446 lines
8.3 KiB
C++
446 lines
8.3 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator 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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EQ2Emulator 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LINKEDLIST_H
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#define LINKEDLIST_H
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#include "types.h"
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enum direction{FORWARD,BACKWARD};
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template<class TYPE> class LinkedListIterator;
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template<class TYPE>
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class ListElement
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{
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private:
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TYPE data;
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ListElement<TYPE>* next;
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ListElement<TYPE>* prev;
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public:
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ListElement ();
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ListElement (const TYPE&);
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ListElement (const ListElement<TYPE>&);
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~ListElement ();
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ListElement<TYPE>& operator= (const ListElement<TYPE>&);
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ListElement<TYPE>* GetLast ()
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{
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ListElement<TYPE>* tmp = this;
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while (tmp->GetNext()) {
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tmp = tmp->GetNext();
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}
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return tmp;
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}
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ListElement<TYPE>* GetNext () const { return next ; }
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ListElement<TYPE>* GetPrev () const { return prev ; }
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inline TYPE& GetData () { return data ; }
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inline const TYPE& GetData () const { return data ; }
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void SetData ( const TYPE& d ) { data = d ; } // Quagmire - this may look like a mem leak, but dont change it, this behavior is expected where it's called
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void SetLastNext ( ListElement<TYPE>* p )
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{
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GetLast()->SetNext(p);
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}
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void SetNext (ListElement<TYPE>* n) { next = n ; }
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void SetPrev (ListElement<TYPE>* p) { prev = p ; }
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void ReplaceData(const TYPE&);
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};
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template<class TYPE>
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class LinkedList
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{
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private:
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int32 count;
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ListElement<TYPE>* first;
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bool list_destructor_invoked;
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public:
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LinkedList();
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~LinkedList();
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bool dont_delete;
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LinkedList<TYPE>& operator= (const LinkedList<TYPE>&);
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void Append (const TYPE&);
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void Insert (const TYPE&);
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TYPE Pop();
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TYPE PeekTop();
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void Clear();
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void LCount() { count--; }
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void ResetCount() { count=0; }
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int32 Count() { return count; }
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friend class LinkedListIterator<TYPE>;
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};
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template<class TYPE>
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class LinkedListIterator
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{
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private:
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LinkedList<TYPE>& list;
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ListElement<TYPE>* current_element;
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direction dir;
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public:
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LinkedListIterator(LinkedList<TYPE>& l,direction d = FORWARD) : list(l), dir(d) {};
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void Advance();
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const TYPE& GetData();
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bool IsFirst()
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{
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if (current_element->GetPrev() == 0)
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return true;
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else
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return false;
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}
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bool IsLast()
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{
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if (current_element->GetNext() == 0)
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return true;
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else
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return false;
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}
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bool MoreElements();
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void MoveFirst();
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void MoveLast();
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void RemoveCurrent(bool DeleteData = true);
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void Replace(const TYPE& new_data);
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void Reset();
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void SetDir(direction);
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};
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template<class TYPE>
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void LinkedListIterator<TYPE>::Advance()
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{
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if (current_element == 0)
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{
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return;
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}
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if (dir == FORWARD)
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{
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current_element = current_element->GetNext();
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}
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else
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{
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current_element = current_element->GetPrev();
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}
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if (list.list_destructor_invoked)
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{
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while(current_element && current_element->GetData() == 0)
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{
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// if (current_element == 0)
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// {
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// return;
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// }
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if (dir == FORWARD)
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{
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current_element = current_element->GetNext();
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}
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else
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{
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current_element = current_element->GetPrev();
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}
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}
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}
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}
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template<class TYPE>
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bool LinkedListIterator<TYPE>::MoreElements()
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{
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if (current_element == 0)
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return false;
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return true;
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}
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template<class TYPE>
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const TYPE& LinkedListIterator<TYPE>::GetData()
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{
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return current_element->GetData();
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}
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template<class TYPE>
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void LinkedListIterator<TYPE>::MoveFirst()
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{
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ListElement<TYPE>* prev = current_element->GetPrev();
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ListElement<TYPE>* next = current_element->GetNext();
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if (prev == 0)
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{
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return;
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}
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// if (prev != 0)
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// {
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prev->SetNext(next);
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// }
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if (next != 0)
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{
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next->SetPrev(prev);
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}
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current_element->SetPrev(0);
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current_element->SetNext(list.first);
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list.first->SetPrev(current_element);
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list.first = current_element;
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}
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template<class TYPE>
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void LinkedListIterator<TYPE>::MoveLast()
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{
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ListElement<TYPE>* prev = current_element->GetPrev();
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ListElement<TYPE>* next = current_element->GetNext();
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if (next == 0)
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{
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return;
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}
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if (prev != 0)
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{
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prev->SetNext(next);
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}
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else
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{
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list.first = next;
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}
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// if (next != 0)
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// {
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next->SetPrev(prev);
