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
+83 -85
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 <stdlib.h>
@@ -125,48 +125,48 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
t2 = 0 - t2;
if(t3 < 0)
t3 = 0 - t3;
if( ( t1 > iAggroRange)
|| ( t2 > iAggroRange)
|| ( t3 > iAggroRange) ) {
towho->Message(0, "...%s is out of range (fast). distances (%.3f,%.3f,%.3f), range %.3f", mob->GetName(),
t1, t2, t3, iAggroRange);
return;
if(( t1 > iAggroRange)
|| ( t2 > iAggroRange)
|| ( t3 > iAggroRange) ) {
towho->Message(0, "...%s is out of range (fast). distances (%.3f,%.3f,%.3f), range %.3f", mob->GetName(),
t1, t2, t3, iAggroRange);
return;
}
if(mob->IsInvisible(this)) {
towho->Message(0, "...%s is invisible to me. ", mob->GetName());
return;
towho->Message(0, "...%s is invisible to me. ", mob->GetName());
return;
}
if((mob->IsClient() &&
(!mob->CastToClient()->Connected()
|| mob->CastToClient()->IsLD()
|| mob->CastToClient()->IsBecomeNPC()
|| mob->CastToClient()->GetGM()
)
))
(!mob->CastToClient()->Connected()
|| mob->CastToClient()->IsLD()
|| mob->CastToClient()->IsBecomeNPC()
|| mob->CastToClient()->GetGM()
)
))
{
towho->Message(0, "...%s is my owner. ", mob->GetName());
return;
towho->Message(0, "...%s is my owner. ", mob->GetName());
return;
}
if(mob == GetOwner()) {
towho->Message(0, "...%s a GM or is not connected. ", mob->GetName());
return;
towho->Message(0, "...%s a GM or is not connected. ", mob->GetName());
return;
}
float dist2 = mob->DistNoRoot(*this);
float dist2 = mob->DistNoRoot(*this);
float iAggroRange2 = iAggroRange*iAggroRange;
if( dist2 > iAggroRange2 ) {
towho->Message(0, "...%s is out of range. %.3f > %.3f ", mob->GetName(),
dist2, iAggroRange2);
return;
towho->Message(0, "...%s is out of range. %.3f > %.3f ", mob->GetName(),
dist2, iAggroRange2);
return;
}
if(GetINT() > 75 && mob->GetLevelCon(GetLevel()) == CON_GREEN ) {
towho->Message(0, "...%s is red to me (basically)", mob->GetName(),
dist2, iAggroRange2);
return;
towho->Message(0, "...%s is red to me (basically)", mob->GetName(),
dist2, iAggroRange2);
return;
}
if(verbose) {
@@ -224,15 +224,15 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
||
fv == FACTION_THREATENLY
)) {
towho->Message(0, "...%s faction not low enough. value='%s'", mob->GetName(), FactionValueToString(fv));
return;
towho->Message(0, "...%s faction not low enough. value='%s'", mob->GetName(), FactionValueToString(fv));
return;
}
if(fv == FACTION_THREATENLY) {
towho->Message(0, "...%s threatening to me, so they only have a %d chance per check of attacking.", mob->GetName());
towho->Message(0, "...%s threatening to me, so they only have a %d chance per check of attacking.", mob->GetName());
}
if(!CheckLosFN(mob)) {
towho->Message(0, "...%s is out of sight.", mob->GetName());
towho->Message(0, "...%s is out of sight.", mob->GetName());
}
towho->Message(0, "...%s meets all conditions, I should be attacking them.", mob->GetName());
@@ -262,7 +262,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
// Check If it's invisible and if we can see invis
// Check if it's a client, and that the client is connected and not linkdead,
// and that the client isn't Playing an NPC, with thier gm flag on
// and that the client isn't Playing an NPC, with thier gm flag on
// Check if it's not a Interactive NPC
// Trumpcard: The 1st 3 checks are low cost calcs to filter out unnessecary distance checks. Leave them at the beginning, they are the most likely occurence.
