eqemu-server/common/light_source.h
Knightly 7ab909ee47 Standardize Licensing
- 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)
2026-04-01 17:09:57 -07:00

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/* EQEmu: EQEmulator
Copyright (C) 2001-2026 EQEmu Development Team
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; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; 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, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/types.h"
namespace EQ
{
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,
LightTypeTorch,
LightTypeTinyGlowingSkull,
LightTypeSmallLantern,
LightTypeSteinOfMoggok, // 5
LightTypeLargeLantern,
LightTypeFlamelessLantern,
LightTypeGlobeOfStars,
LightTypeLightGlobe,
LightTypeLightstone, // 10
LightTypeGreaterLightstone,
LightTypeFireBeetleEye,
LightTypeColdlight,
LightTypeUnknown1,
LightTypeUnknown2, // 15
LightTypeCount
};
enum LightLevel {
LightLevelUnlit = 0,
LightLevelCandle,
LightLevelTorch,
LightLevelSmallMagic,
LightLevelRedLight,
LightLevelBlueLight, // 5
LightLevelSmallLantern,
LightLevelMagicLantern,
LightLevelLargeLantern,
LightLevelLargeMagic,
LightLevelBrilliant, // 10
LightLevelCount
};
extern uint8 TypeToLevel(uint8 light_type);
extern bool IsLevelGreater(uint8 left_type, uint8 right_type);
}; /*lightsource*/
struct LightSource_Struct {
uint8 Slot[lightsource::LightCount];
LightSource_Struct();
void Clear();
inline uint8& operator[](lightsource::LightSlot index) { return Slot[index]; }
};
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_Struct Type; // Light types (classifications)
LightSource_Struct Level; // Light levels (intensities) - used to determine which light source should be active
LightSourceProfile() { }
void Clear();
};
} /*EQEmu*/