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// }
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current_element->SetNext(0);
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current_element->SetPrev(next->GetLast());
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next->GetLast()->SetNext(current_element);
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}
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template<class TYPE>
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void LinkedListIterator<TYPE>::RemoveCurrent(bool DeleteData)
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{
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ListElement<TYPE>* save;
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if (list.first == current_element)
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{
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list.first = current_element->GetNext();
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}
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if (current_element->GetPrev() != 0)
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{
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current_element->GetPrev()->SetNext(current_element->GetNext());
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}
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if (current_element->GetNext() != 0)
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{
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current_element->GetNext()->SetPrev(current_element->GetPrev());
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}
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if (dir == FORWARD)
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{
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save = current_element->GetNext();
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}
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else
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{
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save = current_element->GetPrev();
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}
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current_element->SetNext(0);
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current_element->SetPrev(0);
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if (!DeleteData)
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current_element->SetData(0);
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safe_delete(current_element);
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current_element = save;
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list.LCount();
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}
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template<class TYPE>
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void LinkedListIterator<TYPE>::Replace(const TYPE& new_data)
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{
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current_element->ReplaceData(new_data);
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}
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template<class TYPE>
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void LinkedListIterator<TYPE>::Reset()
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{
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if (!(&list))
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{
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current_element=0;
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return;
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}
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if (dir == FORWARD)
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{
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current_element = list.first;
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}
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else
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{
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if (list.first == 0)
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{
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current_element = 0;
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}
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else
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{
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current_element = list.first->GetLast();
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}
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}
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if (list.list_destructor_invoked)
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{
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while(current_element && current_element->GetData() == 0)
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{
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// if (current_element == 0)
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// {
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// return;
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// }
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if (dir == FORWARD)
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{
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current_element = current_element->GetNext();
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}
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else
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{
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current_element = current_element->GetPrev();
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}
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}
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}
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}
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template<class TYPE>
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void LinkedListIterator<TYPE>::SetDir(direction d)
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{
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dir = d;
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}
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template<class TYPE>
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ListElement<TYPE>::ListElement(const TYPE& d)
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{
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data = d;
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next = 0;
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prev = 0;
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}
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template<class TYPE>
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ListElement<TYPE>::~ListElement()
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{
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// cout << "ListElement<TYPE>::~ListElement()" << endl;
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if (data != 0)
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safe_delete(data);
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data = 0;
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if (next != 0)
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{
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safe_delete(next);
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next = 0;
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}
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}
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template<class TYPE>
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void ListElement<TYPE>::ReplaceData(const TYPE& new_data)
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{
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if (data != 0)
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safe_delete(data);
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data = new_data;
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}
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template<class TYPE>
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LinkedList<TYPE>::LinkedList()
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{
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list_destructor_invoked = false;
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first = 0;
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count = 0;
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dont_delete = false;
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}
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template<class TYPE>
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LinkedList<TYPE>::~LinkedList()
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{
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list_destructor_invoked = true;
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if(!dont_delete)
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Clear();
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}
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template<class TYPE>
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void LinkedList<TYPE>::Clear() {
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while (first) {
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ListElement<TYPE>* tmp = first;
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first = tmp->GetNext();
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tmp->SetNext(0);
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safe_delete(tmp);
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}
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ResetCount();
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}
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template<class TYPE>
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void LinkedList<TYPE>::Append(const TYPE& data)
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{
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ListElement<TYPE>* new_element = new ListElement<TYPE>(data);
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if (first == 0)
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{
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first = new_element;
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}
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else
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{
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new_element->SetPrev(first->GetLast());
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first->SetLastNext(new_element);
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}
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count++;
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}
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template<class TYPE>
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void LinkedList<TYPE>::Insert(const TYPE& data)
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{
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ListElement<TYPE>* new_element = new ListElement<TYPE>(data);
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new_element->SetNext(first);
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if (first != 0)
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{
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first->SetPrev(new_element);
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}
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first = new_element;
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count++;
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}
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template<class TYPE>
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TYPE LinkedList<TYPE>::Pop() {
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TYPE ret = 0;
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if (first) {
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ListElement<TYPE>* tmpdel = first;
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first = tmpdel->GetNext();
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if (first)
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first->SetPrev(0);
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ret = tmpdel->GetData();
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tmpdel->SetData(0);
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tmpdel->SetNext(0);
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safe_delete(tmpdel);
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count--;
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}
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return ret;
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}
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template<class TYPE>
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TYPE LinkedList<TYPE>::PeekTop() {
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if (first)
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return first->GetData();
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return 0;
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}
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#endif
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