metaforce/Runtime/CObjectList.cpp

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#include "CObjectList.hpp"
namespace urde
{
CObjectList::CObjectList(EGameObjectList listEnum)
: m_listEnum(listEnum)
{}
void CObjectList::AddObject(CEntity& entity)
{
if (IsQualified())
{
if (m_lastId != -1)
m_list[m_lastId].next = entity.GetUniqueId() & 0x3ff;
TUniqueId prevLast = m_lastId;
m_lastId = entity.GetUniqueId() & 0x3ff;
SObjectListEntry& newEnt = m_list[m_lastId];
newEnt.entity = &entity;
newEnt.prev = prevLast;
newEnt.next = -1;
++m_count;
}
}
void CObjectList::RemoveObject(TUniqueId uid)
{
uid = uid & 0x3ff;
SObjectListEntry& ent = m_list[uid];
if (!ent.entity || ent.entity->GetUniqueId() != 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* CObjectList::GetObjectById(TUniqueId uid) const
{
if (!uid)
return nullptr;
return m_list[uid & 0x3ff].entity;
}
CEntity* CObjectList::GetObjectById(TUniqueId uid)
{
if (!uid)
return nullptr;
return m_list[uid & 0x3ff].entity;
}
bool CObjectList::IsQualified() {return true;}
}