87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <map>
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using namespace std;
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// Appearances must use a hash table because of the large amount that exists and the large spacing
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// between their ID's. String and character arrays could not be used for the first iterator because
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// it would require the same pointer to access it from the hash table, which is obviously not possible
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// since the text is from the client.
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// maximum amount of iterations it will attempt to find a entree
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#define HASH_SEARCH_MAX 20
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class Appearance
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{
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public:
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// JA: someday add the min_client_version to the map to determine which appearance_id to set per client version
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Appearance(int32 inID, const char *inName, int16 inVer)
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{
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if( !inName )
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return;
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name = string(inName);
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id = inID;
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min_client = inVer;
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}
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int32 GetID() { return id; }
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const char* GetName() { return name.c_str(); }
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int16 GetMinClientVersion() { return min_client; }
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string GetNameString() { return name; }
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private:
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int32 id;
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string name;
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int16 min_client;
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};
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class Appearances
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{
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public:
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~Appearances(){
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Reset();
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}
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void Reset(){
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ClearAppearances();
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}
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void ClearAppearances(){
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map<int32, Appearance*>::iterator map_list;
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for(map_list = appearanceMap.begin(); map_list != appearanceMap.end(); map_list++ )
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safe_delete(map_list->second);
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appearanceMap.clear();
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}
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void InsertAppearance(Appearance* a){
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appearanceMap[a->GetID()] = a;
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}
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Appearance* FindAppearanceByID(int32 id){
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if(appearanceMap.count(id) > 0)
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return appearanceMap[id];
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return 0;
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}
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private:
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map<int32, Appearance*> appearanceMap;
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};
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