mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
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:
+172
-172
@@ -5,7 +5,7 @@
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#include "lighting.h"
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#include "environment.h"
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#include "renderworld.h"
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#include "sound control.h"
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#include "Sound Control.h"
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#include "overhead.h"
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#include "Game Clock.h"
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#include "quests.h"
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@@ -28,37 +28,37 @@
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#include "Text.h"
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//effects whether or not time of day effects the lighting. Underground
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//effects whether or not time of day effects the lighting. Underground
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//maps have an ambient light level that is saved in the map, and doesn't change.
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BOOLEAN gfBasement = FALSE;
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BOOLEAN gfCaves = FALSE;
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#define ENV_TOD_FLAGS_DAY 0x00000001
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#define ENV_TOD_FLAGS_DAWN 0x00000002
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#define ENV_TOD_FLAGS_DUSK 0x00000004
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#define ENV_TOD_FLAGS_NIGHT 0x00000008
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#define ENV_TOD_FLAGS_DAY 0x00000001
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#define ENV_TOD_FLAGS_DAWN 0x00000002
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#define ENV_TOD_FLAGS_DUSK 0x00000004
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#define ENV_TOD_FLAGS_NIGHT 0x00000008
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/*
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#define DAWNLIGHT_START ( 5 * 60 )
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#define DAWN_START ( 6 * 60 )
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#define DAY_START ( 8 * 60 )
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#define DAY_START ( 8 * 60 )
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#define TWILLIGHT_START ( 19 * 60 )
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#define DUSK_START ( 20 * 60 )
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#define NIGHT_START ( 22 * 60 )
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#define NIGHT_START ( 22 * 60 )
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*/
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#define DAWN_START ( 6 * 60 + 47 ) //6:47AM
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#define DAY_START ( 7 * 60 + 5 ) //7:05AM
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#define DAY_START ( 7 * 60 + 5 ) //7:05AM
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#define DUSK_START ( 20 * 60 + 57 ) //8:57PM
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#define NIGHT_START ( 21 * 60 + 15 ) //9:15PM
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#define NIGHT_START ( 21 * 60 + 15 ) //9:15PM
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#define DAWN_TO_DAY (DAY_START-DAWN_START)
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#define DAY_TO_DUSK (DUSK_START-DAY_START)
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#define DUSK_TO_NIGHT (NIGHT_START-DUSK_START)
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#define NIGHT_TO_DAWN (24*60-NIGHT_START+DAWN_START)
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UINT32 guiEnvWeather = 0;
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UINT32 guiRainLoop = NO_SAMPLE;
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UINT32 guiEnvWeather = 0;
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UINT32 guiRainLoop = NO_SAMPLE;
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// frame cues for lightning
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@@ -84,7 +84,7 @@ UINT8 ubLightningTable[3][10][2]=
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{7, 6},
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{8, 0},
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{9, 0} },
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{ {0, 15},
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{1, 0},
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{2, 15},
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@@ -96,8 +96,8 @@ UINT8 ubLightningTable[3][10][2]=
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{8, 0},
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{9, 0} } };
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// CJC: I don't think these are used anywhere!
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UINT8 guiTODFlags[ENV_NUM_TIMES] = {
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// CJC: I don't think these are used anywhere!
