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
+49 -49
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
*/
#ifndef NPC_H
#define NPC_H
@@ -34,7 +34,7 @@ using namespace std;
#include "../common/rulesys.h"
#ifdef _WINDOWS
#define M_PI 3.141592
#define M_PI 3.141592
#endif
#define LEAVECOMBAT 0
@@ -64,7 +64,7 @@ struct AISpells_Struct {
uint32 time_cancast; // when we can cast this spell next
int32 recast_delay;
int16 priority;
int16 resist_adjust;
int16 resist_adjust;
};
class AA_SwarmPetInfo;
@@ -134,7 +134,7 @@ public:
virtual void RangedAttack(Mob* other);
virtual void ThrowingAttack(Mob* other) { }
int32 GetNumberOfAttacks() const { return attack_count; }
int32 GetNumberOfAttacks() const { return attack_count; }
bool DatabaseCastAccepted(int spell_id);
bool IsFactionListAlly(uint32 other_faction);
@@ -156,7 +156,7 @@ public:
void AddLootTable();
void AddLootTable(uint32 ldid);
void DescribeAggro(Client *towho, Mob *mob, bool verbose);
void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
void CheckMinMaxLevel(Mob *them);
void ClearItemList();
ServerLootItem_Struct* GetItem(int slot_id);
@@ -179,7 +179,7 @@ public:
inline void SetPlatinum(uint32 amt) { platinum = amt; }
virtual int32 CalcMaxMana();
virtual int32 CalcMaxMana();
void SetGrid(int32 grid_){ grid=grid_; }
void SetSp2(uint32 sg2){ spawn_group=sg2; }
void SetWaypointMax(uint16 wp_){ wp_m=wp_; }
@@ -197,9 +197,9 @@ public:
float GetGuardPointX() const { return guard_x; }
float GetGuardPointY() const { return guard_y; }
float GetGuardPointZ() const { return guard_z; }
float GetGuardPointH() const { return guard_heading; }
EmuAppearance GetGuardPointAnim() const { return guard_anim; }
void SaveGuardPointAnim(EmuAppearance anim) { guard_anim = anim; }
float GetGuardPointH() const { return guard_heading; }
EmuAppearance GetGuardPointAnim() const { return guard_anim; }
void SaveGuardPointAnim(EmuAppearance anim) { guard_anim = anim; }
void SetFlyMode(uint8 FlyMode){ flymode=FlyMode; }
uint32 GetFlyMode() const { return flymode; }
@@ -221,22 +221,22 @@ public:
inline int32 GetNPCFactionID() const { return npc_faction_id; }
inline int32 GetPrimaryFaction() const { return primary_faction; }
int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHate(in_ent);}
bool IsOnHatelist(Mob*p) { return hate_list.IsOnHateList(p);}
int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHate(in_ent);}
bool IsOnHatelist(Mob*p) { return hate_list.IsOnHateList(p);}
void SetNPCFactionID(int32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
float org_x, org_y, org_z, org_heading;
float org_x, org_y, org_z, org_heading;
uint32 GetMaxDMG() const {return max_dmg;}
uint32 GetMinDMG() const {return min_dmg;}
float GetSlowMitigation() const {return slow_mitigation;}
float GetAttackSpeed() const {return attack_speed;}
bool IsAnimal() const { return(bodytype == BT_Animal); }
uint16 GetPetSpellID() const {return pet_spell_id;}
void SetPetSpellID(uint16 amt) {pet_spell_id = amt;}
uint16 GetPetSpellID() const {return pet_spell_id;}
void SetPetSpellID(uint16 amt) {pet_spell_id = amt;}
uint32 GetMaxDamage(uint8 tlevel);
void SetTaunting(bool tog) {taunting = tog;}
void SetTaunting(bool tog) {taunting = tog;}
void PickPocket(Client* thief);
void StartSwarmTimer(uint32 duration) { swarm_timer.Start(duration); }
void AddLootDrop(const Item_Struct*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
@@ -244,7 +244,7 @@ public:
void CheckSignal();
//waypoint crap
int GetMaxWp() const { return max_wp; }
int GetMaxWp() const { return max_wp; }
void DisplayWaypointInfo(Client *to);
void CalculateNewWaypoint();
void AssignWaypoints(int32 grid);
@@ -256,7 +256,7 @@ public:
void ResumeWandering();
void PauseWandering(int pausetime);
void MoveTo(float mtx, float mty, float mtz, float mth, bool saveguardspot);
void GetClosestWaypoint(list<wplist> &wp_list, int count, float m_x, float m_y, float m_z);
void GetClosestWaypoint(list<wplist> &wp_list, int count, float m_x, float m_y, float m_z);
