mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6056 3b4a5df2-a311-0410-b5c6-a8a6f20db521
985 lines
24 KiB
C++
985 lines
24 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "sgp.h"
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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 "overhead.h"
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#include "Game Clock.h"
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#include "quests.h"
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#include "Ambient Control.h"
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#include "Strategic Event Handler.h"
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#include "BobbyR.h"
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#include "mercs.h"
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#include "email.h"
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#include "Merc Hiring.h"
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#include "insurance Contract.h"
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#include "Game Events.h"
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#include "message.h"
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#include "opplist.h"
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#include "Random.h"
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#include "strategicmap.h"
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#include "GameSettings.h"
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#endif
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#include "Text.h"
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#include "connect.h"
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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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/*
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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 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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*/
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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 DUSK_START ( 20 * 60 + 57 ) //8:57PM
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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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// frame cues for lightning
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UINT8 ubLightningTable[3][10][2]=
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{ { {0, 15},
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{1, 0},
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{2, 0},
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{3, 6},
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{4, 0},
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{5, 0},
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{6, 0},
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{7, 0},
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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, 0},
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{3, 6},
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{4, 0},
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{5, 15},
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{6, 0},
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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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{3, 0},
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{4, 0},
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{5, 0},
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{6, 0},
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{7, 0},
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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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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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ENV_TOD_FLAGS_NIGHT, // 03
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ENV_TOD_FLAGS_NIGHT, // 04
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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, // 12
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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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ENV_TOD_FLAGS_DAY, // 17
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ENV_TOD_FLAGS_DAY, // 18
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ENV_TOD_FLAGS_DUSK, // 19
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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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typedef enum
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{
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COOL,
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WARM,
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HOT
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} Temperatures;
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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_HOT,
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TEMPERATURE_GLOBAL_COOL,
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TEMPERATURE_GLOBAL_WARM,
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TEMPERATURE_GLOBAL_HOT,
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} TemperatureEvents;
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#define DESERT_WARM_START ( 8 * 60 )
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#define DESERT_HOT_START ( 9 * 60 )
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#define DESERT_HOT_END (17 * 60 )
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#define DESERT_WARM_END (19 * 60 )
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#define GLOBAL_WARM_START ( 9 * 60 )
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#define GLOBAL_HOT_START (12 * 60 )
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#define GLOBAL_HOT_END (14 * 60 )
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#define GLOBAL_WARM_END (17 * 60 )
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#define HOT_DAY_LIGHTLEVEL 2
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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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UINT8 gubDesertTemperature = 0;
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UINT8 gubGlobalTemperature = 0;
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//rain
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//extern BOOLEAN gfAllowRain;
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//end rain
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// local prototypes
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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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// 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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if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
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{
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if ( guiRainLoop != NO_SAMPLE )
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{
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SoundStop( guiRainLoop );
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guiRainLoop = NO_SAMPLE;
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}
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}
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return;
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}
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if(fTimeOfDayControls )
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{
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uiOldWorldHour = GetWorldHour();
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// If hour is different
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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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//ExecuteStrategicEventsUntilTimeStamp( (UINT16)GetWorldTotalMin( ) );
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// Polled weather stuff...
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// ONly do indooors
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if( !gfBasement && !gfCaves )
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{
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//#if 0 //rain
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if ( guiEnvWeather & ( WEATHER_FORECAST_THUNDERSHOWERS | WEATHER_FORECAST_SHOWERS ) )
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{
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if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
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{
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if ( guiRainLoop == NO_SAMPLE )
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{
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if (guiEnvWeather & WEATHER_FORECAST_THUNDERSHOWERS )
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{
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guiRainLoop = PlayJA2Ambient( RAIN_1, 140, 0 );
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}
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else
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{
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guiRainLoop = PlayJA2Ambient( RAIN_1, 70, 0 );
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}
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}
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}
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// Do lightning if we want...
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if ( guiEnvWeather & ( WEATHER_FORECAST_THUNDERSHOWERS ) )
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{
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EnvDoLightning( );
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}
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}
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else
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{
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if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
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{
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if ( guiRainLoop != NO_SAMPLE )
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{
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SoundStop( guiRainLoop );
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guiRainLoop = NO_SAMPLE;
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}
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}
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}
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//#endif //rain
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}
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if ( gfDoLighting && fCheckForLights )
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{
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// Adjust light level based on weather...
