#include "iter.qh"
+/**
+ * Maximum amount of creatable lists.
+ * Lists can be given endless amount of entities, only restricted by engine limitations.
+ */
const int IL_MAX = 128;
ERASEABLE
*/
#define IL_CLEAR(this) \
MACRO_BEGIN \
- { \
IntrusiveList __il = this; \
assert(__il); \
.entity il_prev = __il.il_prevfld; \
IL_EACH(__il, true, it.(il_next) = it.(il_prev) = NULL); \
__il.il_head = __il.il_tail = NULL; \
- } MACRO_END
+ MACRO_END
/**
* Delete the list
*/
#define IL_DELETE(this) \
MACRO_BEGIN \
- { \
delete(this); \
this = NULL; \
- } MACRO_END
+ MACRO_END
#define IL_EACH(this, cond, body) \
MACRO_BEGIN \
- { \
IntrusiveList _il = this; \
assert(_il); \
.entity il_next = _il.il_nextfld; \
_next = it.(il_next); \
if (cond) { LAMBDA(body) } \
} \
- } MACRO_END
+ MACRO_END
.int il_id;
IntrusiveList il_links[IL_MAX];
return;
}
}
- LOG_WARNF("IntrusiveList overflow");
+ LOG_WARN("IntrusiveList overflow");
}
ERASEABLE
#endif
}
-ERASEABLE
+// called when an entity is deleted with delete() / remove()
+// or when a player disconnects
void ONREMOVE(entity this)
{
- if (this.il_lists) {
+ // remove 'this' from any intrusive lists it is on
+ vector lists = this.il_lists;
+ if (lists) {
for (int i = 0; i < IL_MAX; ++i) {
IntrusiveList list = il_links[i];
- if (this.il_lists & list.il_listmask && IL_CONTAINS(list, this)) {
+ if ((lists & list.il_listmask) && IL_CONTAINS(list, this)) {
IL_REMOVE(list, this);
}
}