#ifndef _ENVIRONMENT_H_ #define _ENVIRONMENT_H_ #define ENV_TIME_00 0 #define ENV_TIME_01 1 #define ENV_TIME_02 2 #define ENV_TIME_03 3 #define ENV_TIME_04 4 #define ENV_TIME_05 5 #define ENV_TIME_06 6 #define ENV_TIME_07 7 #define ENV_TIME_08 8 #define ENV_TIME_09 9 #define ENV_TIME_10 10 #define ENV_TIME_11 11 #define ENV_TIME_12 12 #define ENV_TIME_13 13 #define ENV_TIME_14 14 #define ENV_TIME_15 15 #define ENV_TIME_16 16 #define ENV_TIME_17 17 #define ENV_TIME_18 18 #define ENV_TIME_19 19 #define ENV_TIME_20 20 #define ENV_TIME_21 21 #define ENV_TIME_22 22 #define ENV_TIME_23 23 #define ENV_NUM_TIMES 24 //Make sure you use 24 for end time hours and 0 for start time hours if //midnight is the hour you wish to use. #define NIGHT_TIME_LIGHT_START_HOUR 21 #define NIGHT_TIME_LIGHT_END_HOUR 7 #define PRIME_TIME_LIGHT_START_HOUR 21 #define PRIME_TIME_LIGHT_END_HOUR 24 enum { WEATHER_FORECAST_NORMAL, WEATHER_FORECAST_RAIN, WEATHER_FORECAST_THUNDERSHOWERS, WEATHER_FORECAST_SANDSTORM, WEATHER_FORECAST_SNOW, WEATHER_FORECAST_MAX }; // higher is darker, remember #define NORMAL_LIGHTLEVEL_NIGHT 12 #define NORMAL_LIGHTLEVEL_DAY 3 void ForecastDayEvents( ); void EnvironmentController( BOOLEAN fCheckForLights ); void EnvEnableTOD(void); void EnvDisableTOD(void); void BuildDayAmbientSounds( ); void BuildDayLightLevels(); UINT8 GetTimeOfDayAmbientLightLevel(); void ChangeWeather( UINT8 aSector, UINT8 aType ); UINT8 GetWeatherInCurrentSector(); extern UINT8 gubEnvLightValue; extern BOOLEAN gfDoLighting; void TurnOnNightLights(); void TurnOffNightLights(); void TurnOnPrimeLights(); void TurnOffPrimeLights(); //affects whether or not time of day affects the lighting. Underground //maps have an ambient light level that is saved in the map, and doesn't change. extern BOOLEAN gfCaves; extern BOOLEAN gfBasement; INT8 SectorTemperature( UINT32 uiTime, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ); void UpdateTemperature( UINT8 ubTemperatureCode ); // Flugente: the environment can interact with soldiers void HandleEnvironmentHazard( ); #endif