Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+172 -172
View File
@@ -5,7 +5,7 @@
#include "lighting.h"
#include "environment.h"
#include "renderworld.h"
#include "sound control.h"
#include "Sound Control.h"
#include "overhead.h"
#include "Game Clock.h"
#include "quests.h"
@@ -28,37 +28,37 @@
#include "Text.h"
//effects whether or not time of day effects the lighting. Underground
//effects whether or not time of day effects the lighting. Underground
//maps have an ambient light level that is saved in the map, and doesn't change.
BOOLEAN gfBasement = FALSE;
BOOLEAN gfCaves = FALSE;
#define ENV_TOD_FLAGS_DAY 0x00000001
#define ENV_TOD_FLAGS_DAWN 0x00000002
#define ENV_TOD_FLAGS_DUSK 0x00000004
#define ENV_TOD_FLAGS_NIGHT 0x00000008
#define ENV_TOD_FLAGS_DAY 0x00000001
#define ENV_TOD_FLAGS_DAWN 0x00000002
#define ENV_TOD_FLAGS_DUSK 0x00000004
#define ENV_TOD_FLAGS_NIGHT 0x00000008
/*
#define DAWNLIGHT_START ( 5 * 60 )
#define DAWN_START ( 6 * 60 )
#define DAY_START ( 8 * 60 )
#define DAY_START ( 8 * 60 )
#define TWILLIGHT_START ( 19 * 60 )
#define DUSK_START ( 20 * 60 )
#define NIGHT_START ( 22 * 60 )
#define NIGHT_START ( 22 * 60 )
*/
#define DAWN_START ( 6 * 60 + 47 ) //6:47AM
#define DAY_START ( 7 * 60 + 5 ) //7:05AM
#define DAY_START ( 7 * 60 + 5 ) //7:05AM
#define DUSK_START ( 20 * 60 + 57 ) //8:57PM
#define NIGHT_START ( 21 * 60 + 15 ) //9:15PM
#define NIGHT_START ( 21 * 60 + 15 ) //9:15PM
#define DAWN_TO_DAY (DAY_START-DAWN_START)
#define DAY_TO_DUSK (DUSK_START-DAY_START)
#define DUSK_TO_NIGHT (NIGHT_START-DUSK_START)
#define NIGHT_TO_DAWN (24*60-NIGHT_START+DAWN_START)
UINT32 guiEnvWeather = 0;
UINT32 guiRainLoop = NO_SAMPLE;
UINT32 guiEnvWeather = 0;
UINT32 guiRainLoop = NO_SAMPLE;
// frame cues for lightning
@@ -84,7 +84,7 @@ UINT8 ubLightningTable[3][10][2]=
{7, 6},
{8, 0},
{9, 0} },
{ {0, 15},
{1, 0},
{2, 15},
@@ -96,8 +96,8 @@ UINT8 ubLightningTable[3][10][2]=
{8, 0},
{9, 0} } };
// CJC: I don't think these are used anywhere!
UINT8 guiTODFlags[ENV_NUM_TIMES] = {
// CJC: I don't think these are used anywhere!
