EQ2EMu/EQ2/source/WorldServer/Appearances.h
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Starting point..!
2020-02-28 09:17:24 -05:00

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C++

/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator 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.
EQ2Emulator 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#include <map>
using namespace std;
// Appearances must use a hash table because of the large amount that exists and the large spacing
// between their ID's. String and character arrays could not be used for the first iterator because
// it would require the same pointer to access it from the hash table, which is obviously not possible
// since the text is from the client.
// maximum amount of iterations it will attempt to find a entree
#define HASH_SEARCH_MAX 20
class Appearance
{
public:
// JA: someday add the min_client_version to the map to determine which appearance_id to set per client version
Appearance(int32 inID, const char *inName, int16 inVer)
{
if( !inName )
return;
name = string(inName);
id = inID;
min_client = inVer;
}
int32 GetID() { return id; }
const char* GetName() { return name.c_str(); }
int16 GetMinClientVersion() { return min_client; }
string GetNameString() { return name; }
private:
int32 id;
string name;
int16 min_client;
};
class Appearances
{
public:
~Appearances(){
Reset();
}
void Reset(){
ClearAppearances();
}
void ClearAppearances(){
map<int32, Appearance*>::iterator map_list;
for(map_list = appearanceMap.begin(); map_list != appearanceMap.end(); map_list++ )
safe_delete(map_list->second);
appearanceMap.clear();
}
void InsertAppearance(Appearance* a){
appearanceMap[a->GetID()] = a;
}
Appearance* FindAppearanceByID(int32 id){
if(appearanceMap.count(id) > 0)
return appearanceMap[id];
return 0;
}
private:
map<int32, Appearance*> appearanceMap;
};