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
+54 -54
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
*/
#include "../common/debug.h"
#include "../common/MiscFunctions.h"
@@ -294,7 +294,7 @@ if(_node->node4 != nullptr) {
tmp = SeekNode( _node->nodes[1], x, y );
}
} else {
if(y < midy) { //quad 4
if(y < midy) { //quad 4
if(_node->nodes[2] != NODE_NONE && _node->nodes[3] != node_r)
tmp = SeekNode( _node->nodes[3], x, y );
} else { //quad 1
@@ -304,16 +304,16 @@ if(_node->node4 != nullptr) {
}
if( tmp != NODE_NONE ) return tmp;
#else
if(_node->nodes[0] == node_r) return(NODE_NONE); //prevent infinite recursion
if(_node->nodes[0] == node_r) return(NODE_NONE); //prevent infinite recursion
tmp = SeekNode( _node->nodes[0], x, y );
if( tmp != NODE_NONE ) return tmp;
if(_node->nodes[1] == node_r) return(NODE_NONE); //prevent infinite recursion
if(_node->nodes[1] == node_r) return(NODE_NONE); //prevent infinite recursion
tmp = SeekNode( _node->nodes[1], x, y );
if( tmp != NODE_NONE ) return tmp;
if(_node->nodes[2] == node_r) return(NODE_NONE); //prevent infinite recursion
if(_node->nodes[2] == node_r) return(NODE_NONE); //prevent infinite recursion
tmp = SeekNode( _node->nodes[2], x, y );
if( tmp != NODE_NONE ) return tmp;
if(_node->nodes[3] == node_r) return(NODE_NONE); //prevent infinite recursion
if(_node->nodes[3] == node_r) return(NODE_NONE); //prevent infinite recursion
tmp = SeekNode( _node->nodes[3], x, y );
if( tmp != NODE_NONE ) return tmp;
#endif
@@ -326,13 +326,13 @@ printf(" No node found.\n");
}
// maybe precalc edges.
int* Map::SeekFace( NodeRef node_r, float x, float y ) {
int* Map::SeekFace( NodeRef node_r, float x, float y ) {
if( node_r == NODE_NONE || node_r >= m_Nodes) {
return(nullptr);
}
const PNODE _node = &mNodes[node_r];
if(!(_node->flags & nodeFinal)) {
return(nullptr); //not a final node... could find the proper node...
return(nullptr); //not a final node... could find the proper node...
}
@@ -348,15 +348,15 @@ int* Map::SeekFace( NodeRef node_r, float x, float y ) {
const VERTEX &v3 = cf.c;
dx = v2.x - v1.x; dy = v2.y - v1.y;
nx = x - v1.x; ny = y - v1.y;
nx = x - v1.x; ny = y - v1.y;
if( dx*ny - dy*nx >0.0f ) continue;
dx = v3.x - v2.x; dy = v3.y - v2.y;
nx = x - v2.x; ny = y - v2.y;
nx = x - v2.x; ny = y - v2.y;
if( dx*ny - dy*nx >0.0f ) continue;
dx = v1.x - v3.x; dy = v1.y - v3.y;
nx = x - v3.x; ny = y - v3.y;
nx = x - v3.x; ny = y - v3.y;
if( dx*ny - dy*nx >0.0f ) continue;
*face++ = mFaceLists[_node->faces.offset + i];
@@ -396,14 +396,14 @@ bool Map::LineIntersectsZone(VERTEX start, VERTEX end, float step_mag, VERTEX *r
if((stepx == 0) && (stepy == 0) && (stepz == 0))
return false;
float factor = sqrt(stepx*stepx + stepy*stepy + stepz*stepz);
float factor = sqrt(stepx*stepx + stepy*stepy + stepz*stepz);
stepx = (stepx/factor)*step_mag;
stepy = (stepy/factor)*step_mag;
stepz = (stepz/factor)*step_mag;
NodeRef cnode, lnode, finalnode;
lnode = NODE_NONE; //last node visited
lnode = NODE_NONE; //last node visited
cnode = SeekNode(GetRoot(), start.x, start.y);
finalnode = SeekNode(GetRoot(), end.x, end.y);
@@ -416,22 +416,22 @@ bool Map::LineIntersectsZone(VERTEX start, VERTEX end, float step_mag, VERTEX *r
stepy = (float)end.y - cury;
stepz = (float)end.z - curz;
factor = sqrt(stepx*stepx + stepy*stepy + stepz*stepz);
factor = sqrt(stepx*stepx + stepy*stepy + stepz*stepz);
stepx = (stepx/factor)*step_mag;
stepy = (stepy/factor)*step_mag;
stepz = (stepz/factor)*step_mag;
cnode = SeekNode(GetRoot(), curx, cury);
cnode = SeekNode(GetRoot(), curx, cury);
if(cnode != lnode)
{
lnode = cnode;
lnode = cnode;
if(cnode == NODE_NONE)
return false;
if(LineIntersectsNode(cnode, start, end, result, on))
return(true);
return(true);
if(cnode == finalnode)
return false;
@@ -466,11 +466,11 @@ bool Map::LocWithinNode( NodeRef node_r, float x, float y ) const {
bool Map::LineIntersectsNode( NodeRef node_r, VERTEX p1, VERTEX p2, VERTEX *result, FACE **on) const {
_ZP(Map_LineIntersectsNode);
if( node_r == NODE_NONE || node_r >= m_Nodes) {
return(true); //can see through empty nodes, just allow LOS on error...
return(true); //can see through empty nodes, just allow LOS on error...
