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various implementation
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98
Runtime/CObjectList.hpp
Normal file
98
Runtime/CObjectList.hpp
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#ifndef __RETRO_COBJECTLIST_HPP__
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#define __RETRO_COBJECTLIST_HPP__
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#include "CEntity.hpp"
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#include "RetroTypes.hpp"
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namespace Retro
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{
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enum EGameObjectList
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{
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ListAll,
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ListActor,
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ListPhysicsActor,
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ListGameCamera,
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ListGameLight,
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ListListeningAi,
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ListAiWaypoint,
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ListPlatformAndDoor,
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};
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class CObjectList
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{
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struct SObjectListEntry
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{
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CEntity* entity = nullptr;
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TUniqueId prev = -1;
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TUniqueId next = -1;
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};
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SObjectListEntry m_list[1024];
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EGameObjectList m_listEnum;
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TUniqueId m_lastId = -1;
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u16 m_count = 0;
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public:
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CObjectList(EGameObjectList listEnum)
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: m_listEnum(listEnum)
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{}
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void AddObject(CEntity& entity)
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{
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if (IsQualified())
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{
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if (m_lastId != -1)
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m_list[m_lastId].next = entity.m_uid & 0x3ff;
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TUniqueId prevLast = m_lastId;
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m_lastId = entity.m_uid & 0x3ff;
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SObjectListEntry& newEnt = m_list[m_lastId];
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newEnt.entity = &entity;
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newEnt.prev = prevLast;
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newEnt.next = -1;
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++m_count;
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}
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}
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void RemoveObject(TUniqueId uid)
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{
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uid = uid & 0x3ff;
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SObjectListEntry& ent = m_list[uid];
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if (!ent.entity || ent.entity->m_uid != uid)
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return;
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if (uid == m_lastId)
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{
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m_lastId = ent.prev;
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if (ent.prev != -1)
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m_list[ent.prev].next = -1;
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}
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else
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{
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if (ent.prev != -1)
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m_list[ent.prev].next = -1;
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m_list[ent.next].prev = -1;
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}
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ent.entity = nullptr;
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ent.prev = -1;
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ent.next = -1;
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--m_count;
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}
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const CEntity* GetObjectById(TUniqueId uid) const
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{
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if (!uid)
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return nullptr;
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return m_list[uid & 0x3ff].entity;
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}
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CEntity* GetObjectById(TUniqueId uid)
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{
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if (!uid)
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return nullptr;
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return m_list[uid & 0x3ff].entity;
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}
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virtual bool IsQualified() {return true;}
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};
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}
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#endif // __RETRO_COBJECTLIST_HPP__
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