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code/icarus/sequence.h
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115
code/icarus/sequence.h
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// Sequence Header File
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#ifndef __SEQUENCE__
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#define __SEQUENCE__
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class CSequence
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{
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typedef list < CSequence * > sequence_l;
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// typedef map < int, CSequence *> sequenceID_m;
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typedef list < CBlock * > block_l;
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public:
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//Constructors / Destructors
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CSequence( void );
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~CSequence( void );
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//Creation and deletion
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static CSequence *Create( void );
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void Delete( CIcarus* icarus );
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//Organization functions
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void AddChild( CSequence * );
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void RemoveChild( CSequence * );
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void SetParent( CSequence * );
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CSequence *GetParent( void ) const { return m_parent; }
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//Block manipulation
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CBlock *PopCommand( int );
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int PushCommand( CBlock *, int );
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//Flag utilties
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void SetFlag( int );
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void RemoveFlag( int, bool = false );
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int HasFlag( int );
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int GetFlags( void ) const { return m_flags; }
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void SetFlags( int flags ) { m_flags = flags; }
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//Various encapsulation utilities
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int GetIterations( void ) const { return m_iterations; }
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void SetIterations( int it ) { m_iterations = it; }
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int GetID( void ) const { return m_id; }
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void SetID( int id ) { m_id = id; }
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CSequence *GetReturn( void ) const { return m_return; }
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void SetReturn ( CSequence *sequence );
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int GetNumCommands( void ) const { return m_numCommands; }
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int GetNumChildren( void ) const { return m_children.size(); }
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CSequence *GetChildByID( int id );
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CSequence *GetChildByIndex( int iIndex );
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bool HasChild( CSequence *sequence );
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int Save();
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int Load( CIcarus* icarus );
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// Overloaded new operator.
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inline void *operator new( size_t size )
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{ // Allocate the memory.
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return IGameInterface::GetGame()->Malloc( size );
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}
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// Overloaded delete operator.
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inline void operator delete( void *pRawData )
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{ // Free the Memory.
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IGameInterface::GetGame()->Free( pRawData );
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}
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enum
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{
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SQ_COMMON = 0x00000000, //Common one-pass sequence
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SQ_LOOP = 0x00000001, //Looping sequence
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SQ_RETAIN = 0x00000002, //Inside a looping sequence list, retain the information
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SQ_AFFECT = 0x00000004, //Affect sequence
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SQ_RUN = 0x00000008, //A run block
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SQ_PENDING = 0x00000010, //Pending use, don't free when flushing the sequences
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SQ_CONDITIONAL = 0x00000020, //Conditional statement
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SQ_TASK = 0x00000040, //Task block
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};
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enum
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{
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POP_FRONT,
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POP_BACK,
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PUSH_FRONT,
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PUSH_BACK
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};
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protected:
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int SaveCommand( CBlock *block );
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int LoadCommand( CBlock *block, CIcarus *icarus );
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//Organization information
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sequence_l m_children;
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//sequenceID_m m_childrenMap;
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//int m_numChildren;
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CSequence *m_parent;
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CSequence *m_return;
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//Data information
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block_l m_commands;
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int m_flags;
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int m_iterations;
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int m_id;
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int m_numCommands;
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};
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#endif //__SEQUENCE__
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