UINT8 guiTODFlags[ENV_NUM_TIMES] = {
ENV_TOD_FLAGS_NIGHT, // 00
ENV_TOD_FLAGS_NIGHT, // 01
ENV_TOD_FLAGS_NIGHT, // 02
@@ -106,12 +106,12 @@ UINT8 guiTODFlags[ENV_NUM_TIMES] = {
ENV_TOD_FLAGS_DAWN, // 05
ENV_TOD_FLAGS_DAWN, // 06
ENV_TOD_FLAGS_DAWN, // 07
ENV_TOD_FLAGS_DAY, // 08
ENV_TOD_FLAGS_DAY, // 09
ENV_TOD_FLAGS_DAY, // 10
ENV_TOD_FLAGS_DAY, // 11
ENV_TOD_FLAGS_DAY, // 08
ENV_TOD_FLAGS_DAY, // 09
ENV_TOD_FLAGS_DAY, // 10
ENV_TOD_FLAGS_DAY, // 11
ENV_TOD_FLAGS_DAY, // 12
ENV_TOD_FLAGS_DAY, // 13
ENV_TOD_FLAGS_DAY, // 13
ENV_TOD_FLAGS_DAY, // 14
ENV_TOD_FLAGS_DAY, // 15
ENV_TOD_FLAGS_DAY, // 16
@@ -121,7 +121,7 @@ UINT8 guiTODFlags[ENV_NUM_TIMES] = {
ENV_TOD_FLAGS_DUSK, // 20
ENV_TOD_FLAGS_DUSK, // 21
ENV_TOD_FLAGS_NIGHT, // 22
ENV_TOD_FLAGS_NIGHT}; // 23
ENV_TOD_FLAGS_NIGHT}; // 23
typedef enum
{
@@ -133,7 +133,7 @@ typedef enum
typedef enum
{
TEMPERATURE_DESERT_COOL,
TEMPERATURE_DESERT_WARM,
TEMPERATURE_DESERT_WARM,
TEMPERATURE_DESERT_HOT,
TEMPERATURE_GLOBAL_COOL,
TEMPERATURE_GLOBAL_WARM,
@@ -156,7 +156,7 @@ BOOLEAN fTimeOfDayControls=TRUE;
UINT32 guiEnvTime=0;
UINT32 guiEnvDay=0;
UINT8 gubEnvLightValue = 0;
BOOLEAN gfDoLighting = FALSE;
BOOLEAN gfDoLighting = FALSE;
UINT8 gubDesertTemperature = 0;
UINT8 gubGlobalTemperature = 0;
@@ -172,15 +172,15 @@ void EnvDoLightning(void);
// polled by the game to handle time/atmosphere changes from gamescreen
void EnvironmentController( BOOLEAN fCheckForLights )
{
UINT32 uiOldWorldHour;
UINT8 ubLightAdjustFromWeather = 0;
UINT32 uiOldWorldHour;
UINT8 ubLightAdjustFromWeather = 0;
// do none of this stuff in the basement or caves
if( gfBasement || gfCaves )
{
guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
guiEnvWeather &= (~WEATHER_FORECAST_SHOWERS );
guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
guiEnvWeather &= (~WEATHER_FORECAST_SHOWERS );
if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
{
@@ -201,7 +201,7 @@ void EnvironmentController( BOOLEAN fCheckForLights )
if ( uiOldWorldHour != guiEnvTime )
{
// Hour change....
guiEnvTime=uiOldWorldHour;
}
@@ -284,7 +284,7 @@ void EnvironmentController( BOOLEAN fCheckForLights )
}
}
}
void BuildDayLightLevels()
@@ -318,11 +318,11 @@ void BuildDayLightLevels()
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_HOT_START, TEMPERATURE_GLOBAL_HOT );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_HOT_END, TEMPERATURE_GLOBAL_WARM );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_WARM_END, TEMPERATURE_GLOBAL_COOL );
/*
// Twilight; light 5
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, TWILLIGHT_START, NORMAL_LIGHTLEVEL_DAY + 1 );
// Dusk; loop from light 5 up to 12
for (uiLoop = 1; uiLoop < 8; uiLoop++)
{
@@ -393,7 +393,7 @@ void ForecastDayEvents( )
{
UINT32 uiOldDay;
UINT32 uiStartTime, uiEndTime;
UINT8 ubStormIntensity;
UINT8 ubStormIntensity;
// UINT32 cnt;
// Get current day and see if different
@@ -409,22 +409,22 @@ void ForecastDayEvents( )
BuildDayAmbientSounds( );
// Build weather....
// ATE: Don't forecast if start of game...
if ( guiEnvDay > 1 )
{
//rain
//rain
if ( Random( 100 ) < gGameExternalOptions.gusRainChancePerDay )
{
// Add rain!