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UINT8 guiTODFlags[ENV_NUM_TIMES] = {
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ENV_TOD_FLAGS_NIGHT, // 00
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ENV_TOD_FLAGS_NIGHT, // 01
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ENV_TOD_FLAGS_NIGHT, // 02
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@@ -106,12 +106,12 @@ UINT8 guiTODFlags[ENV_NUM_TIMES] = {
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ENV_TOD_FLAGS_DAWN, // 05
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ENV_TOD_FLAGS_DAWN, // 06
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ENV_TOD_FLAGS_DAWN, // 07
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ENV_TOD_FLAGS_DAY, // 08
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ENV_TOD_FLAGS_DAY, // 09
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ENV_TOD_FLAGS_DAY, // 10
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ENV_TOD_FLAGS_DAY, // 11
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ENV_TOD_FLAGS_DAY, // 08
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ENV_TOD_FLAGS_DAY, // 09
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ENV_TOD_FLAGS_DAY, // 10
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ENV_TOD_FLAGS_DAY, // 11
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ENV_TOD_FLAGS_DAY, // 12
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ENV_TOD_FLAGS_DAY, // 13
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ENV_TOD_FLAGS_DAY, // 13
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ENV_TOD_FLAGS_DAY, // 14
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ENV_TOD_FLAGS_DAY, // 15
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ENV_TOD_FLAGS_DAY, // 16
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@@ -121,7 +121,7 @@ UINT8 guiTODFlags[ENV_NUM_TIMES] = {
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ENV_TOD_FLAGS_DUSK, // 20
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ENV_TOD_FLAGS_DUSK, // 21
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ENV_TOD_FLAGS_NIGHT, // 22
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ENV_TOD_FLAGS_NIGHT}; // 23
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ENV_TOD_FLAGS_NIGHT}; // 23
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typedef enum
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{
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@@ -133,7 +133,7 @@ typedef enum
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typedef enum
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{
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TEMPERATURE_DESERT_COOL,
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TEMPERATURE_DESERT_WARM,
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TEMPERATURE_DESERT_WARM,
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TEMPERATURE_DESERT_HOT,
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TEMPERATURE_GLOBAL_COOL,
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TEMPERATURE_GLOBAL_WARM,
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@@ -156,7 +156,7 @@ BOOLEAN fTimeOfDayControls=TRUE;
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UINT32 guiEnvTime=0;
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UINT32 guiEnvDay=0;
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UINT8 gubEnvLightValue = 0;
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BOOLEAN gfDoLighting = FALSE;
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BOOLEAN gfDoLighting = FALSE;
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UINT8 gubDesertTemperature = 0;
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UINT8 gubGlobalTemperature = 0;
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@@ -172,15 +172,15 @@ void EnvDoLightning(void);
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// polled by the game to handle time/atmosphere changes from gamescreen
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void EnvironmentController( BOOLEAN fCheckForLights )
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{
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UINT32 uiOldWorldHour;
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UINT8 ubLightAdjustFromWeather = 0;
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UINT32 uiOldWorldHour;
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UINT8 ubLightAdjustFromWeather = 0;
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// do none of this stuff in the basement or caves
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if( gfBasement || gfCaves )
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{
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guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
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guiEnvWeather &= (~WEATHER_FORECAST_SHOWERS );
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guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
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guiEnvWeather &= (~WEATHER_FORECAST_SHOWERS );
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if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
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{
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@@ -201,7 +201,7 @@ void EnvironmentController( BOOLEAN fCheckForLights )
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if ( uiOldWorldHour != guiEnvTime )
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{
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// Hour change....
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guiEnvTime=uiOldWorldHour;
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}
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@@ -284,7 +284,7 @@ void EnvironmentController( BOOLEAN fCheckForLights )
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}
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}
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}
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void BuildDayLightLevels()
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@@ -318,11 +318,11 @@ void BuildDayLightLevels()
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_HOT_START, TEMPERATURE_GLOBAL_HOT );
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_HOT_END, TEMPERATURE_GLOBAL_WARM );
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_WARM_END, TEMPERATURE_GLOBAL_COOL );
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/*
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// Twilight; light 5
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AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, TWILLIGHT_START, NORMAL_LIGHTLEVEL_DAY + 1 );
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// Dusk; loop from light 5 up to 12
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for (uiLoop = 1; uiLoop < 8; uiLoop++)
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{
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@@ -393,7 +393,7 @@ void ForecastDayEvents( )
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{
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UINT32 uiOldDay;
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UINT32 uiStartTime, uiEndTime;
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UINT8 ubStormIntensity;
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UINT8 ubStormIntensity;
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// UINT32 cnt;
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// Get current day and see if different
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@@ -409,22 +409,22 @@ void ForecastDayEvents( )
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BuildDayAmbientSounds( );
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// Build weather....
