mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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344 lines
7.2 KiB
C
344 lines
7.2 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __LINKLIST_H__
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#define __LINKLIST_H__
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/*
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==============================================================================
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idLinkList
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Circular linked list template
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==============================================================================
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*/
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template< class type >
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class idLinkList {
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public:
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idLinkList();
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~idLinkList();
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bool IsListEmpty() const;
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bool InList() const;
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int Num() const;
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void Clear();
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void InsertBefore( idLinkList &node );
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void InsertAfter( idLinkList &node );
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void AddToEnd( idLinkList &node );
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void AddToFront( idLinkList &node );
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void Remove();
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type * Next() const;
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type * Prev() const;
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type * Owner() const;
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void SetOwner( type *object );
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idLinkList * ListHead() const;
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idLinkList * NextNode() const;
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idLinkList * PrevNode() const;
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private:
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idLinkList * head;
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idLinkList * next;
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idLinkList * prev;
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type * owner;
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};
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/*
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================
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idLinkList<type>::idLinkList
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Node is initialized to be the head of an empty list
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================
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*/
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template< class type >
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idLinkList<type>::idLinkList() {
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owner = NULL;
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head = this;
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next = this;
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prev = this;
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}
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/*
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================
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idLinkList<type>::~idLinkList
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Removes the node from the list, or if it's the head of a list, removes
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all the nodes from the list.
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================
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*/
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template< class type >
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idLinkList<type>::~idLinkList() {
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Clear();
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}
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/*
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================
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idLinkList<type>::IsListEmpty
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Returns true if the list is empty.
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================
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*/
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template< class type >
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bool idLinkList<type>::IsListEmpty() const {
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return head->next == head;
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}
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/*
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================
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idLinkList<type>::InList
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Returns true if the node is in a list. If called on the head of a list, will always return false.
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================
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*/
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template< class type >
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bool idLinkList<type>::InList() const {
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return head != this;
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}
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/*
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================
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idLinkList<type>::Num
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Returns the number of nodes in the list.
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================
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*/
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template< class type >
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int idLinkList<type>::Num() const {
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idLinkList<type> *node;
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int num;
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num = 0;
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for( node = head->next; node != head; node = node->next ) {
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num++;
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}
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return num;
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}
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/*
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================
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idLinkList<type>::Clear
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If node is the head of the list, clears the list. Otherwise it just removes the node from the list.
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================
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*/
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template< class type >
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void idLinkList<type>::Clear() {
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if ( head == this ) {
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while( next != this ) {
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next->Remove();
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}
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} else {
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Remove();
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}
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}
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/*
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================
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idLinkList<type>::Remove
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Removes node from list
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================
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*/
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template< class type >
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void idLinkList<type>::Remove() {
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prev->next = next;
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next->prev = prev;
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next = this;
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prev = this;
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head = this;
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}
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/*
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================
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idLinkList<type>::InsertBefore
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Places the node before the existing node in the list. If the existing node is the head,
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then the new node is placed at the end of the list.
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================
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*/
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template< class type >
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void idLinkList<type>::InsertBefore( idLinkList &node ) {
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Remove();
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next = &node;
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prev = node.prev;
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node.prev = this;
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prev->next = this;
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head = node.head;
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}
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/*
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================
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idLinkList<type>::InsertAfter
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Places the node after the existing node in the list. If the existing node is the head,
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then the new node is placed at the beginning of the list.
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================
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*/
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template< class type >
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void idLinkList<type>::InsertAfter( idLinkList &node ) {
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Remove();
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prev = &node;
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next = node.next;
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node.next = this;
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next->prev = this;
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head = node.head;
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}
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/*
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================
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idLinkList<type>::AddToEnd
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Adds node at the end of the list
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================
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*/
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template< class type >
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void idLinkList<type>::AddToEnd( idLinkList &node ) {
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InsertBefore( *node.head );
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}
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/*
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================
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idLinkList<type>::AddToFront
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Adds node at the beginning of the list
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================
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*/
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template< class type >
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void idLinkList<type>::AddToFront( idLinkList &node ) {
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InsertAfter( *node.head );
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}
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/*
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================
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idLinkList<type>::ListHead
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Returns the head of the list. If the node isn't in a list, it returns
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a pointer to itself.
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================
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*/
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template< class type >
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idLinkList<type> *idLinkList<type>::ListHead() const {
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return head;
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}
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/*
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================
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idLinkList<type>::Next
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Returns the next object in the list, or NULL if at the end.
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================
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*/
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template< class type >
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type *idLinkList<type>::Next() const {
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if ( !next || ( next == head ) ) {
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return NULL;
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}
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return next->owner;
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}
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/*
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================
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idLinkList<type>::Prev
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Returns the previous object in the list, or NULL if at the beginning.
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================
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*/
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template< class type >
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type *idLinkList<type>::Prev() const {
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if ( !prev || ( prev == head ) ) {
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return NULL;
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}
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return prev->owner;
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}
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/*
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================
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idLinkList<type>::NextNode
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Returns the next node in the list, or NULL if at the end.
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================
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*/
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template< class type >
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idLinkList<type> *idLinkList<type>::NextNode() const {
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if ( next == head ) {
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return NULL;
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}
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return next;
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}
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/*
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================
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idLinkList<type>::PrevNode
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Returns the previous node in the list, or NULL if at the beginning.
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================
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*/
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template< class type >
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idLinkList<type> *idLinkList<type>::PrevNode() const {
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if ( prev == head ) {
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return NULL;
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}
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return prev;
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}
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/*
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================
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idLinkList<type>::Owner
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Gets the object that is associated with this node.
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================
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*/
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template< class type >
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type *idLinkList<type>::Owner() const {
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return owner;
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}
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/*
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================
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idLinkList<type>::SetOwner
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Sets the object that this node is associated with.
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================
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*/
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template< class type >
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void idLinkList<type>::SetOwner( type *object ) {
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owner = object;
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}
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#endif /* !__LINKLIST_H__ */
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