metaforce/Runtime/CObjectList.hpp

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#ifndef __RETRO_COBJECTLIST_HPP__
#define __RETRO_COBJECTLIST_HPP__
#include "CEntity.hpp"
#include "RetroTypes.hpp"
namespace Retro
{
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enum class EGameObjectList
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{
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All,
Actor,
PhysicsActor,
GameCamera,
GameLight,
ListeningAi,
AiWaypoint,
PlatformAndDoor,
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};
class CObjectList
{
struct SObjectListEntry
{
CEntity* entity = nullptr;
TUniqueId prev = -1;
TUniqueId next = -1;
};
SObjectListEntry m_list[1024];
EGameObjectList m_listEnum;
TUniqueId m_lastId = -1;
u16 m_count = 0;
public:
CObjectList(EGameObjectList listEnum)
: m_listEnum(listEnum)
{}
void AddObject(CEntity& entity)
{
if (IsQualified())
{
if (m_lastId != -1)
m_list[m_lastId].next = entity.m_uid & 0x3ff;
TUniqueId prevLast = m_lastId;
m_lastId = entity.m_uid & 0x3ff;
SObjectListEntry& newEnt = m_list[m_lastId];
newEnt.entity = &entity;
newEnt.prev = prevLast;
newEnt.next = -1;
++m_count;
}
}
void RemoveObject(TUniqueId uid)
{
uid = uid & 0x3ff;
SObjectListEntry& ent = m_list[uid];
if (!ent.entity || ent.entity->m_uid != uid)
return;
if (uid == m_lastId)
{
m_lastId = ent.prev;
if (ent.prev != -1)
m_list[ent.prev].next = -1;
}
else
{
if (ent.prev != -1)
m_list[ent.prev].next = -1;
m_list[ent.next].prev = -1;
}
ent.entity = nullptr;
ent.prev = -1;
ent.next = -1;
--m_count;
}
const CEntity* GetObjectById(TUniqueId uid) const
{
if (!uid)
return nullptr;
return m_list[uid & 0x3ff].entity;
}
CEntity* GetObjectById(TUniqueId uid)
{
if (!uid)
return nullptr;
return m_list[uid & 0x3ff].entity;
}
virtual bool IsQualified() {return true;}
};
}
#endif // __RETRO_COBJECTLIST_HPP__