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- /*
- 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;
- // Visual States 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 VisualState
- {
- public:
- VisualState(int inID, char* inName){
- if(!inName)
- return;
- name = string(inName);
- id = inID;
- }
- int GetID() { return id; }
- const char* GetName() { return name.c_str(); }
- string GetNameString() { return name; }
- private:
- int id;
- string name;
- };
- class Emote{
- public:
- Emote(char* in_name, int in_visual_state, char* in_message, char* in_targeted_message){
- if(!in_name)
- return;
- name = string(in_name);
- visual_state = in_visual_state;
- if(in_message)
- message = string(in_message);
- if(in_targeted_message)
- targeted_message = string(in_targeted_message);
- }
- int GetVisualState() { return visual_state; }
- const char* GetName() { return name.c_str(); }
- const char* GetMessage() { return message.c_str(); }
- const char* GetTargetedMessage() { return targeted_message.c_str(); }
- string GetNameString() { return name; }
- string GetMessageString() { return message; }
- string GetTargetedMessageString() { return targeted_message; }
- private:
- int visual_state;
- string name;
- string message;
- string targeted_message;
- };
- class VisualStates
- {
- public:
- ~VisualStates(){
- Reset();
- }
- void Reset(){
- ClearVisualStates();
- ClearEmotes();
- }
- void ClearEmotes(){
- map<string, Emote*>::iterator map_list;
- for(map_list = emoteMap.begin(); map_list != emoteMap.end(); map_list++ )
- safe_delete(map_list->second);
- emoteMap.clear();
- }
- void ClearVisualStates(){
- map<string, VisualState*>::iterator map_list;
- for(map_list = visualStateMap.begin(); map_list != visualStateMap.end(); map_list++ )
- safe_delete(map_list->second);
- visualStateMap.clear();
- }
- void InsertVisualState(VisualState* vs){
- visualStateMap[vs->GetNameString()] = vs;
- }
- VisualState* FindVisualState(string var){
- if(visualStateMap.count(var) > 0)
- return visualStateMap[var];
- return 0;
- }
- void InsertEmote(Emote* emote){
- emoteMap[emote->GetNameString()] = emote;
- }
- Emote* FindEmote(string var){
- if(emoteMap.count(var) > 0)
- return emoteMap[var];
- return 0;
- }
- private:
- map<string,VisualState*> visualStateMap;
- map<string,Emote*> emoteMap;
- };
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