}
const PNODE _node = &mNodes[node_r];
if(!(_node->flags & nodeFinal)) {
return(true); //not a final node... not sure best action
return(true); //not a final node... not sure best action
}
unsigned long i;
@@ -512,7 +512,7 @@ float Map::FindBestZ( NodeRef node_r, VERTEX p1, VERTEX *result, FACE **on) cons
}
const PNODE _node = &mNodes[node_r];
if(!(_node->flags & nodeFinal)) {
return(BEST_Z_INVALID); //not a final node... could find the proper node...
return(BEST_Z_INVALID); //not a final node... could find the proper node...
}
VERTEX tmp_result; //dummy placeholder if they do not ask for a result.
@@ -541,7 +541,7 @@ printf("Start finding best Z...\n");
#endif
for(i = 0; i < _node->faces.count; i++) {
if(*cfl > m_Faces)
continue; //watch for invalid lists, they seem to happen, e.g. in eastwastes.map
continue; //watch for invalid lists, they seem to happen, e.g. in eastwastes.map
cur = &mFinalFaces[ *cfl ];
//printf("Intersecting with face %lu\n", *cfl);
@@ -564,7 +564,7 @@ printf("Start finding best Z...\n");
if(best_z != BEST_Z_INVALID) return best_z;
p1.z = p1.z + 10 ; // If we can't find a best Z, the NPC is probably just under the world. Try again from 10 units higher up.
p1.z = p1.z + 10 ; // If we can't find a best Z, the NPC is probably just under the world. Try again from 10 units higher up.
}
#ifdef DEBUG_BEST_Z
@@ -577,7 +577,7 @@ printf("Best Z found: %.2f\n", best_z);
bool Map::LineIntersectsFace( PFACE cface, VERTEX p1, VERTEX p2, VERTEX *result) const {
if( cface == nullptr ) {
return(false); //cant intersect a face we dont have... i guess
return(false); //cant intersect a face we dont have... i guess
}
const VERTEX &pa = cface->a;
@@ -608,7 +608,7 @@ bool Map::LineIntersectsFace( PFACE cface, VERTEX p1, VERTEX p2, VERTEX *result)
return(false);
//begin attempt 2
//#define RTOD 57.2957795 //radians to degrees constant.
//#define RTOD 57.2957795 //radians to degrees constant.
float d;
float denom,mu;
@@ -645,11 +645,11 @@ bool Map::LineIntersectsFace( PFACE cface, VERTEX p1, VERTEX p2, VERTEX *result)
// Calculate the position on the line that intersects the plane
denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
if (ABS(denom) < EPS) // Line and plane don't intersect
return(false);
if (ABS(denom) < EPS) // Line and plane don't intersect
return(false);
mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
if (mu < 0 || mu > 1) // Intersection not along line segment
return(false);
if (mu < 0 || mu > 1) // Intersection not along line segment
return(false);
p->x = p1.x + mu * (p2.x - p1.x);
p->y = p1.y + mu * (p2.y - p1.y);
p->z = p1.z + mu * (p2.z - p1.z);
@@ -682,7 +682,7 @@ bool Map::LineIntersectsFace( PFACE cface, VERTEX p1, VERTEX p2, VERTEX *result)
// if (ABS(total - 2*M_PI) > EPS)
total = (acos(a1) + acos(a2) + acos(a3)) * 57.2957795;
if (ABS(total - 360) > EPS)
return(false);
return(false);
return(true);
*/
@@ -737,13 +737,13 @@ bool Map::LineIntersectsFace( PFACE cface, VERTEX p1, VERTEX p2, VERTEX *result)
// Determine whether or not the intersection point is bounded by pa,pb,pc
#define Sign(p1, p2, p3) \
((p1->x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1->y - p3.y))
bool b1, b2, b3;
bool b1, b2, b3;
b1 = Sign(p, pa2, pb2) < 0.0f;
b2 = Sign(p, pb2, pc2) < 0.0f;
b3 = Sign(p, pc2, pa2) < 0.0f;
b1 = Sign(p, pa2, pb2) < 0.0f;
b2 = Sign(p, pb2, pc2) < 0.0f;
b3 = Sign(p, pc2, pa2) < 0.0f;
return ((b1 == b2) && (b2 == b3));
return ((b1 == b2) && (b2 == b3));
*/
/* //not working well, seems to block LOS a lot
@@ -805,16 +805,16 @@ bool Map::LineIntersectsFace( PFACE cface, VERTEX p1, VERTEX p2, VERTEX *result)
/*
Yet another method adapted from this code:
Vec3 pa1 = pa - p;
Vec3 pa2 = pb - p;
float d = pa1.cross(pa2).dot(n);
if (d < 0) return false;
Vec3 pa3 = pb - p;
d = pa2.cross(pa3).dot(n);
if (d < 0) return false;
d = pa3.cross(pa1).dot(n);
if (d < 0) return false;
return true;
Vec3 pa1 = pa - p;
Vec3 pa2 = pb - p;
float d = pa1.cross(pa2).dot(n);
if (d < 0) return false;
Vec3 pa3 = pb - p;
d = pa2.cross(pa3).dot(n);
if (d < 0) return false;
d = pa3.cross(pa1).dot(n);
if (d < 0) return false;
return true;
*/
//in practice, this seems to actually take longer