// Between 6:00 and 10:00
uiStartTime = (UINT32)( Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ) );
uiStartTime = (UINT32)( Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ) );
// Between 5 - 15 miniutes
uiEndTime = uiStartTime + ( gGameExternalOptions.gusRainMinLength + Random( gGameExternalOptions.gusRainMaxLength - gGameExternalOptions.gusRainMinLength ) );
ubStormIntensity = 0;
//Kaiden: making thunderstorms optional
if (gGameExternalOptions.gfAllowLightning)
{
@@ -435,14 +435,14 @@ void ForecastDayEvents( )
}
}
if( gGameExternalOptions.gfAllowRain ) AddSameDayRangedStrategicEvent( EVENT_RAINSTORM, uiStartTime, uiEndTime - uiStartTime, ubStormIntensity );
//AddSameDayStrategicEvent( EVENT_BEGINRAINSTORM, uiStartTime, ubStormIntensity );
//AddSameDayStrategicEvent( EVENT_ENDRAINSTORM, uiEndTime, 0 );
}
//end rain
/*
// Should it rain...?
@@ -461,15 +461,15 @@ void ForecastDayEvents( )
{
ubStormIntensity = 1;
}
// ATE: Disable RAIN!
// ATE: Disable RAIN!
// AddSameDayRangedStrategicEvent( EVENT_RAINSTORM, uiStartTime, uiEndTime - uiStartTime, ubStormIntensity );
//AddSameDayStrategicEvent( EVENT_BEGINRAINSTORM, uiStartTime, ubStormIntensity );
//AddSameDayStrategicEvent( EVENT_ENDRAINSTORM, uiEndTime, 0 );
}
*/
}
}
}
}
@@ -503,12 +503,12 @@ UINT32 guiChanceToDoLightningBetweenTurns = 20;
#define MAX_DELAYED_SOUNDS 10
#define NO_DL_SOUND 0xFFFFFFFF
// 1000 = 1 second
#define MIN_DL_INTERVAL ( 1000 * guiMinDLInterval )
#define MAX_DL_INTERVAL ( 1000 * guiMaxDLInterval )
#define EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE ( 1000 * guiProlongLightningIfSeenSomeone )
#define EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE ( 1000 * guiProlongLightningIfSeenSomeone )
#define CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS guiChanceToDoLightningBetweenTurns
BOOLEAN gfLightningInProgress = FALSE;
@@ -522,7 +522,7 @@ BOOLEAN gfWasTurnBasedWhenLightningBegin = FALSE;
UINT8 gubLastTeamLightning;
#define IS_TURNBASED ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT )
#define IS_TURNBASED ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT )
void BeginTeamTurn( UINT8 ubTeam );
@@ -531,25 +531,25 @@ void BeginTeamTurn( UINT8 ubTeam );
void EnvDoLightning(void)
{
static UINT32 uiCount=10, uiIndex=0, uiStrike=0, uiFrameNext=0;
static UINT8 ubLevel=0, ubLastLevel=0;
static UINT32 uiLastUpdate = 0xFFFFFFFF;
static UINT32 uiTurnOffExtraVisDist = 0xFFFFFFFF;
static UINT32 pDelayedSounds[ MAX_DELAYED_SOUNDS ];
UINT32 uiDSIndex;
static UINT32 uiCount=10, uiIndex=0, uiStrike=0, uiFrameNext=0;
static UINT8 ubLevel=0, ubLastLevel=0;
static UINT32 uiLastUpdate = 0xFFFFFFFF;
static UINT32 uiTurnOffExtraVisDist = 0xFFFFFFFF;
static UINT32 pDelayedSounds[ MAX_DELAYED_SOUNDS ];
UINT32 uiDSIndex;
if( GetJA2Clock() < uiLastUpdate )
{
if( GetJA2Clock() < uiLastUpdate )
{
uiLastUpdate = 0;
memset( pDelayedSounds, NO_DL_SOUND, sizeof( UINT32 ) * MAX_DELAYED_SOUNDS );
}
}
if( GetJA2Clock() < uiLastUpdate + 1000 / 60 )return;
if( GetJA2Clock() < uiLastUpdate + 1000 / 60 )return;
else
uiLastUpdate = GetJA2Clock();
if( GetJA2Clock() > uiTurnOffExtraVisDist )
{
if( GetJA2Clock() > uiTurnOffExtraVisDist )
{
AllTeamsLookForAll( FALSE );
uiTurnOffExtraVisDist = 0xFFFFFFFF;
@@ -559,26 +559,26 @@ void EnvDoLightning(void)
gfTurnBasedLightningEnd = FALSE;
}
}
}
for( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
if( GetJA2Clock() > pDelayedSounds[ uiDSIndex ] )
{
PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
pDelayedSounds[ uiDSIndex ] = NO_DL_SOUND;
}
for( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
if( GetJA2Clock() > pDelayedSounds[ uiDSIndex ] )
{
PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
pDelayedSounds[ uiDSIndex ] = NO_DL_SOUND;
}
if ( gfPauseDueToPlayerGamePause )
{
return;
}
