mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-19 13:28:25 +00:00
Change space indentation to tabs
This commit is contained in:
+37
-37
@@ -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 <stdio.h>
|
||||
@@ -61,15 +61,15 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc,uint32 loottable_id, ItemList* ite
|
||||
*copper = MakeRandomInt(mincoin, maxcoin);
|
||||
*silver = MakeRandomInt(mincoin, maxcoin);
|
||||
*gold = MakeRandomInt(mincoin, maxcoin);
|
||||
if(*copper > cash) { *copper = cash; }
|
||||
cash -= *copper;
|
||||
if(*silver>(cash/10)) { *silver = (cash/10); }
|
||||
cash -= *silver*10;
|
||||
if(*gold > (cash/100)) { *gold = (cash/100); }
|
||||
cash -= *gold*100;
|
||||
}
|
||||
if (cash < 0) {
|
||||
cash = 0;
|
||||
if(*copper > cash) { *copper = cash; }
|
||||
cash -= *copper;
|
||||
if(*silver>(cash/10)) { *silver = (cash/10); }
|
||||
cash -= *silver*10;
|
||||
if(*gold > (cash/100)) { *gold = (cash/100); }
|
||||
cash -= *gold*100;
|
||||
}
|
||||
if (cash < 0) {
|
||||
cash = 0;
|
||||
}
|
||||
*plat = cash / 1000;
|
||||
cash -= *plat * 1000;
|
||||
@@ -86,21 +86,21 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc,uint32 loottable_id, ItemList* ite
|
||||
// Do items
|
||||
for (uint32 i=0; i<lts->NumEntries; i++) {
|
||||
for (uint32 k = 1; k <= lts->Entries[i].multiplier; k++) {
|
||||
uint8 droplimit = lts->Entries[i].droplimit;
|
||||
uint8 mindrop = lts->Entries[i].mindrop;
|
||||
uint8 droplimit = lts->Entries[i].droplimit;
|
||||
uint8 mindrop = lts->Entries[i].mindrop;
|
||||
|
||||
//LootTable Entry probability
|
||||
float ltchance = 0.0f;
|
||||
ltchance = lts->Entries[i].probability;
|
||||
//LootTable Entry probability
|
||||
float ltchance = 0.0f;
|
||||
ltchance = lts->Entries[i].probability;
|
||||
|
||||
float drop_chance = 0.0f;
|
||||
if(ltchance > 0.0 && ltchance < 100.0) {
|
||||
drop_chance = MakeRandomFloat(0.0, 100.0);
|
||||
}
|
||||
float drop_chance = 0.0f;
|
||||
if(ltchance > 0.0 && ltchance < 100.0) {
|
||||
drop_chance = MakeRandomFloat(0.0, 100.0);
|
||||
}
|
||||
|
||||
if (ltchance != 0.0 && (ltchance == 100.0 || drop_chance < ltchance)) {
|
||||
AddLootDropToNPC(npc,lts->Entries[i].lootdrop_id, itemlist, droplimit, mindrop);
|
||||
}
|
||||
if (ltchance != 0.0 && (ltchance == 100.0 || drop_chance < ltchance)) {
|
||||
AddLootDropToNPC(npc,lts->Entries[i].lootdrop_id, itemlist, droplimit, mindrop);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -216,11 +216,11 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
|
||||
// Equip rules are as follows:
|
||||
// If the item has the NoPet flag set it will not be equipped.
|
||||
// An empty slot takes priority. The first empty one that an item can
|
||||
// fit into will be the one picked for the item.
|
||||
// fit into will be the one picked for the item.
|
||||
// AC is the primary choice for which item gets picked for a slot.
|
||||
// If AC is identical HP is considered next.
|
||||
// If an item can fit into multiple slots we'll pick the last one where
|
||||
// it is an improvement.
|
||||
// it is an improvement.
|
||||
|
||||
if (!item2->NoPet) {
|
||||
for (int i=0; !found && i<MAX_WORN_INVENTORY; i++) {
|
||||
@@ -297,7 +297,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
|
||||
else if (foundslot == SLOT_HEAD) {
|
||||
eslot = MATERIAL_HEAD;
|
||||
}
|
||||
else if (foundslot == SLOT_CHEST) {
|
||||
else if (foundslot == SLOT_CHEST) {
|
||||
eslot = MATERIAL_CHEST;
|
||||
}
|
||||
else if (foundslot == SLOT_ARMS) {
|
||||
@@ -353,7 +353,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
|
||||
|
||||
if(wearchange && outapp) {
|
||||
entity_list.QueueClients(this, outapp);
|
||||
safe_delete(outapp);
|
||||
safe_delete(outapp);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -372,7 +372,7 @@ void NPC::AddItem(uint32 itemid, uint16 charges, bool equipitem) {
|
||||
|
||||
void NPC::AddLootTable() {
|
||||
if (npctype_id != 0) { // check if it's a GM spawn
|
||||
database.AddLootTableToNPC(this,loottable_id, &itemlist, &copper, &silver, &gold, &platinum);
|
||||
database.AddLootTableToNPC(this,loottable_id, &itemlist, &copper, &silver, &gold, &platinum);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user