uint32 GetEquipment(uint8 material_slot) const; // returns item id
int32 GetEquipmentMaterial(uint8 material_slot) const;
@@ -286,7 +286,7 @@ public:
inline void GiveNPCTypeData(NPCType *ours) { NPCTypedata_ours = ours; }
inline const uint32 GetNPCSpellsID() const { return npc_spells_id; }
ItemList itemlist; //kathgar - why is this public? Doing other things or I would check the code
ItemList itemlist; //kathgar - why is this public? Doing other things or I would check the code
NPCProximity* proximity;
Spawn2* respawn2;
@@ -326,7 +326,7 @@ public:
//The corpse we make can only be looted by people who got credit for the kill
const bool HasPrivateCorpse() const { return NPCTypedata->private_corpse; }
const bool IsUnderwaterOnly() const { return NPCTypedata->underwater; }
const bool IsUnderwaterOnly() const { return NPCTypedata->underwater; }
const char* GetRawNPCTypeName() const { return NPCTypedata->name; }
bool GetDepop() { return p_depop; }
@@ -336,17 +336,17 @@ public:
uint32 GetAdventureTemplate() const { return adventure_template_id; }
void AddSpellToNPCList(int16 iPriority, int16 iSpellID, uint16 iType, int16 iManaCost, int32 iRecastDelay, int16 iResistAdjust);
void RemoveSpellFromNPCList(int16 spell_id);
Timer *GetRefaceTimer() const { return reface_timer; }
const uint32 GetAltCurrencyType() const { return NPCTypedata->alt_currency_type; }
Timer *GetRefaceTimer() const { return reface_timer; }
const uint32 GetAltCurrencyType() const { return NPCTypedata->alt_currency_type; }
NPC_Emote_Struct* GetNPCEmote(uint16 emoteid, uint8 event_);
void DoNPCEmote(uint8 event_, uint16 emoteid);
bool CanTalk();
inline void SetSpellScale(float amt) { spellscale = amt; }
inline void SetSpellScale(float amt) { spellscale = amt; }
inline float GetSpellScale() { return spellscale; }
inline void SetHealScale(float amt) { healscale = amt; }
inline void SetHealScale(float amt) { healscale = amt; }
inline float GetHealScale() { return healscale; }
void AddQuestItem(ItemInst* inst) { questItems.Insert(inst); }
@@ -472,24 +472,24 @@ protected:
uint32 silver;
uint32 gold;
uint32 platinum;
int32 grid;
uint32 spawn_group;
int32 grid;
uint32 spawn_group;
uint16 wp_m;
int32 npc_faction_id;
int32 primary_faction;
Timer attacked_timer; //running while we are being attacked (damaged)
Timer swarm_timer;
Timer classattack_timer;
Timer swarm_timer;
Timer classattack_timer;
Timer knightattack_timer;
Timer assist_timer; //ask for help from nearby mobs
Timer assist_timer; //ask for help from nearby mobs
Timer qglobal_purge_timer;
bool combat_event; //true if we are in combat, false otherwise
Timer sendhpupdate_timer;
Timer sendhpupdate_timer;
Timer enraged_timer;
Timer *reface_timer;
Timer *reface_timer;
uint32 npc_spells_id;
uint8 casting_spell_AIindex;
@@ -504,15 +504,15 @@ protected:
uint32 max_dmg;
uint32 min_dmg;
int32 accuracy_rating;
int16 attack_count;
uint32 npc_mana;
float spellscale;
float healscale;
int16 attack_count;
uint32 npc_mana;
float spellscale;
float healscale;
//pet crap:
uint16 pet_spell_id;
bool taunting;
Timer taunt_timer; //for pet taunting
Timer taunt_timer; //for pet taunting
bool npc_aggro;
@@ -523,9 +523,9 @@ protected:
void _ClearWaypints();
int max_wp;
int save_wp;
float guard_x, guard_y, guard_z, guard_heading;
float guard_x, guard_y, guard_z, guard_heading;
float guard_x_saved, guard_y_saved, guard_z_saved, guard_heading_saved;
EmuAppearance guard_anim;
EmuAppearance guard_anim;
float roambox_max_x;
float roambox_max_y;
float roambox_min_x;
@@ -535,8 +535,8 @@ protected:
float roambox_movingto_y;
uint32 roambox_delay;
uint16 skills[HIGHEST_SKILL+1];
uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
uint16 skills[HIGHEST_SKILL+1];
uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
uint16 d_meele_texture1; //this is an item Material value
uint16 d_meele_texture2; //this is an item Material value (offhand)
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation