Change space indentation to tabs

This commit is contained in:
j883376
2013-05-09 10:44:08 -04:00
parent ffcff4aea1
commit 4bdd8b2502
393 changed files with 22463 additions and 23238 deletions
+155 -155
View File
@@ -1,19 +1,19 @@
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
This program 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; version 2 of the License.
This program 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; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef LINKEDLIST_H
#define LINKEDLIST_H
@@ -29,84 +29,84 @@ class ListElement
{
private:
TYPE data;
ListElement<TYPE>* next;
ListElement<TYPE>* prev;
TYPE data;
ListElement<TYPE>* next;
ListElement<TYPE>* prev;
public:
ListElement ();
ListElement (const TYPE&);
ListElement (const ListElement<TYPE>&);
ListElement ();
ListElement (const TYPE&);
ListElement (const ListElement<TYPE>&);
~ListElement ();
~ListElement ();
ListElement<TYPE>& operator= (const ListElement<TYPE>&);
ListElement<TYPE>& operator= (const ListElement<TYPE>&);
ListElement<TYPE>* GetLast ()
{
ListElement<TYPE>* tmp = this;
while (tmp->GetNext()) {
tmp = tmp->GetNext();
ListElement<TYPE>* GetLast ()
{
ListElement<TYPE>* tmp = this;
while (tmp->GetNext()) {
tmp = tmp->GetNext();
}
return tmp;
}
return tmp;
}
ListElement<TYPE>* GetNext () const { return next ; }
ListElement<TYPE>* GetPrev () const { return prev ; }
ListElement<TYPE>* GetNext () const { return next ; }
ListElement<TYPE>* GetPrev () const { return prev ; }
inline TYPE& GetData () { return data ; }
inline const TYPE& GetData () const { return data ; }
inline TYPE& GetData () { return data ; }
inline const TYPE& GetData () const { return data ; }
void SetData ( const TYPE& d ) { data = d ; } // Quagmire - this may look like a mem leak, but dont change it, this behavior is expected where it's called
void SetLastNext ( ListElement<TYPE>* p )
{
GetLast()->SetNext(p);
}
void SetNext (ListElement<TYPE>* n) { next = n ; }
void SetPrev (ListElement<TYPE>* p) { prev = p ; }
void SetData ( const TYPE& d ) { data = d ; } // Quagmire - this may look like a mem leak, but dont change it, this behavior is expected where it's called
void SetLastNext ( ListElement<TYPE>* p )
{
GetLast()->SetNext(p);
}
void SetNext (ListElement<TYPE>* n) { next = n ; }
void SetPrev (ListElement<TYPE>* p) { prev = p ; }
void ReplaceData(const TYPE&);
void ReplaceData(const TYPE&);
};
template<class TYPE>
class LinkedList
{
private:
uint32 count;
uint32 count;
ListElement<TYPE>* first;
bool list_destructor_invoked;
public:
LinkedList();
~LinkedList();
bool dont_delete;
LinkedList<TYPE>& operator= (const LinkedList<TYPE>&);
LinkedList();
~LinkedList();
bool dont_delete;
LinkedList<TYPE>& operator= (const LinkedList<TYPE>&);
void Append (const TYPE&);
void Insert (const TYPE&);
TYPE Pop();
TYPE PeekTop();
void Clear();
void LCount() { count--; }
void ResetCount() { count=0; }
uint32 Count() { return count; }
ListElement<TYPE>* GetFirst() { return first; }
void Append (const TYPE&);
void Insert (const TYPE&);
TYPE Pop();
TYPE PeekTop();
void Clear();
void LCount() { count--; }
void ResetCount() { count=0; }
uint32 Count() { return count; }
ListElement<TYPE>* GetFirst() { return first; }
friend class LinkedListIterator<TYPE>;
friend class LinkedListIterator<TYPE>;
};
template<class TYPE>
class LinkedListIterator
{
private:
LinkedList<TYPE>& list;
ListElement<TYPE>* current_element;
direction dir;
LinkedList<TYPE>& list;
ListElement<TYPE>* current_element;
direction dir;
public:
LinkedListIterator(LinkedList<TYPE>& l,direction d = FORWARD) : list(l), dir(d) {};
LinkedListIterator(LinkedList<TYPE>& l,direction d = FORWARD) : list(l), dir(d) {};
void Advance();
const TYPE& GetData();
void Advance();
const TYPE& GetData();
bool IsFirst()
{
if (current_element->GetPrev() == 0)
@@ -121,13 +121,13 @@ public:
else
return false;
}
bool MoreElements();
void MoveFirst();
void MoveLast();
void RemoveCurrent(bool DeleteData = true);
void Replace(const TYPE& new_data);
void Reset();
void SetDir(direction);
bool MoreElements();
void MoveFirst();
void MoveLast();
void RemoveCurrent(bool DeleteData = true);
void Replace(const TYPE& new_data);
void Reset();
void SetDir(direction);
};
template<class TYPE>
@@ -169,110 +169,110 @@ void LinkedListIterator<TYPE>::Advance()
template<class TYPE>
bool LinkedListIterator<TYPE>::MoreElements()
{
if (current_element == 0)
return false;
return true;
if (current_element == 0)
return false;
return true;
}
template<class TYPE>
const TYPE& LinkedListIterator<TYPE>::GetData()
{
return current_element->GetData();
return current_element->GetData();
