/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
/*****************************************************************************
*
*   $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtList.cpp
*   
***/

#include "pnUtList.h"


/****************************************************************************
*
*   CBaseList
*
***/

//===========================================================================
void CBaseList::Link (CBaseList * list, uint8_t * afterNode, uint8_t * beforeNode, ELinkType linkType, uint8_t * existingNode) {

    // Verify that the two lists share a common link offset
    ASSERT(m_linkOffset != LINK_OFFSET_UNINIT);
    ASSERT(m_linkOffset == list->m_linkOffset);

    // Verify that the two lists are distinct
    CBaseLink * sourceTerminator = &list->m_terminator;
    ASSERT(sourceTerminator != &m_terminator);

    // Find the first and last nodes to move from the source list
    CBaseLink * afterLink  = afterNode  ? GetLink(afterNode)  : sourceTerminator;
    CBaseLink * beforeLink = beforeNode ? GetLink(beforeNode) : sourceTerminator;
    CBaseLink * firstLink  = afterLink->NextLink();
    CBaseLink * lastLink   = beforeLink->m_prevLink;
    if (lastLink == afterLink)
        return;
    ASSERT(firstLink != beforeLink);

    // Store nodes for later use in linking
    uint8_t * firstNode    = afterLink->m_next;
    uint8_t * lastNextNode = lastLink->m_next;
    ASSERT(firstNode);
    ASSERT(lastNextNode);

    // Find the previous and next nodes in the destination list which will 
    // bound all of the nodes of the source list
    CBaseLink * existingLink = existingNode ? GetLink(existingNode) : &m_terminator;
    CBaseLink * prevLink, * nextLink;
    switch (linkType) {
    
        case kListLinkAfter:
            prevLink = existingLink;
            nextLink = existingLink->NextLink();
        break;

        case kListLinkBefore:
            prevLink = existingLink->m_prevLink;
            nextLink = existingLink;
        break;

        DEFAULT_FATAL(linkType);

    }

    // Update the first and last nodes of the moved range to point to the 
    // previous and next nodes in the destination list
    firstLink->m_prevLink = prevLink;
    lastLink->m_next      = prevLink->m_next;

    // Update the previous and next nodes in the destination list to point to
    // the first and last nodes of the source range
    nextLink->m_prevLink = lastLink;
    prevLink->m_next     = firstNode;

    // Update the before and after links from the source list to point to
    // each other
    afterLink->m_next      = lastNextNode;
    beforeLink->m_prevLink = afterLink;

}

//===========================================================================
void CBaseList::UnlinkAll () {
    for (CBaseLink * link = m_terminator.m_prevLink, * prev; link != &m_terminator; link = prev) {
        prev = link->m_prevLink;
        link->InitializeLinksWithOffset(m_linkOffset);
    }
    m_terminator.InitializeLinksWithOffset(m_linkOffset);
}