)
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{
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mCurrent = mList->mHead;
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return mCurrent;
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}
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// Retrieve current node
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inline ScriptNode* Current(void)
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{
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return mCurrent;
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}
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// Advance to next node
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inline void Next(void)
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{
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mCurrent = mCurrent->GetNext();
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}
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// Test if at end of list
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inline bool AtEnd(void)
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{
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return (mCurrent->GetNext() == NULL);
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}
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private:
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const ScriptList* mList;
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ScriptNode* mCurrent;
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};
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#endif // _SCRIPTNODE_H_
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