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#include "common.h"
#include "World.h"
#include "Vehicle.h"
#include "PlayerPed.h"
#include "Pools.h"
#include "References.h"
CReference CReferences::aRefs[NUMREFERENCES];
CReference *CReferences::pEmptyList;
void
CReferences::Init(void)
{
int i;
pEmptyList = &aRefs[0];
for(i = 0; i < NUMREFERENCES; i++){
aRefs[i].pentity = nil;
aRefs[i].next = &aRefs[i+1];
}
aRefs[NUMREFERENCES-1].next = nil;
}
void
CEntity::RegisterReference(CEntity **pent)
{
if(IsBuilding())
return;
CReference *ref;
// check if already registered
for(ref = m_pFirstReference; ref; ref = ref->next)
if(ref->pentity == pent)
return;
// have to allocate new reference
ref = CReferences::pEmptyList;
if(ref){
CReferences::pEmptyList = ref->next;
ref->pentity = pent;
ref->next = m_pFirstReference;
m_pFirstReference = ref;
return;
}
return;
}
// Clear all references to this entity
void
CEntity::ResolveReferences(void)
{
CReference *ref;
// clear pointers to this entity
for(ref = m_pFirstReference; ref; ref = ref->next)
if(*ref->pentity == this)
*ref->pentity = nil;
// free list
if(m_pFirstReference){
for(ref = m_pFirstReference; ref->next; ref = ref->next)
;
ref->next = CReferences::pEmptyList;
CReferences::pEmptyList = m_pFirstReference;
m_pFirstReference = nil;
}
}
// Free all references that no longer point to this entity
void
CEntity::PruneReferences(void)
{
CReference *ref, *next, **lastnextp;
lastnextp = &m_pFirstReference;
for(ref = m_pFirstReference; ref; ref = next){
next = ref->next;
if(*ref->pentity == this)
lastnextp = &ref->next;
else{
*lastnextp = ref->next;
ref->next = CReferences::pEmptyList;
CReferences::pEmptyList = ref;
}
}
}
void
CReferences::RemoveReferencesToPlayer(void)
{
if(FindPlayerVehicle())
FindPlayerVehicle()->ResolveReferences();
#ifdef FIX_BUGS
if (FindPlayerPed()) {
CPlayerPed* pPlayerPed = FindPlayerPed();
FindPlayerPed()->ResolveReferences();
CWorld::Players[CWorld::PlayerInFocus].m_pPed = pPlayerPed;
pPlayerPed->RegisterReference((CEntity**)&CWorld::Players[CWorld::PlayerInFocus].m_pPed);
}
#else
if(FindPlayerPed())
FindPlayerPed()->ResolveReferences();
#endif
}
void
CReferences::PruneAllReferencesInWorld(void)
{
int i;
CEntity *e;
i = CPools::GetPedPool()->GetSize();
while(--i >= 0){
e = CPools::GetPedPool()->GetSlot(i);
if(e)
e->PruneReferences();
}
i = CPools::GetVehiclePool()->GetSize();
while(--i >= 0){
e = CPools::GetVehiclePool()->GetSlot(i);
if(e)
e->PruneReferences();
}
i = CPools::GetObjectPool()->GetSize();
while(--i >= 0){
e = CPools::GetObjectPool()->GetSlot(i);
if(e)
e->PruneReferences();
}
}
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