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Change space indentation to tabs
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@@ -1,19 +1,19 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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client_process.cpp:
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Handles client login sequence and packets sent from client to zone
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@@ -36,7 +36,7 @@
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#define vsnprintf _vsnprintf
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#endif
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#define strncasecmp _strnicmp
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#define strcasecmp _stricmp
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#define strcasecmp _stricmp
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#else
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#include <pthread.h>
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#include <sys/socket.h>
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@@ -83,7 +83,7 @@ bool Client::Process() {
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if(Connected() || IsLD())
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{
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// try to send all packets that weren't sent before
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// try to send all packets that weren't sent before
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if(!IsLD() && zoneinpacket_timer.Check()){
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SendAllPackets();
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}
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@@ -258,7 +258,7 @@ bool Client::Process() {
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AI_Process();
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if (bindwound_timer.Check() && bindwound_target != 0) {
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BindWound(bindwound_target, false);
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BindWound(bindwound_target, false);
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}
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if(KarmaUpdateTimer)
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@@ -409,7 +409,7 @@ bool Client::Process() {
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{
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entity_list.AEAttack(this, 30);
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} else {
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Attack(auto_attack_target, 13); // Kaiyodo - added attacking hand to arguments
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Attack(auto_attack_target, 13); // Kaiyodo - added attacking hand to arguments
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}
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ItemInst *wpn = GetInv().GetItem(SLOT_PRIMARY);
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TryWeaponProc(wpn, auto_attack_target, 13);
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@@ -430,7 +430,7 @@ bool Client::Process() {
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//triple attack: rangers, monks, warriors, berserkers over level 60
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if((((GetClass() == MONK || GetClass() == WARRIOR || GetClass() == RANGER || GetClass() == BERSERKER)
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&& GetLevel() >= 60) || SpecAttacks[SPECATK_TRIPLE])
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&& CheckDoubleAttack(true))
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&& CheckDoubleAttack(true))
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{
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tripleAttackSuccess = true;
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Attack(auto_attack_target, 13, false);
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@@ -793,7 +793,7 @@ void Client::OnDisconnect(bool hard_disconnect) {
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MyRaid->MemberZoned(this);
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if(this->IsClient()){
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if(parse->PlayerHasQuestSub("EVENT_DISCONNECT")) {
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if(parse->PlayerHasQuestSub("EVENT_DISCONNECT")) {
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parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
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}
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}
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@@ -968,7 +968,7 @@ void Client::BulkSendInventoryItems()
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// LINKDEAD TRADE ITEMS
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// If player went LD during a trade, they have items in the trade inventory
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// slots. These items are now being put into their inventory (then queue up on cursor)
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// slots. These items are now being put into their inventory (then queue up on cursor)
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for (int16 trade_slot_id=3000; trade_slot_id<=3007; trade_slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst) {
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@@ -982,7 +982,7 @@ void Client::BulkSendInventoryItems()
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void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
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const Item_Struct* handyitem = nullptr;
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uint32 numItemSlots=80; //The max number of items passed in the transaction.
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uint32 numItemSlots=80; //The max number of items passed in the transaction.
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const Item_Struct *item;
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std::list<MerchantList> merlist = zone->merchanttable[merchant_id];
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std::list<MerchantList>::const_iterator itr;
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@@ -1000,14 +1000,14 @@ void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
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uint8 handychance = 0;
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for(itr = merlist.begin();itr != merlist.end() && i<numItemSlots;itr++){
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MerchantList ml = *itr;
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if(GetLevel() < ml.level_required) {
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continue;
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}
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if(GetLevel() < ml.level_required) {
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continue;
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}
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int32 fac = merch ? merch->GetPrimaryFaction() : 0;
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if(fac != 0 && GetModCharacterFactionLevel(fac) < ml.faction_required) {
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continue;
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}
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int32 fac = merch ? merch->GetPrimaryFaction() : 0;
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if(fac != 0 && GetModCharacterFactionLevel(fac) < ml.faction_required) {
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continue;
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}
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handychance = MakeRandomInt(0, merlist.size() + tmp_merlist.size() - 1 );
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@@ -1099,16 +1099,16 @@ void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
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break;
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default:
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greet_id=MERCHANT_HANDY_ITEM4;
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}
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}
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sprintf(handy_id,"%i",greet_id);
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if(greet_id!=MERCHANT_GREETING)
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Message_StringID(10,GENERIC_STRINGID_SAY,merch->GetCleanName(),handy_id,this->GetName(),handyitem->Name);
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else
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else
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Message_StringID(10,GENERIC_STRINGID_SAY,merch->GetCleanName(),handy_id,this->GetName());
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merch->CastToNPC()->FaceTarget(this->CastToMob());
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}
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}
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// safe_delete_array(cpi);
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}
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@@ -1153,8 +1153,8 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
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// corpse is in has shutdown since the rez spell was cast.
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database.MarkCorpseAsRezzed(PendingRezzDBID);
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_log(SPELLS__REZ, "Player %s got a %i Rezz, spellid %i in zone%i, instance id %i",
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this->name, (uint16)spells[SpellID].base[0],
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SpellID, ZoneID, InstanceID);
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this->name, (uint16)spells[SpellID].base[0],
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SpellID, ZoneID, InstanceID);
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this->BuffFadeAll();
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int SpellEffectDescNum = GetSpellEffectDescNum(SpellID);
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@@ -1171,7 +1171,7 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
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if(spells[SpellID].base[0] < 100 && spells[SpellID].base[0] > 0 && PendingRezzXP > 0)
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{
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SetEXP(((int)(GetEXP()+((float)((PendingRezzXP / 100) * spells[SpellID].base[0])))),
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GetAAXP(),true);
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GetAAXP(),true);
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}
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else if (spells[SpellID].base[0] == 100 && PendingRezzXP > 0) {
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SetEXP((GetEXP() + PendingRezzXP), GetAAXP(), true);
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@@ -1539,7 +1539,7 @@ void Client::OPMoveCoin(const EQApplicationPacket* app)
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// now we should have a from_bucket, a to_bucket, an amount_to_take
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// and an amount_to_add
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// now we actually take it from the from bucket. if there's an error
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// now we actually take it from the from bucket. if there's an error
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// with the destination slot, they lose their money
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*from_bucket -= amount_to_take;
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// why are intentionally inducing a crash here rather than letting the code attempt to stumble on?
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@@ -1614,8 +1614,8 @@ void Client::OPGMTraining(const EQApplicationPacket *app)
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if(DistNoRoot(*pTrainer) > USE_NPC_RANGE2)
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return;
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SkillType sk;
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for (sk = _1H_BLUNT; sk <= HIGHEST_SKILL; sk = (SkillType)(sk+1)) {
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SkillType sk;
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for (sk = _1H_BLUNT; sk <= HIGHEST_SKILL; sk = (SkillType)(sk+1)) {
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if(sk == TINKERING && GetRace() != GNOME) {
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gmtrain->skills[sk] = 0; //Non gnomes can't tinker!
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} else {
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@@ -2083,7 +2083,7 @@ void Client::HandleRespawnFromHover(uint32 Option)
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if (corpse && corpse->IsCorpse()) {
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_log(SPELLS__REZ, "Hover Rez in zone %s for corpse %s",
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zone->GetShortName(), PendingRezzCorpseName.c_str());
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zone->GetShortName(), PendingRezzCorpseName.c_str());
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_log(SPELLS__REZ, "Found corpse. Marking corpse as rezzed.");
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