📄 scenerylist.h
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// SceneryList.h: interface for the CSceneryList class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SCENERYLIST_H__0A1D8FAD_1557_4505_8151_64ED499C1B5D__INCLUDED_)
#define AFX_SCENERYLIST_H__0A1D8FAD_1557_4505_8151_64ED499C1B5D__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "GameObject.h"
class CSceneryList
{
public:
CSceneryList();
virtual ~CSceneryList();
// The structure of scenery node
struct SceneryNode
{
CGameObject *pObjScenery;
int nIndex;
SceneryNode *pNext;
};
public:
// List controls
void InitList(); // Init list
void DestoryList(); // Delete list
BOOL IsListEmpty(); // Returns ture if the list is empty.
void AddObject(CGameObject *&inObject); // add an object to list.
void DeleteObjectFromList(int inIndex); // Delete an object from list.
private:
SceneryNode *m_pFirst;
SceneryNode *m_pLast;
};
#endif // !defined(AFX_SCENERYLIST_H__0A1D8FAD_1557_4505_8151_64ED499C1B5D__INCLUDED_)
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