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
+34 -34
View File
@@ -61,7 +61,7 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc,uint32 loottable_id, ItemList* ite
uint32 cash = 0;
if (!bGlobal) {
if(max_cash > 0 && lts->avgcoin > 0 && EQEmu::ValueWithin(lts->avgcoin, min_cash, max_cash)) {
if(max_cash > 0 && lts->avgcoin > 0 && EQ::ValueWithin(lts->avgcoin, min_cash, max_cash)) {
float upper_chance = (float)(lts->avgcoin - min_cash) / (float)(max_cash - min_cash);
float avg_cash_roll = (float)zone->random.Real(0.0, 1.0);
@@ -128,7 +128,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
int charges = lds->Entries[i].multiplier;
for(int j = 0; j < charges; ++j) {
if(zone->random.Real(0.0, 100.0) <= lds->Entries[i].chance) {
const EQEmu::ItemData* dbitem = GetItem(lds->Entries[i].item_id);
const EQ::ItemData* dbitem = GetItem(lds->Entries[i].item_id);
npc->AddLootDrop(dbitem, itemlist, lds->Entries[i].item_charges, lds->Entries[i].minlevel,
lds->Entries[i].maxlevel, lds->Entries[i].equip_item > 0 ? true : false, false);
}
@@ -149,7 +149,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
float roll_t_min = 0.0f;
bool active_item_list = false;
for(uint32 i = 0; i < lds->NumEntries; ++i) {
const EQEmu::ItemData* db_item = GetItem(lds->Entries[i].item_id);
const EQ::ItemData* db_item = GetItem(lds->Entries[i].item_id);
if(db_item) {
roll_t += lds->Entries[i].chance;
active_item_list = true;
@@ -157,7 +157,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
}
roll_t_min = roll_t;
roll_t = EQEmu::ClampLower(roll_t, 100.0f);
roll_t = EQ::ClampLower(roll_t, 100.0f);
if(!active_item_list) {
return;
@@ -166,14 +166,14 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
for(int i = 0; i < mindrop; ++i) {
float roll = (float)zone->random.Real(0.0, roll_t_min);
for(uint32 j = 0; j < lds->NumEntries; ++j) {
const EQEmu::ItemData* db_item = GetItem(lds->Entries[j].item_id);
const EQ::ItemData* db_item = GetItem(lds->Entries[j].item_id);
if(db_item) {
if(roll < lds->Entries[j].chance) {
npc->AddLootDrop(db_item, itemlist, lds->Entries[j].item_charges, lds->Entries[j].minlevel,
lds->Entries[j].maxlevel, lds->Entries[j].equip_item > 0 ? true : false, false);
int charges = (int)lds->Entries[i].multiplier;
charges = EQEmu::ClampLower(charges, 1);
charges = EQ::ClampLower(charges, 1);
for(int k = 1; k < charges; ++k) {
float c_roll = (float)zone->random.Real(0.0, 100.0);
@@ -196,14 +196,14 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
for(int i = mindrop; i < droplimit; ++i) {
float roll = (float)zone->random.Real(0.0, roll_t);
for(uint32 j = 0; j < lds->NumEntries; ++j) {
const EQEmu::ItemData* db_item = GetItem(lds->Entries[j].item_id);
const EQ::ItemData* db_item = GetItem(lds->Entries[j].item_id);
if(db_item) {
if(roll < lds->Entries[j].chance) {
npc->AddLootDrop(db_item, itemlist, lds->Entries[j].item_charges, lds->Entries[j].minlevel,
lds->Entries[j].maxlevel, lds->Entries[j].equip_item > 0 ? true : false, false);
int charges = (int)lds->Entries[i].multiplier;
charges = EQEmu::ClampLower(charges, 1);
charges = EQ::ClampLower(charges, 1);
for(int k = 1; k < charges; ++k) {
float c_roll = (float)zone->random.Real(0.0, 100.0);
@@ -230,7 +230,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
}
//if itemlist is null, just send wear changes
void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6) {
void NPC::AddLootDrop(const EQ::ItemData *item2, ItemList* itemlist, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6) {
if(item2 == nullptr)
return;
@@ -263,12 +263,12 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
item->attuned = 0;
item->min_level = minlevel;
item->max_level = maxlevel;
item->equip_slot = EQEmu::invslot::SLOT_INVALID;
item->equip_slot = EQ::invslot::SLOT_INVALID;
if (equipit) {
uint8 eslot = 0xFF;
char newid[20];
const EQEmu::ItemData* compitem = nullptr;
const EQ::ItemData* compitem = nullptr;
bool found = false; // track if we found an empty slot we fit into
int32 foundslot = -1; // for multi-slot items
@@ -282,7 +282,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
// it is an improvement.