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ubLightAdjustFromWeather = GetTimeOfDayAmbientLightLevel();
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// ONly do indooors
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if( !gfBasement && !gfCaves )
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{
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// Rain storms....
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//#if 0 //rain
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if ( guiEnvWeather & ( WEATHER_FORECAST_THUNDERSHOWERS | WEATHER_FORECAST_SHOWERS ) )
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{
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// Thunder showers.. make darker
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if ( guiEnvWeather & ( WEATHER_FORECAST_THUNDERSHOWERS ) )
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{
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ubLightAdjustFromWeather = (UINT8)(__min( gubEnvLightValue+2, NORMAL_LIGHTLEVEL_NIGHT ));
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}
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else
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{
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ubLightAdjustFromWeather = (UINT8)(__min( gubEnvLightValue+1, NORMAL_LIGHTLEVEL_NIGHT ));
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}
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}
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//#endif //rain
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}
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LightSetBaseLevel( ubLightAdjustFromWeather );
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//Update Merc Lights since the above function modifies it.
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HandlePlayerTogglingLightEffects( FALSE );
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// Make teams look for all
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// AllTeamsLookForAll( FALSE );
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// Set global light value
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SetRenderFlags(RENDER_FLAG_FULL);
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gfDoLighting = FALSE;
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}
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}
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}
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void BuildDayLightLevels()
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{
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UINT32 uiLoop, uiHour;
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/*
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// Dawn; light 12
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AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DAWNLIGHT_START, NORMAL_LIGHTLEVEL_NIGHT - 1 );
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// loop from light 12 down to light 4
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for (uiLoop = 1; uiLoop < 8; uiLoop++)
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{
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AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DAWN_START + 15 * uiLoop, NORMAL_LIGHTLEVEL_NIGHT - 1 - uiLoop );
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}
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*/
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//Transition from night to day
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for( uiLoop = 0; uiLoop < 9; uiLoop++ )
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{
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AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DAWN_START + 2 * uiLoop, NORMAL_LIGHTLEVEL_NIGHT - 1 - uiLoop );
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}
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// Add events for hot times
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_WARM_START, TEMPERATURE_DESERT_WARM );
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_HOT_START, TEMPERATURE_DESERT_HOT );
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_HOT_END, TEMPERATURE_DESERT_WARM );
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_WARM_END, TEMPERATURE_DESERT_COOL );
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AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_WARM_START, TEMPERATURE_GLOBAL_WARM );
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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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AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DUSK_START + 15 * uiLoop, NORMAL_LIGHTLEVEL_DAY + 1 + uiLoop );
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}
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*/
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//Transition from day to night
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for( uiLoop = 0; uiLoop < 9; uiLoop++ )
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{
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AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DUSK_START + 2 * uiLoop, NORMAL_LIGHTLEVEL_DAY + 1 + uiLoop );
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}
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//Set up the scheduling for turning lights on and off based on the various types.
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uiHour = NIGHT_TIME_LIGHT_START_HOUR == 24 ? 0 : NIGHT_TIME_LIGHT_START_HOUR;
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AddEveryDayStrategicEvent( EVENT_TURN_ON_NIGHT_LIGHTS, uiHour * 60, 0 );
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uiHour = NIGHT_TIME_LIGHT_END_HOUR == 24 ? 0 : NIGHT_TIME_LIGHT_END_HOUR;
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AddEveryDayStrategicEvent( EVENT_TURN_OFF_NIGHT_LIGHTS, uiHour * 60, 0 );
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uiHour = PRIME_TIME_LIGHT_START_HOUR == 24 ? 0 : PRIME_TIME_LIGHT_START_HOUR;
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AddEveryDayStrategicEvent( EVENT_TURN_ON_PRIME_LIGHTS, uiHour * 60, 0 );
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uiHour = PRIME_TIME_LIGHT_END_HOUR == 24 ? 0 : PRIME_TIME_LIGHT_END_HOUR;
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AddEveryDayStrategicEvent( EVENT_TURN_OFF_PRIME_LIGHTS, uiHour * 60, 0 );
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}
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void BuildDayAmbientSounds( )
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{
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INT32 cnt;
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// Add events!
