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8dc0505a65
so that they can a) cleanly be exposed to scripting later and b) serialized for savegames without using gross hacks.
69 lines
1.8 KiB
C
69 lines
1.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef LISTS_H
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#define LISTS_H
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BEGIN_SW_NS
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/********************************************************************/
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inline void INITLIST(DPanelSprite* list)
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{
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list->Prev = list->Next = list;
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}
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inline void INSERT(DPanelSprite* list, DPanelSprite* nodep)
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{
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GC::WriteBarrier(list);
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GC::WriteBarrier(list->Next);
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GC::WriteBarrier(nodep);
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nodep->Prev = list;
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nodep->Next = list->Next;
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list->Next = nodep;
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nodep->Next->Prev = nodep;
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}
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inline void REMOVE(DPanelSprite* nodep)
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{
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GC::WriteBarrier(nodep->Next);
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GC::WriteBarrier(nodep->Prev);
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nodep->Prev->Next = nodep->Next;
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nodep->Next->Prev = nodep->Prev;
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}
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inline bool EMPTY(DPanelSprite* list)
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{
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return list->Next == list;
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}
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END_SW_NS
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#endif
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