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// ATE: Don't forecast if start of game...
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if ( guiEnvDay > 1 )
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{
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//rain
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//rain
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if ( Random( 100 ) < gGameExternalOptions.gusRainChancePerDay )
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{
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// Add rain!
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// Between 6:00 and 10:00
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uiStartTime = (UINT32)( Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ) );
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uiStartTime = (UINT32)( Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ) );
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// Between 5 - 15 miniutes
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uiEndTime = uiStartTime + ( gGameExternalOptions.gusRainMinLength + Random( gGameExternalOptions.gusRainMaxLength - gGameExternalOptions.gusRainMinLength ) );
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ubStormIntensity = 0;
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//Kaiden: making thunderstorms optional
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if (gGameExternalOptions.gfAllowLightning)
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{
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@@ -435,14 +435,14 @@ void ForecastDayEvents( )
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}
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}
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if( gGameExternalOptions.gfAllowRain ) AddSameDayRangedStrategicEvent( EVENT_RAINSTORM, uiStartTime, uiEndTime - uiStartTime, ubStormIntensity );
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//AddSameDayStrategicEvent( EVENT_BEGINRAINSTORM, uiStartTime, ubStormIntensity );
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//AddSameDayStrategicEvent( EVENT_ENDRAINSTORM, uiEndTime, 0 );
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}
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//end rain
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/*
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// Should it rain...?
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@@ -461,15 +461,15 @@ void ForecastDayEvents( )
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{
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ubStormIntensity = 1;
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}
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// ATE: Disable RAIN!
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// ATE: Disable RAIN!
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// AddSameDayRangedStrategicEvent( EVENT_RAINSTORM, uiStartTime, uiEndTime - uiStartTime, ubStormIntensity );
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//AddSameDayStrategicEvent( EVENT_BEGINRAINSTORM, uiStartTime, ubStormIntensity );
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//AddSameDayStrategicEvent( EVENT_ENDRAINSTORM, uiEndTime, 0 );
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}
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*/
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}
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}
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}
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}
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@@ -503,12 +503,12 @@ UINT32 guiChanceToDoLightningBetweenTurns = 20;
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#define MAX_DELAYED_SOUNDS 10
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#define NO_DL_SOUND 0xFFFFFFFF
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// 1000 = 1 second
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#define MIN_DL_INTERVAL ( 1000 * guiMinDLInterval )
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#define MAX_DL_INTERVAL ( 1000 * guiMaxDLInterval )
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#define EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE ( 1000 * guiProlongLightningIfSeenSomeone )
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#define EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE ( 1000 * guiProlongLightningIfSeenSomeone )
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#define CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS guiChanceToDoLightningBetweenTurns
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BOOLEAN gfLightningInProgress = FALSE;
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@@ -522,7 +522,7 @@ BOOLEAN gfWasTurnBasedWhenLightningBegin = FALSE;
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UINT8 gubLastTeamLightning;
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#define IS_TURNBASED ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT )
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#define IS_TURNBASED ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT )
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void BeginTeamTurn( UINT8 ubTeam );
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@@ -531,25 +531,25 @@ void BeginTeamTurn( UINT8 ubTeam );
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void EnvDoLightning(void)
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{
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static UINT32 uiCount=10, uiIndex=0, uiStrike=0, uiFrameNext=0;
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static UINT8 ubLevel=0, ubLastLevel=0;
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static UINT32 uiLastUpdate = 0xFFFFFFFF;
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static UINT32 uiTurnOffExtraVisDist = 0xFFFFFFFF;
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static UINT32 pDelayedSounds[ MAX_DELAYED_SOUNDS ];
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UINT32 uiDSIndex;
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static UINT32 uiCount=10, uiIndex=0, uiStrike=0, uiFrameNext=0;
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static UINT8 ubLevel=0, ubLastLevel=0;
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static UINT32 uiLastUpdate = 0xFFFFFFFF;
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static UINT32 uiTurnOffExtraVisDist = 0xFFFFFFFF;
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static UINT32 pDelayedSounds[ MAX_DELAYED_SOUNDS ];
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UINT32 uiDSIndex;
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if( GetJA2Clock() < uiLastUpdate )
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{
