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
+27 -27
View File
@@ -4,13 +4,13 @@ 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 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.
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
@@ -117,13 +117,13 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
// Too long a list needs to be limited.
if(lds->NumEntries > 99 && droplimit < 1)
droplimit = lds->NumEntries/100;
droplimit = lds->NumEntries/100;
uint8 limit = 0;
// Start at a random point in itemlist.
uint32 item = MakeRandomInt(0, lds->NumEntries-1);
// Main loop.
for (uint32 i=0; i<lds->NumEntries;)
for (uint32 i=0; i<lds->NumEntries;)
{
//Force the itemlist back to beginning.
if (item > (lds->NumEntries-1))
@@ -132,7 +132,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
uint8 charges = lds->Entries[item].multiplier;
uint8 pickedcharges = 0;
// Loop to check multipliers.
for (uint32 x=1; x<=charges; x++)
for (uint32 x=1; x<=charges; x++)
{
// Actual roll.
float thischance = 0.0;
@@ -145,10 +145,10 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
#if EQDEBUG>=11
LogFile->write(EQEMuLog::Debug, "Drop chance for npc: %s, this chance:%f, drop roll:%f", npc->GetName(), thischance, drop_chance);
#endif
if (thischance == 100.0 || drop_chance < thischance)
if (thischance == 100.0 || drop_chance < thischance)
{
uint32 itemid = lds->Entries[item].item_id;
const Item_Struct* dbitem = GetItem(itemid);
npc->AddLootDrop(dbitem, itemlist, lds->Entries[item].item_charges, lds->Entries[item].minlevel, lds->Entries[item].maxlevel, lds->Entries[item].equip_item, false);
pickedcharges++;
@@ -156,11 +156,11 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
}
// Items with multipliers only count as 1 towards the limit.
if(pickedcharges > 0)
limit++;
limit++;
// If true, limit reached.
if(limit >= droplimit && droplimit > 0)
break;
break;
item++;
i++;
@@ -178,16 +178,16 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange) {
if(item2 == nullptr)
return;
//make sure we are doing something...
if(!itemlist && !wearchange)
return;
ServerLootItem_Struct* item = new ServerLootItem_Struct;
#if EQDEBUG>=11
LogFile->write(EQEMuLog::Debug, "Adding drop to npc: %s, Item: %i", GetName(), item2->ID);
#endif
EQApplicationPacket* outapp = nullptr;
WearChange_Struct* wc = nullptr;
if(wearchange) {
@@ -196,7 +196,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
wc->spawn_id = GetID();
wc->material=0;
}
item->item_id = item2->ID;
item->charges = charges;
item->aug1 = 0;
@@ -212,7 +212,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
const Item_Struct* compitem = nullptr;
bool found = false; // track if we found an empty slot we fit into
int32 foundslot = -1; // for multi-slot items
// 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
@@ -229,7 +229,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
if(equipment[i])
{
compitem = database.GetItem(equipment[i]);
if (item2->AC > compitem->AC ||
if (item2->AC > compitem->AC ||
(item2->AC == compitem->AC && item2->HP > compitem->HP))
{
// item would be an upgrade
@@ -244,7 +244,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
found = true;
}
} // end if ac
}
}
else
{
equipment[i] = item2->ID;
@@ -281,17 +281,17 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
if (foundslot == SLOT_PRIMARY) {
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = MATERIAL_PRIMARY;
}
else if (foundslot == SLOT_SECONDARY
else if (foundslot == SLOT_SECONDARY
&& (GetOwner() != nullptr || (GetLevel() >= 13 && MakeRandomInt(0,99) < NPC_DW_CHANCE) || (item2->Damage==0)) &&
(item2->ItemType == ItemType1HS || item2->ItemType == ItemType1HB || item2->ItemType == ItemTypeShield ||
item2->ItemType == ItemTypePierce))
{
if (item2->Proc.Effect!=0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = MATERIAL_SECONDARY;
}
else if (foundslot == SLOT_HEAD) {
@@ -315,10 +315,10 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
else if (foundslot == SLOT_FEET) {
eslot = MATERIAL_FEET;
}
/*
what was this about???
if (((npc->GetRace()==127) && (npc->CastToMob()->GetOwnerID()!=0)) && (item2->Slots==24576) || (item2->Slots==8192) || (item2->Slots==16384)){
npc->d_meele_texture2=atoi(newid);
wc->wear_slot_id=8;
@@ -331,32 +331,32 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
npc->INT+=item2->INT;
}
*/
//if we found an open slot it goes in...
if(eslot != 0xFF) {
if(wearchange) {
wc->wear_slot_id = eslot;
wc->material = emat;
}
}
if (found) {
CalcBonuses(); // This is less than ideal for bulk adding of items
}
item->equipSlot = item2->Slots;
}
if(itemlist != nullptr)
itemlist->push_back(item);
else
safe_delete(item);
if(wearchange && outapp) {
entity_list.QueueClients(this, outapp);
safe_delete(outapp);
}
}
void NPC::AddItem(const Item_Struct* item, uint16 charges, bool equipitem) {
//slot isnt needed, its determined from the item.
AddLootDrop(item, &itemlist, charges, 1, 127, equipitem, equipitem);
@@ -369,7 +369,7 @@ void NPC::AddItem(uint32 itemid, uint16 charges, bool equipitem) {
return;
AddLootDrop(i, &itemlist, charges, 1, 127, equipitem, 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);