if (!item2->NoPet) {
for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; !found && i <= EQEmu::invslot::EQUIPMENT_END; i++) {
for (int i = EQ::invslot::EQUIPMENT_BEGIN; !found && i <= EQ::invslot::EQUIPMENT_END; i++) {
uint32 slots = (1 << i);
if (item2->Slots & slots) {
if(equipment[i])
@@ -323,7 +323,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
// @merth: IDFile size has been increased, this needs to change
uint16 emat;
if(item2->Material <= 0
|| (item2->Slots & ((1 << EQEmu::invslot::slotPrimary) | (1 << EQEmu::invslot::slotSecondary)))) {
|| (item2->Slots & ((1 << EQ::invslot::slotPrimary) | (1 << EQ::invslot::slotSecondary)))) {
memset(newid, 0, sizeof(newid));
for(int i=0;i<7;i++){
if (!isalpha(item2->IDFile[i])){
@@ -337,11 +337,11 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
emat = item2->Material;
}
if (foundslot == EQEmu::invslot::slotPrimary) {
if (foundslot == EQ::invslot::slotPrimary) {
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = EQEmu::textures::weaponPrimary;
eslot = EQ::textures::weaponPrimary;
if (item2->Damage > 0) {
SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
if (!RuleB(Combat, ClassicNPCBackstab))
@@ -350,37 +350,37 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
if (item2->IsType2HWeapon())
SetTwoHanderEquipped(true);
}
else if (foundslot == EQEmu::invslot::slotSecondary
else if (foundslot == EQ::invslot::slotSecondary
&& (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) &&
(item2->IsType1HWeapon() || item2->ItemType == EQEmu::item::ItemTypeShield || item2->ItemType == EQEmu::item::ItemTypeLight))
(item2->IsType1HWeapon() || item2->ItemType == EQ::item::ItemTypeShield || item2->ItemType == EQ::item::ItemTypeLight))
{
if (item2->Proc.Effect!=0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = EQEmu::textures::weaponSecondary;
eslot = EQ::textures::weaponSecondary;
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
else if (foundslot == EQEmu::invslot::slotHead) {
eslot = EQEmu::textures::armorHead;
else if (foundslot == EQ::invslot::slotHead) {
eslot = EQ::textures::armorHead;
}
else if (foundslot == EQEmu::invslot::slotChest) {
eslot = EQEmu::textures::armorChest;
else if (foundslot == EQ::invslot::slotChest) {
eslot = EQ::textures::armorChest;
}
else if (foundslot == EQEmu::invslot::slotArms) {
eslot = EQEmu::textures::armorArms;
else if (foundslot == EQ::invslot::slotArms) {
eslot = EQ::textures::armorArms;
}
else if (foundslot == EQEmu::invslot::slotWrist1 || foundslot == EQEmu::invslot::slotWrist2) {
eslot = EQEmu::textures::armorWrist;
else if (foundslot == EQ::invslot::slotWrist1 || foundslot == EQ::invslot::slotWrist2) {
eslot = EQ::textures::armorWrist;
}
else if (foundslot == EQEmu::invslot::slotHands) {
eslot = EQEmu::textures::armorHands;
else if (foundslot == EQ::invslot::slotHands) {
eslot = EQ::textures::armorHands;
}
else if (foundslot == EQEmu::invslot::slotLegs) {
eslot = EQEmu::textures::armorLegs;
else if (foundslot == EQ::invslot::slotLegs) {
eslot = EQ::textures::armorLegs;
}
else if (foundslot == EQEmu::invslot::slotFeet) {
eslot = EQEmu::textures::armorFeet;
else if (foundslot == EQ::invslot::slotFeet) {
eslot = EQ::textures::armorFeet;
}
/*
@@ -428,14 +428,14 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
SendAppearancePacket(AT_Light, GetActiveLightType());
}
void NPC::AddItem(const EQEmu::ItemData* item, uint16 charges, bool equipitem) {
void NPC::AddItem(const EQ::ItemData* item, uint16 charges, bool equipitem) {
//slot isnt needed, its determined from the item.
AddLootDrop(item, &itemlist, charges, 1, 255, equipitem, equipitem);
}
void NPC::AddItem(uint32 itemid, uint16 charges, bool equipitem, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6) {
//slot isnt needed, its determined from the item.
const EQEmu::ItemData * i = database.GetItem(itemid);
const EQ::ItemData * i = database.GetItem(itemid);
if(i == nullptr)
return;
AddLootDrop(i, &itemlist, charges, 1, 255, equipitem, equipitem, aug1, aug2, aug3, aug4, aug5, aug6);