Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)

This commit is contained in:
KimLS
2020-05-17 18:36:06 -07:00
parent 06104b624a
commit 2fbd5aaccc
198 changed files with 6111 additions and 6111 deletions
+31 -31
View File
@@ -22,7 +22,7 @@
#include "string_util.h"
int8 EQEmu::inventory::ConvertEquipmentIndexToTextureIndex(int16 slot_index)
int8 EQ::inventory::ConvertEquipmentIndexToTextureIndex(int16 slot_index)
{
switch (slot_index) {
case invslot::slotHead:
@@ -48,7 +48,7 @@ int8 EQEmu::inventory::ConvertEquipmentIndexToTextureIndex(int16 slot_index)
}
}
int8 EQEmu::inventory::ConvertEquipmentSlotToTextureIndex(const InventorySlot& inventory_slot)
int8 EQ::inventory::ConvertEquipmentSlotToTextureIndex(const InventorySlot& inventory_slot)
{
if ((!inventory_slot.Typeless() && !inventory_slot.IsTypeIndex(invtype::typePossessions)) || !inventory_slot.IsContainerIndex(invbag::SLOT_INVALID) || !inventory_slot.IsSocketIndex(invaug::SOCKET_INVALID))
return textures::textureInvalid;
@@ -56,7 +56,7 @@ int8 EQEmu::inventory::ConvertEquipmentSlotToTextureIndex(const InventorySlot& i
return ConvertEquipmentIndexToTextureIndex(inventory_slot.SlotIndex());
}
int16 EQEmu::inventory::ConvertTextureIndexToEquipmentIndex(int8 texture_index)
int16 EQ::inventory::ConvertTextureIndexToEquipmentIndex(int8 texture_index)
{
switch (texture_index) {
case textures::armorHead:
@@ -82,7 +82,7 @@ int16 EQEmu::inventory::ConvertTextureIndexToEquipmentIndex(int8 texture_index)
}
}
bool EQEmu::InventorySlot::IsValidSlot() const
bool EQ::InventorySlot::IsValidSlot() const
{
if (_typeless)
return false;
@@ -100,7 +100,7 @@ bool EQEmu::InventorySlot::IsValidSlot() const
return true;
}
bool EQEmu::InventorySlot::IsDeleteSlot() const
bool EQ::InventorySlot::IsDeleteSlot() const
{
if (_typeless)
return (_slot_index == invslot::SLOT_INVALID && _container_index == invbag::SLOT_INVALID && _socket_index == invaug::SOCKET_INVALID);
@@ -108,7 +108,7 @@ bool EQEmu::InventorySlot::IsDeleteSlot() const
return (_type_index == invtype::TYPE_INVALID && _slot_index == invslot::SLOT_INVALID && _container_index == invbag::SLOT_INVALID && _socket_index == invaug::SOCKET_INVALID);
}
bool EQEmu::InventorySlot::IsEquipmentIndex(int16 slot_index)
bool EQ::InventorySlot::IsEquipmentIndex(int16 slot_index)
{
if (slot_index < invslot::EQUIPMENT_BEGIN || slot_index > invslot::EQUIPMENT_END)
return false;
@@ -116,7 +116,7 @@ bool EQEmu::InventorySlot::IsEquipmentIndex(int16 slot_index)
return true;
}
bool EQEmu::InventorySlot::IsGeneralIndex(int16 slot_index)
bool EQ::InventorySlot::IsGeneralIndex(int16 slot_index)
{
if (slot_index < invslot::GENERAL_BEGIN || slot_index > invslot::GENERAL_END)
return false;
@@ -124,7 +124,7 @@ bool EQEmu::InventorySlot::IsGeneralIndex(int16 slot_index)
return true;
}
bool EQEmu::InventorySlot::IsCursorIndex(int16 slot_index)
bool EQ::InventorySlot::IsCursorIndex(int16 slot_index)
{
if (slot_index == invslot::slotCursor)
return true;
@@ -132,7 +132,7 @@ bool EQEmu::InventorySlot::IsCursorIndex(int16 slot_index)
return false;
}
bool EQEmu::InventorySlot::IsWeaponIndex(int16 slot_index)
bool EQ::InventorySlot::IsWeaponIndex(int16 slot_index)
{