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for ( cnt = 0; cnt < gsNumAmbData; cnt++ )
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{
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switch( gAmbData[ cnt ].ubTimeCatagory )
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{
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case AMB_TOD_DAWN:
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AddSameDayRangedStrategicEvent( EVENT_AMBIENT, DAWN_START, DAWN_TO_DAY, cnt );
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break;
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case AMB_TOD_DAY:
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AddSameDayRangedStrategicEvent( EVENT_AMBIENT, DAY_START, DAY_TO_DUSK, cnt );
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break;
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case AMB_TOD_DUSK:
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AddSameDayRangedStrategicEvent( EVENT_AMBIENT, DUSK_START, DUSK_TO_NIGHT, cnt );
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break;
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case AMB_TOD_NIGHT:
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AddSameDayRangedStrategicEvent( EVENT_AMBIENT, NIGHT_START, NIGHT_TO_DAWN, cnt );
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break;
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}
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}
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//guiRainLoop = NO_SAMPLE;
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//rain
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if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
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{
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if ( guiRainLoop != NO_SAMPLE )
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{
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SoundStop( guiRainLoop );
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guiRainLoop = NO_SAMPLE;
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}
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}
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//end rain
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}
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//extern UINT16 gusRainChancePerDay, gusRainMinLength, gusRainMaxLength; //rain
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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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// UINT32 cnt;
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// Get current day and see if different
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if ( ( uiOldDay = GetWorldDay() ) != guiEnvDay )
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{
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// It's a new day, forecast weather
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guiEnvDay = uiOldDay;
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// Set light level changes
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//BuildDayLightLevels();
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// Build ambient sound queues
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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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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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// 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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// Randomze for a storm!
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if ( Random( 10 ) < 5 )
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{
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ubStormIntensity = 1;
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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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if ( Random( 100 ) < 20 )
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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)( 360 + Random( 1080 ) );
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// Between 5 - 15 miniutes
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uiEndTime = uiStartTime + ( 5 + Random( 10 ) );
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ubStormIntensity = 0;
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// Randomze for a storm!
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if ( Random( 10 ) < 5 )
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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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// 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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void EnvEnableTOD(void)
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{
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fTimeOfDayControls=TRUE;
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}
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void EnvDisableTOD(void)
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{
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fTimeOfDayControls=FALSE;
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}
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//rain
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UINT32 guiMinLightningInterval = 5;
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UINT32 guiMaxLightningInterval = 15;
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UINT32 guiMinDLInterval = 1;
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UINT32 guiMaxDLInterval = 5;
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UINT32 guiProlongLightningIfSeenSomeone = 5;
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UINT32 guiChanceToDoLightningBetweenTurns = 20;
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// 60 = 1 second
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#define MIN_LIGHTNING_INTERVAL ( 60 * guiMinLightningInterval )
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#define MAX_LIGHTNING_INTERVAL ( 60 * guiMaxLightningInterval )
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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 CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS guiChanceToDoLightningBetweenTurns
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BOOLEAN gfLightningInProgress = FALSE;
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BOOLEAN gfHaveSeenSomeone = FALSE;
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UINT8 ubRealAmbientLightLevel = 0;
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BOOLEAN gfTurnBasedDoLightning = FALSE;
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BOOLEAN gfTurnBasedLightningEnd = FALSE;
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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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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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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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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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AllTeamsLookForAll( FALSE );
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uiTurnOffExtraVisDist = 0xFFFFFFFF;
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if( gfTurnBasedLightningEnd )
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{
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BeginTeamTurn( gubLastTeamLightning );
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gfTurnBasedLightningEnd = FALSE;
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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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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( !gfTurnBasedDoLightning )
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{
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return;
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}
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else
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{
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gfTurnBasedDoLightning = FALSE;
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uiFrameNext = 1;
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uiCount = 0;
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gfTurnBasedLightningEnd = TRUE;
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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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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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uiCount=0;
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uiIndex=0;
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ubLevel=0;
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ubLastLevel=0;
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uiStrike=Random(3);
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uiFrameNext=MIN_LIGHTNING_INTERVAL+Random(MAX_LIGHTNING_INTERVAL - MIN_LIGHTNING_INTERVAL);
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}
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else if(uiCount >= uiFrameNext)
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{
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if(uiCount == uiFrameNext)
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{
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//EnvStopCrickets();
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// PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
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for( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
