133 lines
3.2 KiB
C++
133 lines
3.2 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 <assert.h>
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#include <string.h>
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#include "Languages.h"
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Language::Language(){
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id = 0;
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memset(name, 0, sizeof(name));
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save_needed = false;
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}
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Language::Language(Language* language){
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id = language->id;
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strncpy(name, language->GetName(), sizeof(name));
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save_needed = language->save_needed;
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}
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MasterLanguagesList::MasterLanguagesList(){
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}
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MasterLanguagesList::~MasterLanguagesList(){
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Clear();
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}
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void MasterLanguagesList::Clear(){
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languages_list.clear();
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}
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int32 MasterLanguagesList::Size(){
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return languages_list.size();
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}
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void MasterLanguagesList::AddLanguage(Language* language){
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assert(language);
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languages_list.push_back(language);
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}
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Language* MasterLanguagesList::GetLanguage(int32 id){
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list<Language*>::iterator itr;
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Language* language = 0;
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Language* ret = 0;
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for(itr = languages_list.begin(); itr != languages_list.end(); itr++){
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language = *itr;
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if(language->GetID() == id){
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ret = language;
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break;
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}
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}
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return ret;
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}
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Language* MasterLanguagesList::GetLanguageByName(const char* name){
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list<Language*>::iterator itr;
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Language* language = 0;
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Language* ret = 0;
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for(itr = languages_list.begin(); itr != languages_list.end(); itr++){
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language = *itr;
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if(!language)
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continue;
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if(!strncmp(language->GetName(), name, strlen(name))){
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ret = language;
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break;
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}
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}
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return ret;
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}
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list<Language*>* MasterLanguagesList::GetAllLanguages(){
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return &languages_list;
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}
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PlayerLanguagesList::PlayerLanguagesList(){
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}
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PlayerLanguagesList::~PlayerLanguagesList(){
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}
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void PlayerLanguagesList::Add(Language* language){
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player_languages_list.push_back(language);
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}
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Language* PlayerLanguagesList::GetLanguage(int32 id){
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list<Language*>::iterator itr;
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Language* language = 0;
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Language* ret = 0;
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for(itr = player_languages_list.begin(); itr != player_languages_list.end(); itr++){
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language = *itr;
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if(language->GetID() == id){
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ret = language;
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break;
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}
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}
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return ret;
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}
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Language* PlayerLanguagesList::GetLanguageByName(const char* name){
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list<Language*>::iterator itr;
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Language* language = 0;
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Language* ret = 0;
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for(itr = player_languages_list.begin(); itr != player_languages_list.end(); itr++){
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language = *itr;
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if(!language)
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continue;
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if(!strncmp(language->GetName(), name, strlen(name))){
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ret = language;
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break;
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}
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}
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return ret;
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}
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list<Language*>* PlayerLanguagesList::GetAllLanguages(){
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return &player_languages_list;
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}
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