if ( gfPauseDueToPlayerGamePause )
{
return;
}
if( IS_TURNBASED && !gfLightningInProgress )
{
if( IS_TURNBASED && !gfLightningInProgress )
{
if( !gfTurnBasedDoLightning )
{
return;
}
}
else
{
gfTurnBasedDoLightning = FALSE;
@@ -586,19 +586,19 @@ void EnvDoLightning(void)
uiCount = 0;
gfTurnBasedLightningEnd = TRUE;
}
}
}
uiCount++;
if(uiCount >= (uiFrameNext+10))
{
if( gfHaveSeenSomeone && gfWasTurnBasedWhenLightningBegin )
if( gfHaveSeenSomeone && gfWasTurnBasedWhenLightningBegin )
uiTurnOffExtraVisDist = GetJA2Clock() + EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE;
else
uiTurnOffExtraVisDist = GetJA2Clock();
gfLightningInProgress = FALSE;
gfHaveSeenSomeone = FALSE;
uiCount=0;
uiIndex=0;
ubLevel=0;
@@ -634,30 +634,30 @@ void EnvDoLightning(void)
ubLastLevel=ubLevel;
ubLevel=min( ubRealAmbientLightLevel - 1, ubLightningTable[uiStrike][uiIndex][1] );
/* // ATE: Don't modify if scrolling!
if ( gfScrollPending || gfScrollInertia )
{
}
else*/
{
if(ubLastLevel!=ubLevel)
{
if(ubLevel > ubLastLevel)
{
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
else
{
// LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
LightSetBaseLevel( ubRealAmbientLightLevel - ubLevel );
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
SetRenderFlags(RENDER_FLAG_FULL);
}
}
/* // ATE: Don't modify if scrolling!
if ( gfScrollPending || gfScrollInertia )
{
}
else*/
{
if(ubLastLevel!=ubLevel)
{
if(ubLevel > ubLastLevel)
{
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
else
{
// LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
LightSetBaseLevel( ubRealAmbientLightLevel - ubLevel );
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
SetRenderFlags(RENDER_FLAG_FULL);
}
}
}
}
@@ -673,7 +673,7 @@ BOOLEAN LightningEndOfTurn( UINT8 ubTeam )
gubLastTeamLightning = ubTeam;
EnvDoLightning();
return FALSE;
}
}
else
{
return TRUE;
@@ -699,25 +699,25 @@ void EnvBeginRainStorm( UINT8 ubIntensity )
{
gfDoLighting = TRUE;
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Starting Rain...." );
#endif
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Starting Rain...." );
#endif
// First turn off whatever rain it is, then turn on the requested rain
guiEnvWeather &= ~(WEATHER_FORECAST_THUNDERSHOWERS | WEATHER_FORECAST_SHOWERS);
// First turn off whatever rain it is, then turn on the requested rain
guiEnvWeather &= ~(WEATHER_FORECAST_THUNDERSHOWERS | WEATHER_FORECAST_SHOWERS);
if ( ubIntensity == 1 )
{
// Turn on rain storms
guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
if ( ubIntensity == 1 )
{
// Turn on rain storms
guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_STORM_STARTED] );
}
else
{
guiEnvWeather |= WEATHER_FORECAST_SHOWERS;
}
else
{
guiEnvWeather |= WEATHER_FORECAST_SHOWERS;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RAIN_STARTED] );
}
}
}
}
}
@@ -726,17 +726,17 @@ void EnvEndRainStorm( )
gfDoLighting = TRUE;
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Ending Rain...." );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Ending Rain...." );
#endif
if ( guiEnvWeather & WEATHER_FORECAST_THUNDERSHOWERS )
{
if ( guiEnvWeather & WEATHER_FORECAST_THUNDERSHOWERS )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_STORM_ENDED] );
}
else
{
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RAIN_ENDED] );
}
}
guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
@@ -759,10 +759,10 @@ void EnvDoLightning(void)
static UINT32 uiCount=0, uiIndex=0, uiStrike=0, uiFrameNext=1000;
static UINT8 ubLevel=0, ubLastLevel=0;
if ( gfPauseDueToPlayerGamePause )
{
return;
}
if ( gfPauseDueToPlayerGamePause )
{
return;
}
uiCount++;
if(uiCount >= (uiFrameNext+10))
@@ -789,29 +789,29 @@ static UINT8 ubLevel=0, ubLastLevel=0;
ubLastLevel=ubLevel;
ubLevel=ubLightningTable[uiStrike][uiIndex][1];
// ATE: Don't modify if scrolling!