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if( pDelayedSounds[ uiDSIndex ] == NO_DL_SOUND )
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{
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pDelayedSounds[ uiDSIndex ] = GetJA2Clock() + MIN_DL_INTERVAL+Random(MAX_DL_INTERVAL - MIN_DL_INTERVAL);
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break;
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}
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ubRealAmbientLightLevel = ubAmbientLightLevel;
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gfWasTurnBasedWhenLightningBegin = IS_TURNBASED;
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gfLightningInProgress = TRUE;
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AllTeamsLookForAll( FALSE );
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}
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while(uiCount > ((UINT32)ubLightningTable[uiStrike][uiIndex][0] + uiFrameNext))
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uiIndex++;
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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 )
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{
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}
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else*/
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{
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if(ubLastLevel!=ubLevel)
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{
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if(ubLevel > ubLastLevel)
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{
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LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
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if(ubLevel > 0)
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RenderSetShadows(TRUE);
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}
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else
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{
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// LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
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LightSetBaseLevel( ubRealAmbientLightLevel - ubLevel );
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if(ubLevel > 0)
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RenderSetShadows(TRUE);
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}
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SetRenderFlags(RENDER_FLAG_FULL);
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}
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}
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}
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}
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BOOLEAN LightningEndOfTurn( UINT8 ubTeam )
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{
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if( !(guiEnvWeather & WEATHER_FORECAST_THUNDERSHOWERS) )return TRUE;
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if( Random(100) >= CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS ) return TRUE;
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if( !gfTurnBasedLightningEnd )
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{
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gfTurnBasedDoLightning = TRUE;
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gubLastTeamLightning = ubTeam;
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EnvDoLightning();
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return FALSE;
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}
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else
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{
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return TRUE;
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}
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}
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UINT8 GetTimeOfDayAmbientLightLevel()
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{
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if (!is_networked)
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{
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if ( SectorTemperature( GetWorldMinutesInDay(), gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) == HOT )
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{
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return( HOT_DAY_LIGHTLEVEL );
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}
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else
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{
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return( gubEnvLightValue );
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}
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}
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else
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{
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return ( gubEnvLightValue );
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}
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}
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void EnvBeginRainStorm( UINT8 ubIntensity )
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{
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if( !gfBasement && !gfCaves )
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{
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gfDoLighting = TRUE;
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Starting Rain...." );
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#endif
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// First turn off whatever rain it is, then turn on the requested rain
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guiEnvWeather &= ~(WEATHER_FORECAST_THUNDERSHOWERS | WEATHER_FORECAST_SHOWERS);
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if ( ubIntensity == 1 )
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{
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// Turn on rain storms
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guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_STORM_STARTED] );
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}
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else
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{
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guiEnvWeather |= WEATHER_FORECAST_SHOWERS;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RAIN_STARTED] );
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}
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}
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}
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void EnvEndRainStorm( )
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{
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gfDoLighting = TRUE;
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Ending Rain...." );
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#endif
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if ( guiEnvWeather & WEATHER_FORECAST_THUNDERSHOWERS )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_STORM_ENDED] );
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RAIN_ENDED] );
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}
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guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
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guiEnvWeather &= (~WEATHER_FORECAST_SHOWERS );
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}
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//end rain
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/*
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void EnvDoLightning(void)
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{
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static UINT32 uiCount=0, uiIndex=0, uiStrike=0, uiFrameNext=1000;
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static UINT8 ubLevel=0, ubLastLevel=0;
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if ( gfPauseDueToPlayerGamePause )
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{
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return;
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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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uiCount=0;
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uiIndex=0;
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ubLevel=0;
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ubLastLevel=0;
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uiStrike=Random(3);
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uiFrameNext=1000+Random(1000);
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}
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else if(uiCount >= uiFrameNext)
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{
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if(uiCount == uiFrameNext)
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{
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//EnvStopCrickets();
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PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
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}
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while(uiCount > ((UINT32)ubLightningTable[uiStrike][uiIndex][0] + uiFrameNext))
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uiIndex++;
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ubLastLevel=ubLevel;
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ubLevel=ubLightningTable[uiStrike][uiIndex][1];
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// ATE: Don't modify if scrolling!