if (slot_index == invslot::slotPrimary || slot_index == invslot::slotSecondary || slot_index == invslot::slotRange)
return true;
@@ -140,7 +140,7 @@ bool EQEmu::InventorySlot::IsWeaponIndex(int16 slot_index)
return false;
}
bool EQEmu::InventorySlot::IsTextureIndex(int16 slot_index)
bool EQ::InventorySlot::IsTextureIndex(int16 slot_index)
{
switch (slot_index) {
case invslot::slotHead:
@@ -158,7 +158,7 @@ bool EQEmu::InventorySlot::IsTextureIndex(int16 slot_index)
}
}
bool EQEmu::InventorySlot::IsTintableIndex(int16 slot_index)
bool EQ::InventorySlot::IsTintableIndex(int16 slot_index)
{
switch (slot_index) {
case invslot::slotHead:
@@ -174,7 +174,7 @@ bool EQEmu::InventorySlot::IsTintableIndex(int16 slot_index)
}
}
bool EQEmu::InventorySlot::IsEquipmentSlot() const
bool EQ::InventorySlot::IsEquipmentSlot() const
{
if (!_typeless && (_type_index != invtype::typePossessions))
return false;
@@ -185,7 +185,7 @@ bool EQEmu::InventorySlot::IsEquipmentSlot() const
return IsEquipmentIndex(_slot_index);
}
bool EQEmu::InventorySlot::IsGeneralSlot() const
bool EQ::InventorySlot::IsGeneralSlot() const
{
if (!_typeless && (_type_index != invtype::typePossessions))
return false;
@@ -196,7 +196,7 @@ bool EQEmu::InventorySlot::IsGeneralSlot() const
return IsGeneralIndex(_socket_index);
}
bool EQEmu::InventorySlot::IsCursorSlot() const
bool EQ::InventorySlot::IsCursorSlot() const
{
if (!_typeless && (_type_index != invtype::typePossessions))
return false;
@@ -207,7 +207,7 @@ bool EQEmu::InventorySlot::IsCursorSlot() const
return IsCursorIndex(_slot_index);
}
bool EQEmu::InventorySlot::IsWeaponSlot() const
bool EQ::InventorySlot::IsWeaponSlot() const
{
if (!_typeless && (_type_index != invtype::typePossessions))
return false;
@@ -218,7 +218,7 @@ bool EQEmu::InventorySlot::IsWeaponSlot() const
return IsWeaponIndex(_slot_index);
}
bool EQEmu::InventorySlot::IsTextureSlot() const
bool EQ::InventorySlot::IsTextureSlot() const
{
if (!_typeless && (_type_index != invtype::typePossessions))
return false;
@@ -229,7 +229,7 @@ bool EQEmu::InventorySlot::IsTextureSlot() const
return IsTextureIndex(_slot_index);
}
bool EQEmu::InventorySlot::IsTintableSlot() const
bool EQ::InventorySlot::IsTintableSlot() const
{
if (!_typeless && (_type_index != invtype::typePossessions))
return false;
@@ -240,7 +240,7 @@ bool EQEmu::InventorySlot::IsTintableSlot() const
return IsTintableIndex(_slot_index);
}
bool EQEmu::InventorySlot::IsSlot() const
bool EQ::InventorySlot::IsSlot() const
{
if (!_typeless && (_type_index == invtype::TYPE_INVALID))
return false;
@@ -254,7 +254,7 @@ bool EQEmu::InventorySlot::IsSlot() const
return true;
}
bool EQEmu::InventorySlot::IsSlotSocket() const
bool EQ::InventorySlot::IsSlotSocket() const
{
if (!_typeless && (_type_index == invtype::TYPE_INVALID))
return false;
@@ -268,7 +268,7 @@ bool EQEmu::InventorySlot::IsSlotSocket() const
return true;
}
bool EQEmu::InventorySlot::IsContainer() const
bool EQ::InventorySlot::IsContainer() const
{
if (!_typeless && (_type_index == invtype::TYPE_INVALID))
return false;
@@ -282,7 +282,7 @@ bool EQEmu::InventorySlot::IsContainer() const
return true;
}
bool EQEmu::InventorySlot::IsContainerSocket() const
bool EQ::InventorySlot::IsContainerSocket() const
{