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if( GetJA2Clock() < uiLastUpdate )
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{
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uiLastUpdate = 0;
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memset( pDelayedSounds, NO_DL_SOUND, sizeof( UINT32 ) * MAX_DELAYED_SOUNDS );
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}
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}
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if( GetJA2Clock() < uiLastUpdate + 1000 / 60 )return;
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if( GetJA2Clock() < uiLastUpdate + 1000 / 60 )return;
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else
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uiLastUpdate = GetJA2Clock();
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if( GetJA2Clock() > uiTurnOffExtraVisDist )
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{
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if( GetJA2Clock() > uiTurnOffExtraVisDist )
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{
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AllTeamsLookForAll( FALSE );
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uiTurnOffExtraVisDist = 0xFFFFFFFF;
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@@ -559,26 +559,26 @@ void EnvDoLightning(void)
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gfTurnBasedLightningEnd = FALSE;
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}
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}
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}
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for( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
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if( GetJA2Clock() > pDelayedSounds[ uiDSIndex ] )
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{
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PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
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pDelayedSounds[ uiDSIndex ] = NO_DL_SOUND;
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}
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for( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
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if( GetJA2Clock() > pDelayedSounds[ uiDSIndex ] )
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{
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PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
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pDelayedSounds[ uiDSIndex ] = NO_DL_SOUND;
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}
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if ( gfPauseDueToPlayerGamePause )
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{
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return;
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}
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if ( gfPauseDueToPlayerGamePause )
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{
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return;
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}
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if( IS_TURNBASED && !gfLightningInProgress )
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{
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if( IS_TURNBASED && !gfLightningInProgress )
|
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{
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if( !gfTurnBasedDoLightning )
|
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{
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return;
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}
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}
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else
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{
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gfTurnBasedDoLightning = FALSE;
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@@ -586,19 +586,19 @@ void EnvDoLightning(void)
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uiCount = 0;
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gfTurnBasedLightningEnd = TRUE;
|
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}
|
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}
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}
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uiCount++;
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if(uiCount >= (uiFrameNext+10))
|
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{
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if( gfHaveSeenSomeone && gfWasTurnBasedWhenLightningBegin )
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if( gfHaveSeenSomeone && gfWasTurnBasedWhenLightningBegin )
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uiTurnOffExtraVisDist = GetJA2Clock() + EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE;
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else
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uiTurnOffExtraVisDist = GetJA2Clock();
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gfLightningInProgress = FALSE;
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gfHaveSeenSomeone = FALSE;
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|
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|
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uiCount=0;
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uiIndex=0;
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ubLevel=0;
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@@ -634,30 +634,30 @@ void EnvDoLightning(void)
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ubLastLevel=ubLevel;
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ubLevel=min( ubRealAmbientLightLevel - 1, ubLightningTable[uiStrike][uiIndex][1] );
|
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|
||||
/* // ATE: Don't modify if scrolling!
|
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if ( gfScrollPending || gfScrollInertia )
|
||||
{
|
||||
}
|
||||
else*/
|
||||
{
|
||||
if(ubLastLevel!=ubLevel)
|
||||
{
|
||||
if(ubLevel > ubLastLevel)
|
||||
{
|
||||
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
|
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if(ubLevel > 0)
|
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RenderSetShadows(TRUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
|
||||
LightSetBaseLevel( ubRealAmbientLightLevel - ubLevel );
|
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if(ubLevel > 0)
|
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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
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user