metaforce/Runtime/CObjectList.hpp

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#pragma once
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#include "World/CEntity.hpp"
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#include "RetroTypes.hpp"
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namespace urde
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{
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enum class EGameObjectList
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{
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Invalid = -1,
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All,
Actor,
PhysicsActor,
GameCamera,
GameLight,
ListeningAi,
AiWaypoint,
PlatformAndDoor,
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};
class CObjectList
{
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friend class CGameArea;
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struct SObjectListEntry
{
CEntity* entity = nullptr;
s16 next = -1;
s16 prev = -1;
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};
SObjectListEntry x0_list[1024]; // was an rstl::prereserved_vector
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EGameObjectList x2004_listEnum;
s16 x2008_firstId = -1;
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u16 x200a_count = 0;
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public:
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class iterator
{
friend class CObjectList;
CObjectList& m_list;
s16 m_id;
iterator(CObjectList& list, s16 id) : m_list(list), m_id(id) {}
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public:
iterator& operator++() { m_id = m_list.GetNextObjectIndex(m_id); return *this; }
bool operator!=(const iterator& other) const { return m_id != other.m_id; }
CEntity* operator*() const { return m_list.GetObjectByIndex(m_id); }
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};
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iterator begin() { return iterator(*this, x2008_firstId); }
iterator end() { return iterator(*this, -1); }
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class const_iterator
{
friend class CObjectList;
const CObjectList& m_list;
s16 m_id;
const_iterator(const CObjectList& list, s16 id) : m_list(list), m_id(id) {}
public:
const_iterator& operator++() { m_id = m_list.GetNextObjectIndex(m_id); return *this; }
bool operator!=(const iterator& other) const { return m_id != other.m_id; }
const CEntity* operator*() const { return m_list.GetObjectByIndex(m_id); }
};
const_iterator cbegin() const { return const_iterator(*this, x2008_firstId); }
const_iterator cend() const { return const_iterator(*this, -1); }
CObjectList(EGameObjectList listEnum);
virtual ~CObjectList() = default;
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void AddObject(CEntity& entity);
void RemoveObject(TUniqueId uid);
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const CEntity* operator[](size_t i) const;
CEntity* operator[](size_t i);
const CEntity* GetObjectById(TUniqueId uid) const;
const CEntity* GetObjectByIndex(s16 index) const { return x0_list[index].entity; }
CEntity* GetObjectByIndex(s16 index) { return x0_list[index].entity; }
CEntity* GetObjectById(TUniqueId uid);
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const CEntity* GetValidObjectById(TUniqueId uid) const;
CEntity* GetValidObjectById(TUniqueId uid);
s16 GetFirstObjectIndex() const { return x2008_firstId; }
s16 GetNextObjectIndex(s16 prev) const { return x0_list[prev].next; }
virtual bool IsQualified(const CEntity&);
u16 size() const { return x200a_count; }
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};
}