LightSourceProfile relocation and some more formatting changes

This commit is contained in:
Uleat
2016-05-20 04:26:32 -04:00
parent 04f47f1e32
commit ebe6f95e6e
15 changed files with 128 additions and 121 deletions
+45 -36
View File
@@ -1,4 +1,4 @@
/* EQEMu: Everquest Server Emulator
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
@@ -26,6 +26,15 @@
namespace EQEmu
{
namespace lightsource {
enum LightSlot {
LightInnate = 0, // Defined by db field `npc_types`.`light` - where appropriate
LightEquipment, // Item_Struct::light value of worn/carried equipment
LightSpell, // Set value of any light-producing spell (can be modded to mimic equip_light behavior)
LightActive, // Highest value of all light sources
LightCount
};
enum LightType {
LightTypeNone = 0,
LightTypeCandle,
@@ -61,47 +70,47 @@ namespace EQEmu
LightLevelCount
};
struct LightSourceProfile {
/*
Current criteria (light types):
Equipment: { 0 .. 15 }
General: { 9 .. 13 }
struct Light_Struct {
uint8 Slot[LightCount];
Notes:
- Initial character load and item movement updates use different light source update behaviors
-- Server procedure matches the item movement behavior since most updates occur post-character load
- MainAmmo is not considered when determining light sources
- No 'Sub' or 'Aug' items are recognized as light sources
- Light types '< 9' and '> 13' are not considered for general (carried) light sources
- If values > 0x0F are valid, then assignment limiters will need to be removed
- MainCursor 'appears' to be a valid light source update slot..but, have not experienced updates during debug sessions
- All clients have a bug regarding stackable items (light and sound updates are not processed when picking up an item)
-- The timer-based update cancels out the invalid light source
*/
LightSourceProfile();
Light_Struct();
void Clear();
// Light types (classifications)
struct {
uint8 Innate; // Defined by db field `npc_types`.`light` - where appropriate
uint8 Equipment; // Item_Struct::light value of worn/carried equipment
uint8 Spell; // Set value of any light-producing spell (can be modded to mimic equip_light behavior)
uint8 Active; // Highest value of all light sources
} Type;
// Light levels (intensities) - used to determine which light source should be active
struct {
uint8 Innate;
uint8 Equipment;
uint8 Spell;
uint8 Active;
} Level;
inline uint8& operator[](LightSlot index) { return Slot[index]; }
};
extern uint8 TypeToLevel(uint8 light_type);
extern bool IsLevelGreater(uint8 left_type, uint8 right_type);
};
}
}; /*lightsource*/
#endif /* COMMON_LIGHT_SOURCE_H */
struct LightSourceProfile {
/*
Current criteria (light types):
Equipment: { 0 .. 15 }
General: { 9 .. 13 }
Notes:
- Initial character load and item movement updates use different light source update behaviors
-- Server procedure matches the item movement behavior since most updates occur post-character load
- MainAmmo is not considered when determining light sources
- No 'Sub' or 'Aug' items are recognized as light sources
- Light types '< 9' and '> 13' are not considered for general (carried) light sources
- If values > 0x0F are valid, then assignment limiters will need to be removed
- MainCursor 'appears' to be a valid light source update slot..but, have not experienced updates during debug sessions
- All clients have a bug regarding stackable items (light and sound updates are not processed when picking up an item)
-- The timer-based update cancels out the invalid light source
*/
lightsource::Light_Struct Type; // Light types (classifications)
lightsource::Light_Struct Level; // Light levels (intensities) - used to determine which light source should be active
LightSourceProfile() { }
void Clear();
};
} /*EQEmu*/
#endif /*COMMON_LIGHT_SOURCE_H*/