Remove trailing whitespace

This commit is contained in:
j883376
2013-05-06 13:07:41 -04:00
parent 7a93966158
commit ffcff4aea1
548 changed files with 16397 additions and 16398 deletions
+39 -39
View File
@@ -98,14 +98,14 @@ string GetToken(uchar *&Buffer, int &Position)
++Position;
}
++Position;
//printf("Returning %s\n", Token.c_str());
//printf("Returning %s\n", Token.c_str());
return Token;
}
int AddModelName(Content_3D *C3D, string ModelName)
{
vector<string>::iterator Iterator;
for(unsigned int i = 0; i < C3D->ModelNames.size(); ++i)
{
#ifndef WIN32
@@ -116,8 +116,8 @@ int AddModelName(Content_3D *C3D, string ModelName)
return i;
}
C3D->ModelNames.push_back(ModelName);
return C3D->ModelNames.size() - 1;
@@ -171,7 +171,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
if(filename != zone_name)
delete[] filename;
buf_start = buffer;
//TODO: Find out what these three unknowns are
@@ -341,10 +341,10 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
this->model_data.zone_model = new Zone_Model;
zm = this->model_data.zone_model;
zm->vert_count = QuadCount * TileCount * 4;
zm->poly_count = QuadCount * 2 * TileCount;
zm->verts = new Vertex *[zm->vert_count];
zm->polys = new Polygon *[zm->poly_count];
@@ -360,7 +360,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
for(int TileNumber = 0; TileNumber < TileCount; ++TileNumber)
{
int TileLNG = VARSTRUCT_DECODE_TYPE(uint32, buffer);
int TileLAT = VARSTRUCT_DECODE_TYPE(uint32, buffer);
int TileUNK = VARSTRUCT_DECODE_TYPE(uint32, buffer);
@@ -449,7 +449,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
int LayerCount = VARSTRUCT_DECODE_TYPE(uint32, buffer);
VARSTRUCT_DECODE_STRING(s, buffer);
int OverlayCount = 0;
for(int Layer = 1; Layer < LayerCount; ++Layer)
@@ -462,10 +462,10 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
{
uint8 Byte = VARSTRUCT_DECODE_TYPE(uint8, buffer);
}
++OverlayCount;
}
}
int Count1 = VARSTRUCT_DECODE_TYPE(uint32, buffer);
#ifdef DEBUGDAT
@@ -517,7 +517,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
printf("Model: %s LOC: %8.3f, %8.3f, %8.3f, ROT: %8.3f, %8.3f, %8.3f\n", ModelName, x, y, z, RotX, RotY, RotZ);
#endif
ObjectGroupEntry NewObjectGroup;
NewObjectGroup.FromTOG = false;
NewObjectGroup.y = y;
@@ -534,18 +534,18 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
// of another tile, which means based on the data for the tile we are processing, we should be unable to
// calculate the Z value for that object.
//
// By hand editing an .EQG, it was discovered that what the client appears to do is calculate the Z value
// By hand editing an .EQG, it was discovered that what the client appears to do is calculate the Z value
// for these objects by adjusting the x/y offsets by +/- (QuadsPerTile * UnitsPerVert) until the offsets
// are within this tiles boundaries and using the corresponding height values.
//
// For example, if a model has an offset of -157.5, -157.5 and QPT * UPV = 160, then the height value used
// For example, if a model has an offset of -157.5, -157.5 and QPT * UPV = 160, then the height value used
// would be the height at +2.5, +2.5 in this tile.
//
// This doesn't make a great deal of sense, but it is how the EQ graphics engine appears to do things.
//
// These 'Adjusted' x/y offsets are used only for determing the ground Z for the object. The actual placement
// of the object relative to the terrain uses the unadjusted offsets.
