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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
97 lines
3.0 KiB
C++
97 lines
3.0 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "light_source.h"
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#include <cstring>
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uint8 EQ::lightsource::TypeToLevel(uint8 light_type)
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{
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switch (light_type) {
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case LightTypeGlobeOfStars:
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return LightLevelBrilliant; // 10
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case LightTypeFlamelessLantern:
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case LightTypeGreaterLightstone:
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return LightLevelLargeMagic; // 9
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case LightTypeLargeLantern:
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return LightLevelLargeLantern; // 8
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case LightTypeSteinOfMoggok:
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case LightTypeLightstone:
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return LightLevelMagicLantern; // 7
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case LightTypeSmallLantern:
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return LightLevelSmallLantern; // 6
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case LightTypeColdlight:
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case LightTypeUnknown2:
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return LightLevelBlueLight; // 5
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case LightTypeFireBeetleEye:
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case LightTypeUnknown1:
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return LightLevelRedLight; // 4
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case LightTypeTinyGlowingSkull:
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case LightTypeLightGlobe:
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return LightLevelSmallMagic; // 3
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case LightTypeTorch:
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return LightLevelTorch; // 2
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case LightTypeCandle:
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return LightLevelCandle; // 1
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default:
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return LightLevelUnlit; // 0
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}
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}
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bool EQ::lightsource::IsLevelGreater(uint8 left_type, uint8 right_type)
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{
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static const uint8 light_levels[LightTypeCount] = {
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LightLevelUnlit, /* LightTypeNone */
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LightLevelCandle, /* LightTypeCandle */
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LightLevelTorch, /* LightTypeTorch */
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LightLevelSmallMagic, /* LightTypeTinyGlowingSkull */
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LightLevelSmallLantern, /* LightTypeSmallLantern */
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LightLevelMagicLantern, /* LightTypeSteinOfMoggok */
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LightLevelLargeLantern, /* LightTypeLargeLantern */
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LightLevelLargeMagic, /* LightTypeFlamelessLantern */
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LightLevelBrilliant, /* LightTypeGlobeOfStars */
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LightLevelSmallMagic, /* LightTypeLightGlobe */
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LightLevelMagicLantern, /* LightTypeLightstone */
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LightLevelLargeMagic, /* LightTypeGreaterLightstone */
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LightLevelRedLight, /* LightTypeFireBeetleEye */
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LightLevelBlueLight, /* LightTypeColdlight */
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LightLevelRedLight, /* LightTypeUnknown1 */
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LightLevelBlueLight /* LightTypeUnknown2 */
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};
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if (left_type >= LightTypeCount) { left_type = LightTypeNone; }
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if (right_type >= LightTypeCount) { right_type = LightTypeNone; }
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return (light_levels[left_type] > light_levels[right_type]);
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}
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EQ::LightSource_Struct::LightSource_Struct()
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{
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Clear();
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}
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void EQ::LightSource_Struct::Clear()
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{
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memset(&Slot, 0, (sizeof(uint8) * lightsource::LightCount));
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}
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void EQ::LightSourceProfile::Clear()
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{
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Type.Clear();
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Level.Clear();
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}
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