// Image: I moved this up by itself above faction and distance checks because if one of these return true, theres no reason to go through the other information
@@ -278,17 +278,17 @@ bool Mob::CheckWillAggro(Mob *mob) {
t2 = 0 - t2;
if(t3 < 0)
t3 = 0 - t3;
if( ( t1 > iAggroRange)
|| ( t2 > iAggroRange)
|| ( t3 > iAggroRange)
||(mob->IsInvisible(this))
|| (mob->IsClient() &&
(!mob->CastToClient()->Connected()
|| mob->CastToClient()->IsLD()
|| mob->CastToClient()->IsBecomeNPC()
|| mob->CastToClient()->GetGM()
)
))
if(( t1 > iAggroRange)
|| ( t2 > iAggroRange)
|| ( t3 > iAggroRange)
||(mob->IsInvisible(this))
|| (mob->IsClient() &&
(!mob->CastToClient()->Connected()
|| mob->CastToClient()->IsLD()
|| mob->CastToClient()->IsBecomeNPC()
|| mob->CastToClient()->GetGM()
)
))
{
return(false);
}
@@ -301,7 +301,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
return(false);
}
float dist2 = mob->DistNoRoot(*this);
float dist2 = mob->DistNoRoot(*this);
float iAggroRange2 = iAggroRange*iAggroRange;
if( dist2 > iAggroRange2 ) {
@@ -354,14 +354,14 @@ bool Mob::CheckWillAggro(Mob *mob) {
#endif
return(true);
}
}
}
#if EQDEBUG >= 6
printf("Is In zone?:%d\n", mob->InZone());
printf("Dist^2: %f\n", dist2);
printf("Range^2: %f\n", iAggroRange2);
printf("Faction: %d\n", fv);
printf("Int: %d\n", GetINT());
printf("Con: %d\n", GetLevelCon(mob->GetLevel()));
printf("Is In zone?:%d\n", mob->InZone());
printf("Dist^2: %f\n", dist2);
printf("Range^2: %f\n", iAggroRange2);
printf("Faction: %d\n", fv);
printf("Int: %d\n", GetINT());
printf("Con: %d\n", GetLevelCon(mob->GetLevel()));
#endif
return(false);
}
@@ -478,7 +478,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
if(useprimfaction || sender->GetReverseFactionCon(mob) <= FACTION_AMIABLE )
{
//attacking someone on same faction, or a friend
//Father Nitwit: make sure we can see them.
//Father Nitwit: make sure we can see them.
if(mob->CheckLosFN(sender)) {
#if (EQDEBUG>=5)
LogFile->write(EQEMuLog::Debug, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
@@ -495,7 +495,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
/*
solar: returns false if attack should not be allowed
I try to list every type of conflict that's possible here, so it's easy
to see how the decision is made. Yea, it could be condensed and made
to see how the decision is made. Yea, it could be condensed and made
faster, but I'm doing it this way to make it readable and easy to modify
*/
@@ -557,7 +557,7 @@ bool Mob::IsAttackAllowed(Mob *target, bool isSpellAttack)
// solar: the format here is a matrix of mob type vs mob type.
// redundant ones are omitted and the reverse is tried if it falls through.
// first figure out if we're pets. we always look at the master's flags.
// first figure out if we're pets. we always look at the master's flags.
// no need to compare pets to anything
mob1 = our_owner ? our_owner : this;
mob2 = target_owner ? target_owner : target;
@@ -706,7 +706,7 @@ type', in which case, the answer is yes.
// solar: this is to check if non detrimental things are allowed to be done
// to the target. clients cannot affect npcs and vice versa, and clients
// to the target. clients cannot affect npcs and vice versa, and clients
// cannot affect other clients that are not of the same pvp flag as them.
// also goes for their pets
bool Mob::IsBeneficialAllowed(Mob *target)
@@ -723,7 +723,7 @@ bool Mob::IsBeneficialAllowed(Mob *target)
// solar: see IsAttackAllowed for notes
// first figure out if we're pets. we always look at the master's flags.
// first figure out if we're pets. we always look at the master's flags.
// no need to compare pets to anything
mob1 = this->GetOwnerID() ? this->GetOwner() : this;
mob2 = target->GetOwnerID() ? target->GetOwner() : target;
@@ -757,7 +757,7 @@ bool Mob::IsBeneficialAllowed(Mob *target)
}
else if(_NPC(mob2)) // client to npc
{
/* fall through and swap positions */
/* fall through and swap positions */
}
else if(_BECOMENPC(mob2)) // client to becomenpc
{
@@ -914,17 +914,17 @@ bool Mob::CheckLos(Mob* other) {
float dist_z = tmp_z - trg_z;
if (dist_z < 0)
dist_z *= -1;
if (dist_x < dist_y && dist_z < dist_y)
if (dist_x < dist_y && dist_z < dist_y)
{
perwalk_x /= (dist_y/dist_x);
perwalk_z /= (dist_y/dist_z);
}
else if (dist_y < dist_x && dist_z < dist_x)
else if (dist_y < dist_x && dist_z < dist_x)
{
perwalk_y /= (dist_x/dist_y);
perwalk_z /= (dist_x/dist_z);
}
else if (dist_x < dist_z && dist_y < dist_z)
else if (dist_x < dist_z && dist_y < dist_z)
{
perwalk_x /= (dist_z/dist_x);
perwalk_y /= (dist_z/dist_y);
@@ -1003,7 +1003,7 @@ bool Mob::CheckLos(Mob* other) {
iface++;
}
/* solar: our aggro code isn't using this right now, just spells, so i'm
taking out the +-10 check for now to make it work right on hills
taking out the +-10 check for now to make it work right on hills
if (best_z - 10 > trg_z || best_z + 10 < trg_z)
{
return false;
@@ -1074,7 +1074,7 @@ bool Mob::CheckLosFN(float posX, float posY, float posZ, float mobSize) {
}
}
#if LOSDEBUG>=5
else {
else {
LogFile->write(EQEMuLog::Debug, "WTF, I have no node, what am I standing on??? (%.2f, %.2f).", myloc.x, myloc.y);
}
#endif
@@ -1096,7 +1096,7 @@ bool Mob::CheckLosFN(float posX, float posY, float posZ, float mobSize) {
}
}
#if LOSDEBUG>=5
else if(onode == NODE_NONE) {
else if(onode == NODE_NONE) {
LogFile->write(EQEMuLog::Debug, "WTF, They have no node, what are they standing on??? (%.2f, %.2f).", myloc.x, myloc.y);
}
#endif
@@ -1365,8 +1365,8 @@ int32 Mob::CheckHealAggroAmount(uint16 spellid, uint32 heal_possible) {
break;
}
default:{
break;
}
break;
}
}
}
if (IsBardSong(spell_id))
@@ -1413,7 +1413,7 @@ void Mob::AddFeignMemory(Client* attacker) {
void Mob::RemoveFromFeignMemory(Client* attacker) {
feign_memory_list.erase(attacker->CharacterID());
if(feign_memory_list.empty() && AIfeignremember_timer != nullptr)
AIfeignremember_timer->Disable();
AIfeignremember_timer->Disable();
if(feign_memory_list.empty())
{
minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
@@ -1424,14 +1424,14 @@ void Mob::RemoveFromFeignMemory(Client* attacker) {
}
void Mob::ClearFeignMemory() {
std::set<uint32>::iterator RememberedCharID = feign_memory_list.begin();
while (RememberedCharID != feign_memory_list.end())
{
Client* remember_client = entity_list.GetClientByCharID(*RememberedCharID);
if(remember_client != nullptr) //Still in zone
remember_client->RemoveXTarget(this, false);
++RememberedCharID;
}
std::set<uint32>::iterator RememberedCharID = feign_memory_list.begin();
while (RememberedCharID != feign_memory_list.end())
{
Client* remember_client = entity_list.GetClientByCharID(*RememberedCharID);
if(remember_client != nullptr) //Still in zone
remember_client->RemoveXTarget(this, false);
++RememberedCharID;
}
feign_memory_list.clear();
minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
@@ -1487,5 +1487,3 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) {
return false;
}