//
//
// For the record, as of SoF, this applies to the following zones and objects:
//
// arcstone: Model translations adjusted from -14.000, 219.000 to 146.000, 59.000
@@ -737,7 +737,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
float ZAdjust = VARSTRUCT_DECODE_TYPE(float, buffer);
#ifdef DEBUGDAT
printf("ZAdjust %8.3f\n", ZAdjust);
printf("ZAdjust %8.3f\n", ZAdjust);
#endif
char TogFileName[255];
@@ -764,7 +764,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
NewObjectGroup.TileY = TileXStart;
NewObjectGroup.TileZ = 0;
NewObjectGroup.RotX = RotX;
NewObjectGroup.RotY = RotY;
NewObjectGroup.RotZ = RotZ;
@@ -821,7 +821,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
NewObjectGroup.SubObjects.push_back(model_data.PlaceableList.size()-1);
}
if(Token == "*END_OBJECTGROUP")
{
{
#ifdef DEBUGDAT
printf("Pushing back new ObjectGroup\n");
printf(" Position : %8.3f, %8.3f, %8.3f\n", NewObjectGroup.x, NewObjectGroup.y, NewObjectGroup.z);
@@ -867,7 +867,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
float QuadVertex2X = QuadVertex1X + (QuadsPerTile * UnitsPerVertX);
float QuadVertex2Y = QuadVertex1Y;
float QuadVertex2Z = QuadVertex1Z;
float QuadVertex3X = QuadVertex2X;
float QuadVertex3Y = QuadVertex1Y + (QuadsPerTile * UnitsPerVertY);
float QuadVertex3Z = QuadVertex1Z;
@@ -875,7 +875,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
float QuadVertex4X = QuadVertex1X;
float QuadVertex4Y = QuadVertex3Y;
float QuadVertex4Z = QuadVertex1Z;
++VertexNumber;
@@ -903,7 +903,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
zm->polys[PolyNumber]->v1 = VertexNumber;
zm->polys[PolyNumber]->v2 = VertexNumber - 3;
zm->polys[PolyNumber]->v3 = VertexNumber - 2;
zm->polys[PolyNumber]->tex = -1;
zm->polys[PolyNumber]->tex = -1;
}
else
{
@@ -915,7 +915,7 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
{
if((Quad % QuadsPerTile) == 0)
++RowNumber;
// Other common values for this Byte are 0x80, 0x82. Setting them all to zero has no obvious visual
// effect.
if(Bytes[Quad] & 0x01) // Indicates Quad should not be included because an object will overlay it.
@@ -924,47 +924,47 @@ int DATLoader::Open(char *base_path, char *zone_name, Archive *archive) {
float QuadVertex1X = TileXStart + (RowNumber * UnitsPerVertX);
float QuadVertex1Y = TileYStart + (Quad % QuadsPerTile) * UnitsPerVertY;
float QuadVertex1Z = Floats[Quad + RowNumber];
float QuadVertex2X = QuadVertex1X + UnitsPerVertX;
float QuadVertex2Y = QuadVertex1Y;
float QuadVertex2Z = Floats[Quad + RowNumber + QuadsPerTile + 1];
float QuadVertex3X = QuadVertex1X + UnitsPerVertX;
float QuadVertex3Y = QuadVertex1Y + UnitsPerVertY;
float QuadVertex3Z = Floats[Quad + RowNumber + QuadsPerTile + 2];
float QuadVertex4X = QuadVertex1X;
float QuadVertex4Y = QuadVertex1Y + UnitsPerVertY;
float QuadVertex4Z = Floats[Quad + RowNumber + 1];
++VertexNumber;
zm->verts[VertexNumber++] = new Vertex(QuadVertex1Y, QuadVertex1X, QuadVertex1Z);
zm->verts[VertexNumber++] = new Vertex(QuadVertex2Y, QuadVertex2X, QuadVertex2Z);
zm->verts[VertexNumber++] = new Vertex(QuadVertex3Y, QuadVertex3X, QuadVertex3Z);
zm->verts[VertexNumber] = new Vertex(QuadVertex4Y, QuadVertex4X, QuadVertex4Z);
PolyNumber++;
zm->polys[PolyNumber] = new Polygon;
zm->polys[PolyNumber]->v1 = VertexNumber;
zm->polys[PolyNumber]->v2 = VertexNumber - 2;
zm->polys[PolyNumber]->v3 = VertexNumber - 1;
zm->polys[PolyNumber]->tex = -1;
PolyNumber++;
zm->polys[PolyNumber] = new Polygon;
zm->polys[PolyNumber]->v1 = VertexNumber;
zm->polys[PolyNumber]->v2 = VertexNumber - 3;
zm->polys[PolyNumber]->v3 = VertexNumber - 2;
zm->polys[PolyNumber]->tex = -1;
zm->polys[PolyNumber]->tex = -1;
}
}
zm->vert_count = VertexNumber + 1;
@@ -995,7 +995,7 @@ int DATLoader::Close() {
for(i = 0; i < zm->poly_count; ++i)
delete zm->polys[i];
delete[] zm->verts;
delete[] zm->polys;