}
template<class TYPE>
void LinkedListIterator<TYPE>::MoveFirst()
{
ListElement<TYPE>* prev = current_element->GetPrev();
ListElement<TYPE>* next = current_element->GetNext();
ListElement<TYPE>* prev = current_element->GetPrev();
ListElement<TYPE>* next = current_element->GetNext();
if (prev == 0)
if (prev == 0)
{
return;
}
// if (prev != 0)
// {
prev->SetNext(next);
// }
if (next != 0)
{
next->SetPrev(prev);
}
current_element->SetPrev(0);
current_element->SetNext(list.first);
list.first->SetPrev(current_element);
list.first = current_element;
//if (prev != 0)
//{
prev->SetNext(next);
//}
if (next != 0)
{
next->SetPrev(prev);
}
current_element->SetPrev(0);
current_element->SetNext(list.first);
list.first->SetPrev(current_element);
list.first = current_element;
}
template<class TYPE>
void LinkedListIterator<TYPE>::MoveLast()
{
ListElement<TYPE>* prev = current_element->GetPrev();
ListElement<TYPE>* next = current_element->GetNext();
ListElement<TYPE>* prev = current_element->GetPrev();
ListElement<TYPE>* next = current_element->GetNext();
if (next == 0)
if (next == 0)
{
return;
}
if (prev != 0)
{
prev->SetNext(next);
}
if (prev != 0)
{
prev->SetNext(next);
}
else
{
list.first = next;
list.first = next;
}
// if (next != 0)
// {
next->SetPrev(prev);
// }
current_element->SetNext(0);
current_element->SetPrev(next->GetLast());
next->GetLast()->SetNext(current_element);
//if (next != 0)
//{
next->SetPrev(prev);
//}
current_element->SetNext(0);
current_element->SetPrev(next->GetLast());
next->GetLast()->SetNext(current_element);
}
template<class TYPE>
void LinkedListIterator<TYPE>::RemoveCurrent(bool DeleteData)
{
ListElement<TYPE>* save;
ListElement<TYPE>* save;
if (list.first == current_element)
{
list.first = current_element->GetNext();
}
if (list.first == current_element)
{
list.first = current_element->GetNext();
}
if (current_element->GetPrev() != 0)
{
current_element->GetPrev()->SetNext(current_element->GetNext());
}
if (current_element->GetNext() != 0)
{
current_element->GetNext()->SetPrev(current_element->GetPrev());
}
if (dir == FORWARD)
{
save = current_element->GetNext();
}
else
{
save = current_element->GetPrev();
}
current_element->SetNext(0);
current_element->SetPrev(0);
if (!DeleteData)
current_element->SetData(0);
safe_delete(current_element);
current_element = save;
list.LCount();
if (current_element->GetPrev() != 0)
{
current_element->GetPrev()->SetNext(current_element->GetNext());
}
if (current_element->GetNext() != 0)
{
current_element->GetNext()->SetPrev(current_element->GetPrev());
}
if (dir == FORWARD)
{
save = current_element->GetNext();
}
else
{
save = current_element->GetPrev();
}
current_element->SetNext(0);
current_element->SetPrev(0);
if (!DeleteData)
current_element->SetData(0);
safe_delete(current_element);
current_element = save;
list.LCount();
}
template<class TYPE>
void LinkedListIterator<TYPE>::Replace(const TYPE& new_data)
{
current_element->ReplaceData(new_data);
current_element->ReplaceData(new_data);
}
template<class TYPE>
@@ -280,8 +280,8 @@ void LinkedListIterator<TYPE>::Reset()
{
if (!(&list))
{
current_element=0;
return;
current_element=0;
return;
}
if (dir == FORWARD)
@@ -323,15 +323,15 @@ void LinkedListIterator<TYPE>::Reset()
template<class TYPE>
void LinkedListIterator<TYPE>::SetDir(direction d)
{
dir = d;
dir = d;
}
template<class TYPE>
ListElement<TYPE>::ListElement(const TYPE& d)
{
data = d;
next = 0;
prev = 0;
data = d;
next = 0;
prev = 0;
}
template<class TYPE>
@@ -353,7 +353,7 @@ template<class TYPE>
void ListElement<TYPE>::ReplaceData(const TYPE& new_data)
{
if (data != 0)
safe_delete(data);
safe_delete(data);
data = new_data;
}
@@ -388,32 +388,32 @@ void LinkedList<TYPE>::Clear() {
template<class TYPE>
void LinkedList<TYPE>::Append(const TYPE& data)
{
ListElement<TYPE>* new_element = new ListElement<TYPE>(data);
ListElement<TYPE>* new_element = new ListElement<TYPE>(data);
if (first == 0)
{
first = new_element;
}
else
{
new_element->SetPrev(first->GetLast());
first->SetLastNext(new_element);
}
count++;
if (first == 0)
{
first = new_element;
}
else
{
new_element->SetPrev(first->GetLast());
first->SetLastNext(new_element);
}
count++;
}
template<class TYPE>
void LinkedList<TYPE>::Insert(const TYPE& data)
{
ListElement<TYPE>* new_element = new ListElement<TYPE>(data);
ListElement<TYPE>* new_element = new ListElement<TYPE>(data);
new_element->SetNext(first);
if (first != 0)
{
first->SetPrev(new_element);
}
first = new_element;
count++;
new_element->SetNext(first);
if (first != 0)
{
first->SetPrev(new_element);
}
first = new_element;
count++;
}
template<class TYPE>