mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New Feature: Added up to 15 game difficulty settings (by Jazz)
- Externalized the difficulty setings to "TableData\DifficultySettings.xml" file - Some INI Settings (ja2_options.ini, CTHConstants.ini and Creature_Settings.ini) moved from INI file to this xml file - see #define DIFFICULTY_SETTING git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7447 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+74
-10
@@ -288,6 +288,11 @@
|
||||
#define JA2SP_UB_RPC_TEX_AND_JOHN "RPC_TEX_AND_JOHN"
|
||||
#define JA2SP_UB_RANDOM_MANUEL_TEXT "RANDOM_MANUEL_TEXT"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
//#define NUM_DIFF_SETTINGS 4
|
||||
DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
|
||||
UINT8 MaxDifficultySettingsValues;
|
||||
#endif
|
||||
|
||||
//Difficulty settings
|
||||
enum
|
||||
@@ -296,8 +301,13 @@ enum
|
||||
GIO_DIFF_MED,
|
||||
GIO_DIFF_HARD,
|
||||
GIO_DIFF_INSANE,
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
GIO_DIFF_NEW = GIO_DIFF_INSANE + 245,
|
||||
#else
|
||||
NUM_DIFF_SETTINGS,
|
||||
#endif
|
||||
|
||||
};
|
||||
|
||||
enum
|
||||
@@ -1422,8 +1432,12 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
|
||||
return;
|
||||
|
||||
if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
|
||||
{
|
||||
if ( iCurrentDifficulty < 2 )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 2 ) //2
|
||||
#else
|
||||
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*2*/ )
|
||||
#endif
|
||||
{
|
||||
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
|
||||
|
||||
@@ -1438,8 +1452,12 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
|
||||
else if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
||||
{
|
||||
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
||||
|
||||
if ( iCurrentDifficulty < 2 )
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 2 ) //2
|
||||
#else
|
||||
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*2*/ )
|
||||
#endif
|
||||
{
|
||||
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
|
||||
|
||||
@@ -2680,8 +2698,13 @@ BOOLEAN RenderGIOScreen()
|
||||
//Display the Dif Settings Title Text
|
||||
RenderGIOSmallSelectionFrame( (GIO_DIF_SETTING_X + 36), (GIO_DIF_SETTING_Y - 3) );
|
||||
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_DIF_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDeffSetting[ iCurrentDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
#else
|
||||
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iCurrentDifficulty + 9 ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
#endif
|
||||
|
||||
//Display the IMP number Title Text
|
||||
RenderGIOSmallSelectionFrame( (GIO_IMP_SETTING_X + 36), (GIO_IMP_SETTING_Y - 3) );
|
||||
DisplayWrappedString( (UINT16)(GIO_IMP_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_IMP_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_IMP_NUMBER_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
@@ -3050,8 +3073,12 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
|
||||
|
||||
gGameOptions.ubGameStyle = FALSE;
|
||||
gGameUBOptions.fRandomManuelText = GetCurrentTextStyleButtonSetting();
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
gGameOptions.ubDifficultyLevel = min( MaxDifficultySettingsValues-1, ( max( 1, (iCurrentDifficulty + 1)) ));
|
||||
#else
|
||||
gGameOptions.ubDifficultyLevel = min( NUM_DIFF_SETTINGS-1, ( max( 1, (iCurrentDifficulty + 1)) ));
|
||||
#endif
|
||||
|
||||
gGameOptions.fTurnTimeLimit = FALSE;
|
||||
|
||||
@@ -3161,6 +3188,9 @@ void DisplayMessageToUserAboutGameDifficulty()
|
||||
{
|
||||
UINT8 ubDiffLevel = iCurrentDifficulty;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[ubDiffLevel + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
|
||||
#else
|
||||
switch( ubDiffLevel )
|
||||
{
|
||||
case 0:
|
||||
@@ -3176,6 +3206,7 @@ void DisplayMessageToUserAboutGameDifficulty()
|
||||