if (!_typeless && (_type_index == invtype::TYPE_INVALID))
return false;
@@ -296,12 +296,12 @@ bool EQEmu::InventorySlot::IsContainerSocket() const
return true;
}
EQEmu::InventorySlot EQEmu::InventorySlot::ToTopOwner() const
EQ::InventorySlot EQ::InventorySlot::ToTopOwner() const
{
return InventorySlot(_type_index, _slot_index);
}
EQEmu::InventorySlot EQEmu::InventorySlot::ToOwner() const
EQ::InventorySlot EQ::InventorySlot::ToOwner() const
{
if (IsSlot() || IsSlotSocket() || IsContainer())
return InventorySlot(_type_index, _slot_index);
@@ -312,17 +312,17 @@ EQEmu::InventorySlot EQEmu::InventorySlot::ToOwner() const
return InventorySlot();
}
const std::string EQEmu::InventorySlot::ToString() const
const std::string EQ::InventorySlot::ToString() const
{
return StringFormat("(%i%s, %i, %i, %i)", _type_index, (_typeless ? " [typeless]" : ""), _slot_index, _container_index, _socket_index);
}
const std::string EQEmu::InventorySlot::ToName() const
const std::string EQ::InventorySlot::ToName() const
{
return StringFormat("InventorySlot - _type_index: %i%s, _slot_index: %i, _container_index: %i, _socket_index: %i", _type_index, (_typeless ? " [typeless]" : ""), _slot_index, _container_index, _socket_index);
}
void EQEmu::InventorySlot::SetInvalidSlot()
void EQ::InventorySlot::SetInvalidSlot()
{
_type_index = invtype::TYPE_INVALID;
_slot_index = invslot::SLOT_INVALID;
@@ -330,7 +330,7 @@ void EQEmu::InventorySlot::SetInvalidSlot()
_socket_index = invaug::SOCKET_INVALID;
}
//bool EQEmu::InventorySlot::IsBonusIndex(int16 slot_index)
//bool EQ::InventorySlot::IsBonusIndex(int16 slot_index)
//{
// if ((slot_index >= inventory::EquipmentBegin) && (slot_index <= inventory::EquipmentEnd) && (slot_index != inventory::slotAmmo))
// return true;
@@ -338,7 +338,7 @@ void EQEmu::InventorySlot::SetInvalidSlot()
// return false;
//}
//bool EQEmu::InventorySlot::IsBonusSlot() const
//bool EQ::InventorySlot::IsBonusSlot() const
//{
// if ((_type_index != inventory::typePossessions) || (_container_index != inventory::containerInvalid) || (_socket_index != inventory::socketInvalid))
// return false;
@@ -346,7 +346,7 @@ void EQEmu::InventorySlot::SetInvalidSlot()
// return IsBonusIndex(_slot_index);
//}
bool inventory_slot_typeless_lessthan(const EQEmu::InventorySlot& lhs, const EQEmu::InventorySlot& rhs)
bool inventory_slot_typeless_lessthan(const EQ::InventorySlot& lhs, const EQ::InventorySlot& rhs)
{
if (lhs.SlotIndex() < rhs.SlotIndex())
return true;
@@ -360,7 +360,7 @@ bool inventory_slot_typeless_lessthan(const EQEmu::InventorySlot& lhs, const EQE
return false;
}
bool EQEmu::InventorySlot::operator<(const InventorySlot& rhs) const
bool EQ::InventorySlot::operator<(const InventorySlot& rhs) const
{
if (Typeless() || rhs.Typeless())
return inventory_slot_typeless_lessthan(*this, rhs);
@@ -380,7 +380,7 @@ bool EQEmu::InventorySlot::operator<(const InventorySlot& rhs) const
return false;
}
bool EQEmu::operator==(const InventorySlot& lhs, const InventorySlot& rhs)
bool EQ::operator==(const InventorySlot& lhs, const InventorySlot& rhs)
{
if (lhs.Typeless() || rhs.Typeless())
return ((lhs.SlotIndex() == rhs.SlotIndex()) && (lhs.ContainerIndex() == rhs.ContainerIndex()) && (lhs.SocketIndex() == rhs.SocketIndex()));