if ( gfScrollPending || gfScrollInertia )
{
}
else
{
if(ubLastLevel!=ubLevel)
{
if(ubLevel > ubLastLevel)
{
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
else
{
LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
SetRenderFlags(RENDER_FLAG_FULL);
}
}
// ATE: Don't modify if scrolling!
if ( gfScrollPending || gfScrollInertia )
{
}
else
{
if(ubLastLevel!=ubLevel)
{
if(ubLevel > ubLastLevel)
{
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
else
{
LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
SetRenderFlags(RENDER_FLAG_FULL);
}
}
}
}
@@ -835,20 +835,20 @@ void EnvBeginRainStorm( UINT8 ubIntensity )
{
gfDoLighting = TRUE;
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Starting Rain...." );
#endif
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Starting Rain...." );
#endif
if ( ubIntensity == 1 )
{
// Turn on rain storms
guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
}
else
{
guiEnvWeather |= WEATHER_FORECAST_SHOWERS;
}
}
if ( ubIntensity == 1 )
{
// Turn on rain storms
guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
}
else
{
guiEnvWeather |= WEATHER_FORECAST_SHOWERS;
}
}
}
@@ -857,7 +857,7 @@ void EnvEndRainStorm( )
gfDoLighting = TRUE;
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Ending Rain...." );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Ending Rain...." );
#endif
guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
@@ -872,7 +872,7 @@ void TurnOnNightLights()
for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
!(LightSprites[ i ].uiFlags & (LIGHT_SPR_ON|MERC_LIGHT) ) )
{
LightSpritePower( i, TRUE );
@@ -886,9 +886,9 @@ void TurnOffNightLights()
for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
{
LightSpritePower( i, FALSE );
}
@@ -901,7 +901,7 @@ void TurnOnPrimeLights()
for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
!(LightSprites[ i ].uiFlags & (LIGHT_SPR_ON|MERC_LIGHT) ) )
{
LightSpritePower( i, TRUE );
@@ -915,9 +915,9 @@ void TurnOffPrimeLights()
for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
{
LightSpritePower( i, FALSE );
}
@@ -931,7 +931,7 @@ void UpdateTemperature( UINT8 ubTemperatureCode )
case TEMPERATURE_DESERT_COOL:
gubDesertTemperature = 0;
break;
case TEMPERATURE_DESERT_WARM:
case TEMPERATURE_DESERT_WARM:
gubDesertTemperature = 1;
break;
case TEMPERATURE_DESERT_HOT:
@@ -947,7 +947,7 @@ void UpdateTemperature( UINT8 ubTemperatureCode )
gubGlobalTemperature = 2;
break;
}
gfDoLighting = TRUE;
gfDoLighting = TRUE;
}
INT8 SectorTemperature( UINT32 uiTime, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
@@ -959,7 +959,7 @@ INT8 SectorTemperature( UINT32 uiTime, INT16 sSectorX, INT16 sSectorY, INT8 bSec
}
else if ( IsSectorDesert( sSectorX, sSectorY ) ) // is desert
{
return( gubDesertTemperature );
return( gubDesertTemperature );
}
else
{