/
lib/banish/
lib/d/coronos/
lib/d/coronos/w/alena/
lib/d/coronos/w/angel/
lib/d/coronos/w/angel/caves/
lib/d/coronos/w/angel/caves/monst/
lib/d/coronos/w/angel/city/chambers/
lib/d/coronos/w/angel/city/monst/
lib/d/coronos/w/angel/city/obj/
lib/d/coronos/w/angel/city/streets/
lib/d/coronos/w/angel/farms/plains/
lib/d/coronos/w/angel/monst/
lib/d/tempus/
lib/d/tempus/w/angel/
lib/d/tempus/w/kingbill/
lib/d/tempus/w/mirak/
lib/d/tempus/w/mirak/monst/
lib/d/tempus/w/mirak/obj/
lib/d/tempus/w/relgar/planes/baat/
lib/d/tempus/w/sarak/
lib/d/tempus/w/serepion/mon/
lib/d/tempus/w/valrejn/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/include/fn_specs/
lib/info/
lib/inherit/base/
lib/log/
lib/log/mailbox/
lib/log/main/
lib/news/
lib/obj/party/
lib/objects/componen/
lib/open/
lib/open/party/
lib/open/paste/
lib/open/spells/
lib/open/valrejn/
lib/players/
lib/players/alena/
lib/players/alena/obj/
lib/players/alena/open/
lib/players/alena/private/
lib/players/angel/
lib/players/angel/obj/
lib/players/ash/
lib/players/biggs/
lib/players/biggs/food/
lib/players/biggs/gobkeep/
lib/players/biggs/mnstr/
lib/players/biggs/town/caves/
lib/players/biggs/town/tower/
lib/players/biggs/wpns/
lib/players/calris/
lib/players/deathurg/
lib/players/deathurg/open/
lib/players/deathurg/private/thief/
lib/players/dogberry/
lib/players/dogberry/library/
lib/players/dogberry/open/
lib/players/epsilon/
lib/players/epsilon/private/
lib/players/farewell/
lib/players/hippo/
lib/players/hippo/open/
lib/players/hippo/tools/
lib/players/jimpa/
lib/players/josh/
lib/players/josh/room/
lib/players/josh/room/mage/dungeon/
lib/players/josh/room/mage/dungeon/obj/
lib/players/josh/wep/
lib/players/kingbill/
lib/players/metatron/
lib/players/miette/
lib/players/mirak/
lib/players/mirak/open/
lib/players/parsilan/
lib/players/relgar/
lib/players/relgar/private/
lib/players/sarak/
lib/players/sarak/bugs/
lib/players/sarak/feelings/
lib/players/sarak/magical/
lib/players/sarak/minotaur/island/
lib/players/sarak/open/
lib/players/sarak/private/
lib/players/serepion/
lib/players/serepion/open/
lib/players/serepion/private/
lib/players/spike/
lib/players/spike/open/
lib/players/spike/private/
lib/players/spike/seaworld/
lib/players/valrejn/
lib/players/valrejn/open/
lib/players/valrejn/private/
lib/players/virus/
lib/players/wrath/
lib/players/wrath/arm/
lib/players/wrath/mon/
lib/players/wrath/room/
lib/players/wrath/room/entry/
lib/players/wrath/room/zolgath/
lib/players/wrath/weap/
lib/players/zil/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/library/
lib/room/city/library/open/books/
lib/room/city/shop/
lib/room/death/
lib/room/death/open/
lib/room/island/
lib/room/keeps/
lib/room/registry/
lib/room/ships/crew/
lib/room/ships/open/
lib/room/ships/open/types/bounty/
lib/room/ships/open/types/nebula/
lib/room/ships/open/types/phoenix/
lib/secure/udp_cmd_/
lib/skills/
lib/skills/fighter/
lib/skills/psionici/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/no_banis/
lib/usr/players/
/************************************************************************/
/* weather */

/* I am not keen on this weather, but has to compat with dixies.... 
 * its a little simpler then the old one

   Weather: (How weather effects this room? controlled locally by room)
    0 : default weather (is not really used == 4) old was specific rooms
    1 : absolutely no weather (== 2)
    2 : inside (== 1)
    3 : shelter (is not as severe as full weather(-1 on weather strength))
    4 : full weather

   Weather strength is WEATHER_OBJ, 0 -> 6?, well good -> bad 

   Climate: (weather pattern of room, type set locally,
             pattern controlled by WEATHER_OBJ)

    0 : normal
    1 : bad
    2 : tropic 
    3 : jungle
    4 : desert
    5 : arctic
    6 : sea

    Day-Night cycle is controlled by WEATHER_OBJ 
*/
/* 
   Other Notes: To get the night-day cycles to work put fix_day(); into
   the rooms init() fn.
   adj_light() is a fn in base_obj if you are not using this

#define adj_light set_light
*/


#define WEATHER_OBJ "/obj/weather"

int weather;                  /* weather type of this room */
int climate;                  /* climate type of this room */
int daylight_adj;             /* current light adj, 1 == day, -1 == night */

int query_inside();

string query_weather();
int query_inside() { return weather; } /* 0 = default, 1 = none, 2 = inside */

string query_climate() {
  string tmp;
  if(climate == 0) tmp = "normal";
  else if(climate == 1) tmp = "bad";
  else if(climate == 2) tmp = "tropic";
  else if(climate == 3) tmp = "jungle";
  else if(climate == 4) tmp = "desert";
  else if(climate == 5) tmp = "arctic";
  else if(climate == 6) tmp = "sea";
  else tmp = "normal";
  return tmp;
}
string  query_weather_forecast();
void  show_weather(object ob);
void set_weather(int l, int w, int c);
void fix_day();
status query_day();
string query_weather();
string  query_weather_forecast();
void  show_weather(object ob);
void set_weather(int l, int w, int c);
void fix_day();
status query_day();


string query_weather() {  /* returns current weather string */
  string str;
  int current_weather;

  if(weather == 1 || weather == 2) return "";
  current_weather = (int)WEATHER_OBJ->query_weather();
  if(weather == 3) current_weather -= 1; /* slightly less bad */
  return (string)WEATHER_OBJ->query_all_weather(climate,current_weather);
}

string  query_weather_forecast() { /* returns next weather string */
  string str;
  int current_weather;

  if(weather == 1 || weather == 2) return "";
  current_weather = (int)WEATHER_OBJ->query_next_weather();
  if(weather == 3) current_weather -= 1; /* slightly less bad */
  return (string)WEATHER_OBJ->query_all_weather(climate,current_weather);
}

void  show_weather(object ob) { /* called by weather ob to show weather */
  if(!ob) return;
  tell_object(ob, query_weather());
}

void set_weather(int l, int w, int c) { /* day-night cycles only when l = 1 */ 
  if(weather != 1) this_object()->adj_light(l);
  fix_day();
  weather = w; 
  climate = c;
}

void fix_day() { /* switches between night & day */
  int day;

  day = (int)WEATHER_OBJ->query_light_adjustment();
  if(weather == 1) return;   /* no weather, no adjusting light */
  if(!daylight_adj) { /* has not been set yet */
    daylight_adj = day;
    if(daylight_adj == -1) this_object()->adj_light(daylight_adj);
  }
  if(day != daylight_adj) {
    daylight_adj = day;
    this_object()->adj_light(day);
  }
}


string query_time() {
  return((string)WEATHER_OBJ->mud_time()+"");
}


status query_day() {
  if(!daylight_adj) fix_day();
  return (daylight_adj == 1);
}