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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)
110 lines
3.3 KiB
C++
110 lines
3.3 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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#pragma once
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#include "common/types.h"
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namespace EQ
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{
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namespace lightsource {
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enum LightSlot {
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LightInnate = 0, // Defined by db field `npc_types`.`light` - where appropriate
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LightEquipment, // Item_Struct::light value of worn/carried equipment
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LightSpell, // Set value of any light-producing spell (can be modded to mimic equip_light behavior)
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LightActive, // Highest value of all light sources
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LightCount
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};
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enum LightType {
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LightTypeNone = 0,
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LightTypeCandle,
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LightTypeTorch,
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LightTypeTinyGlowingSkull,
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LightTypeSmallLantern,
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LightTypeSteinOfMoggok, // 5
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LightTypeLargeLantern,
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LightTypeFlamelessLantern,
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LightTypeGlobeOfStars,
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LightTypeLightGlobe,
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LightTypeLightstone, // 10
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LightTypeGreaterLightstone,
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LightTypeFireBeetleEye,
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LightTypeColdlight,
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LightTypeUnknown1,
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LightTypeUnknown2, // 15
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LightTypeCount
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};
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enum LightLevel {
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LightLevelUnlit = 0,
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LightLevelCandle,
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LightLevelTorch,
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LightLevelSmallMagic,
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LightLevelRedLight,
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LightLevelBlueLight, // 5
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LightLevelSmallLantern,
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LightLevelMagicLantern,
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LightLevelLargeLantern,
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LightLevelLargeMagic,
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LightLevelBrilliant, // 10
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LightLevelCount
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};
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extern uint8 TypeToLevel(uint8 light_type);
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extern bool IsLevelGreater(uint8 left_type, uint8 right_type);
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}; /*lightsource*/
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struct LightSource_Struct {
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uint8 Slot[lightsource::LightCount];
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LightSource_Struct();
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void Clear();
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inline uint8& operator[](lightsource::LightSlot index) { return Slot[index]; }
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};
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struct LightSourceProfile {
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/*
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Current criteria (light types):
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Equipment: { 0 .. 15 }
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General: { 9 .. 13 }
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Notes:
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- Initial character load and item movement updates use different light source update behaviors
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-- Server procedure matches the item movement behavior since most updates occur post-character load
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- MainAmmo is not considered when determining light sources
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- No 'Sub' or 'Aug' items are recognized as light sources
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- Light types '< 9' and '> 13' are not considered for general (carried) light sources
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- If values > 0x0F are valid, then assignment limiters will need to be removed
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- MainCursor 'appears' to be a valid light source update slot..but, have not experienced updates during debug sessions
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- All clients have a bug regarding stackable items (light and sound updates are not processed when picking up an item)
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-- The timer-based update cancels out the invalid light source
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*/
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LightSource_Struct Type; // Light types (classifications)
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LightSource_Struct Level; // Light levels (intensities) - used to determine which light source should be active
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LightSourceProfile() { }
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void Clear();
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};
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} /*EQEmu*/
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