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165
code/game/prioritystack.h
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165
code/game/prioritystack.h
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /fakk2_code/fakk2_new/fgame/prioritystack.h $
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// $Revision:: 1 $
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// $Author:: Jimdose $
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// $Date:: 9/10/99 10:54a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /fakk2_code/fakk2_new/fgame/prioritystack.h $
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//
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// 1 9/10/99 10:54a Jimdose
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//
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// 1 9/08/99 3:16p Aldie
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//
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// DESCRIPTION:
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// Stack based object that pushes and pops objects in a priority based manner.
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//
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#ifndef __PRIORITYSTACK_H__
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#define __PRIORITYSTACK_H__
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#include "g_local.h"
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#include "class.h"
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template <class Type>
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class PriorityStackNode
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{
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public:
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int priority;
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Type data;
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PriorityStackNode *next;
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PriorityStackNode( Type d, int p );
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};
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template <class Type>
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inline PriorityStackNode<Type>::PriorityStackNode( Type d, int p ) : data( d )
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{
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priority = p;
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next = NULL;
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}
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template <class Type>
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class PriorityStack
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{
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private:
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PriorityStackNode<Type> *head;
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public:
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PriorityStack();
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~PriorityStack<Type>();
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void Clear( void );
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qboolean Empty( void );
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void Push( Type data, int priority );
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Type Pop( void );
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};
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template <class Type>
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inline PriorityStack<Type>::PriorityStack()
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{
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head = NULL;
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}
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template <class Type>
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inline PriorityStack<Type>::~PriorityStack<Type>()
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{
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Clear();
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}
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template <class Type>
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inline void PriorityStack<Type>::Clear
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(
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void
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)
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{
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while( !Empty() )
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{
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Pop();
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}
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}
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template <class Type>
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inline qboolean PriorityStack<Type>::Empty
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(
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void
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)
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{
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if ( head == NULL )
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{
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return true;
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}
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return false;
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}
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template <class Type>
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inline void PriorityStack<Type>::Push
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(
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Type data,
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int priority
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)
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{
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PriorityStackNode<Type> *tmp;
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PriorityStackNode<Type> *next;
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PriorityStackNode<Type> *prev;
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tmp = new PriorityStackNode<Type>( data, priority );
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if ( !tmp )
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{
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assert( NULL );
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gi.error( "PriorityStack::Push : Out of memory" );
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}
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if ( !head || ( priority >= head->priority ) )
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{
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tmp->next = head;
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head = tmp;
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}
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else
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{
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for( prev = head, next = head->next; next; prev = next, next = next->next )
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{
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if ( priority >= next->priority )
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{
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break;
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}
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}
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tmp->next = prev->next;
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prev->next = tmp;
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}
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}
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template <class Type>
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inline Type PriorityStack<Type>::Pop
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(
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void
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)
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{
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Type ret;
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PriorityStackNode<Type> *node;
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if ( !head )
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{
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return NULL;
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}
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node = head;
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ret = node->data;
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head = node->next;
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delete node;
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return ret;
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}
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#endif /* prioritystack.h */
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