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
+31 -66
View File
@@ -1,19 +1,19 @@
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
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
*/
#include "rulesys.h"
@@ -26,7 +26,7 @@
/*
FatherNitwit: Added new rules subsystem to allow game rules to be changed
at runtime. more about this will come as time goes on.
at runtime. more about this will come as time goes on.
FatherNitwit: Added #rules command to manage rules data from in game.
FatherNitwit: Renamed old #rules to #serverrules
FatherNitwit: Moved max level into the rules system (Character:MaxLevel)
@@ -54,18 +54,15 @@ CREATE TABLE rule_values (
Commands:
#rules:
- current -> lists current set name
- switch (set name) -> change set in the DB, but dont reload
- load (set name) -> load set into this zone without changing the world
- wload (set name) -> tell world and all zones to load this rule set
- store [set name] -> store the current rules in this zone to the set (or
active if not specified)
- reset -> reset all rule values to their defaults.
- list [catname]
- set (cat) (rule) (value)
- values [catname] -> show the values of all rules in the specified category/
current -> lists current set name
switch (set name) -> change set in the DB, but dont reload
load (set name) -> load set into this zone without changing the world
wload (set name) -> tell world and all zones to load this rule set
store [set name] -> store the current rules in this zone to the set (or active if not specified)
reset -> reset all rule values to their defaults.
list [catname]
set (cat) (rule) (value)
values [catname] -> show the values of all rules in the specified category/
*/
const char *RuleManager::s_categoryNames[_CatCount+1] = {
@@ -76,9 +73,9 @@ const char *RuleManager::s_categoryNames[_CatCount+1] = {
};
const RuleManager::RuleInfo RuleManager::s_RuleInfo[_IntRuleCount+_RealRuleCount+_BoolRuleCount+1] = {
/* this is done in three steps so we can reliably get to them by index*/
/* this is done in three steps so we can reliably get to them by index*/
#define RULE_INT(cat, rule, default_value) \
{ #cat ":" #rule, Category__##cat, IntRule, Int__##rule },
{ #cat ":" #rule, Category__##cat, IntRule, Int__##rule },
#include "ruletypes.h"
#define RULE_REAL(cat, rule, default_value) \
{ #cat ":" #rule, Category__##cat, RealRule, Real__##rule },
@@ -90,8 +87,8 @@ const RuleManager::RuleInfo RuleManager::s_RuleInfo[_IntRuleCount+_RealRuleCount
};
RuleManager::RuleManager()
: m_activeRuleset(0),
m_activeName("default")
: m_activeRuleset(0),
m_activeName("default")
{
ResetRules();
}
@@ -195,7 +192,7 @@ bool RuleManager::SetRule(const char *rule_name, const char *rule_value, Databas
void RuleManager::ResetRules() {
_log(RULES__CHANGE, "Resetting running rules to default values");
#define RULE_INT(cat, rule, default_value) \
m_RuleIntValues[ Int__##rule ] = default_value;
m_RuleIntValues[ Int__##rule ] = default_value;
#define RULE_REAL(cat, rule, default_value) \
m_RuleRealValues[ Real__##rule ] = default_value;
#define RULE_BOOL(cat, rule, default_value) \
@@ -321,7 +318,7 @@ void RuleManager::_SaveRule(Database *db, RuleType type, uint16 index) {
}
char errbuf[MYSQL_ERRMSG_SIZE];
char* query = 0;
char* query = 0;
if (!db->RunQuery(query, MakeAnyLenString(&query,
"REPLACE INTO rule_values (ruleset_id, rule_name, rule_value) "
" VALUES(%d, '%s', '%s')",
@@ -376,7 +373,7 @@ int RuleManager::_FindOrCreateRuleset(Database *db, const char *ruleset) {
uint32 new_id;
char errbuf[MYSQL_ERRMSG_SIZE];
char* query = 0;
char* query = 0;
if (!db->RunQuery(query, MakeAnyLenString(&query,
"INSERT INTO rule_sets (ruleset_id, name) "
" VALUES(0, '%s')",
@@ -445,48 +442,16 @@ bool RuleManager::ListRulesets(Database *db, std::map<int, std::string> &into) {
int32 RuleManager::GetIntRule(RuleManager::IntType t) const
{
return(m_RuleIntValues[t]);
return(m_RuleIntValues[t]);
}
float RuleManager::GetRealRule(RuleManager::RealType t) const
{
return(m_RuleRealValues[t]);
return(m_RuleRealValues[t]);
}
bool RuleManager::GetBoolRule(RuleManager::BoolType t) const
{
return (m_RuleBoolValues[t] == 1);
return (m_RuleBoolValues[t] == 1);
}