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if ( gfScrollPending || gfScrollInertia )
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{
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}
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else
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{
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if(ubLastLevel!=ubLevel)
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{
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if(ubLevel > ubLastLevel)
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{
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LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
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if(ubLevel > 0)
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RenderSetShadows(TRUE);
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}
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else
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{
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LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
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if(ubLevel > 0)
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RenderSetShadows(TRUE);
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}
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SetRenderFlags(RENDER_FLAG_FULL);
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}
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}
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}
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}
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UINT8 GetTimeOfDayAmbientLightLevel()
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{
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if ( SectorTemperature( GetWorldMinutesInDay(), gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) == HOT )
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{
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return( HOT_DAY_LIGHTLEVEL );
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}
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else
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{
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return( gubEnvLightValue );
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}
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}
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void EnvBeginRainStorm( UINT8 ubIntensity )
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{
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if( !gfBasement && !gfCaves )
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{
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gfDoLighting = TRUE;
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Starting Rain...." );
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#endif
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if ( ubIntensity == 1 )
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{
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// Turn on rain storms
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guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
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}
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else
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{
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guiEnvWeather |= WEATHER_FORECAST_SHOWERS;
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}
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}
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}
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void EnvEndRainStorm( )
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{
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gfDoLighting = TRUE;
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Ending Rain...." );
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#endif
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guiEnvWeather &= (~WEATHER_FORECAST_THUNDERSHOWERS );
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guiEnvWeather &= (~WEATHER_FORECAST_SHOWERS );
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}
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*/
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void TurnOnNightLights()
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{
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INT32 i;
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for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
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{
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if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
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LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
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!(LightSprites[ i ].uiFlags & (LIGHT_SPR_ON|MERC_LIGHT) ) )
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{
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LightSpritePower( i, TRUE );
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}
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}
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}
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void TurnOffNightLights()
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{
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INT32 i;
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for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
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{
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if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
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LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
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LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
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!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
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{
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LightSpritePower( i, FALSE );
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}
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}
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}
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void TurnOnPrimeLights()
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{
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INT32 i;
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for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
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{
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if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
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LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
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!(LightSprites[ i ].uiFlags & (LIGHT_SPR_ON|MERC_LIGHT) ) )
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{
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LightSpritePower( i, TRUE );
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}
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}
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}
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void TurnOffPrimeLights()
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{
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INT32 i;
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for( i = 0; i < MAX_LIGHT_SPRITES; i++ )
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{
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if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
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LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
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LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
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!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
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{
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LightSpritePower( i, FALSE );
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}
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}
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}
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void UpdateTemperature( UINT8 ubTemperatureCode )
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{
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switch( ubTemperatureCode )
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{
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case TEMPERATURE_DESERT_COOL:
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gubDesertTemperature = 0;
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break;
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case TEMPERATURE_DESERT_WARM:
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gubDesertTemperature = 1;
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break;
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case TEMPERATURE_DESERT_HOT:
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gubDesertTemperature = 2;
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break;
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case TEMPERATURE_GLOBAL_COOL:
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gubGlobalTemperature = 0;
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break;
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case TEMPERATURE_GLOBAL_WARM:
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gubGlobalTemperature = 1;
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break;
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case TEMPERATURE_GLOBAL_HOT:
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gubGlobalTemperature = 2;
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break;
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}
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gfDoLighting = TRUE;
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}
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INT8 SectorTemperature( UINT32 uiTime, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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{
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// SANDRO - updated this code
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if (bSectorZ > 0)
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{
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// cool underground
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return( 0 );
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}
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else if ( IsSectorDesert( sSectorX, sSectorY ) && !( guiEnvWeather & ( WEATHER_FORECAST_SHOWERS | WEATHER_FORECAST_THUNDERSHOWERS ) ) ) // is desert
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{
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return( gubDesertTemperature );
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}
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else
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{
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return( gubGlobalTemperature );
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}
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}
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