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_INSANE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -3415,6 +3446,12 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY)
|
||||
#define JA2SP_FOODSYSTEM "FOOD_SYSTEM"
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
//#define NUM_DIFF_SETTINGS 3
|
||||
DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
|
||||
UINT8 MaxDifficultySettingsValues;
|
||||
#endif
|
||||
|
||||
//Difficulty settings
|
||||
enum
|
||||
{
|
||||
@@ -3422,8 +3459,13 @@ enum
|
||||
GIO_DIFF_MED,
|
||||
GIO_DIFF_HARD,
|
||||
GIO_DIFF_INSANE,
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
GIO_DIFF_NEW = GIO_DIFF_INSANE + 245,
|
||||
#else
|
||||
NUM_DIFF_SETTINGS,
|
||||
#endif
|
||||
|
||||
};
|
||||
|
||||
enum
|
||||
@@ -4513,7 +4555,11 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
|
||||
|
||||
if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 1 ) //3
|
||||
#else
|
||||
if ( iCurrentDifficulty < 3 )
|
||||
#endif
|
||||
{
|
||||
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
|
||||
|
||||
@@ -4529,7 +4575,11 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
|
||||
{
|
||||
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 1 ) //2
|
||||
#else
|
||||
if ( iCurrentDifficulty < 3 )
|
||||
#endif
|
||||
{
|
||||
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
|
||||
|
||||
@@ -5737,8 +5787,13 @@ BOOLEAN RenderGIOScreen()
|
||||
//Display the Dif Settings Title Text
|
||||
RenderGIOSmallSelectionFrame( (GIO_DIF_SETTING_X + 36), (GIO_DIF_SETTING_Y - 3) );
|
||||
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_DIF_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDeffSetting[ iCurrentDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
#else
|
||||
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iCurrentDifficulty + 9 ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
#endif
|
||||
|
||||
//Display the IMP number Title Text
|
||||
RenderGIOSmallSelectionFrame( (GIO_IMP_SETTING_X + 36), (GIO_IMP_SETTING_Y - 3) );
|
||||
DisplayWrappedString( (UINT16)(GIO_IMP_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_IMP_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_IMP_NUMBER_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
@@ -6092,8 +6147,13 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
|
||||
// loop through and get the status of all the buttons
|
||||
gGameOptions.fGunNut = GetCurrentGunButtonSetting();
|
||||
gGameOptions.ubGameStyle = GetCurrentGameStyleButtonSetting();
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
gGameOptions.ubDifficultyLevel = min( MaxDifficultySettingsValues, ( max( 1, (iCurrentDifficulty + 1)) ));
|
||||
#else
|
||||
gGameOptions.ubDifficultyLevel = min( NUM_DIFF_SETTINGS, ( max( 1, (iCurrentDifficulty + 1)) ));
|
||||
|
||||
#endif
|
||||
|
||||
gGameOptions.fTurnTimeLimit = FALSE;
|
||||
|
||||
// iron man
|
||||
@@ -6193,6 +6253,9 @@ void DisplayMessageToUserAboutGameDifficulty()
|
||||
{
|
||||
UINT8 ubDiffLevel = iCurrentDifficulty;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[ubDiffLevel + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
|
||||
#else
|
||||
switch( ubDiffLevel )
|
||||
{
|
||||
case 0:
|
||||
@@ -6208,6 +6271,7 @@ void DisplayMessageToUserAboutGameDifficulty()
|
||||
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_INSANE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -8,5 +8,79 @@ UINT32 GameInitOptionsScreenShutdown( void );
|
||||
|
||||
BOOLEAN SpIniExists();
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
typedef struct
|
||||
{
|
||||
UINT16 uiIndex;
|
||||
CHAR16 szDeffName[128];
|
||||
CHAR16 szConfirmText[255];
|
||||
CHAR16 szPrefixXmlName[128];
|
||||
|
||||
INT32 iStartingCash;
|
||||
INT8 iEnemyAPBonus;
|
||||
UINT16 iNumKillsPerProgressPoint;
|
||||
INT32 iInitialGarrisonPercentages;
|
||||
UINT8 iMinEnemyGroupSize;
|
||||
BOOLEAN bUnlimitedPoolOfTroops;
|
||||
INT32 iQueensInitialPoolOfTroops;
|
||||
UINT32 iQueenPoolIncrementPerDifficultyLevel;
|
||||
UINT32 iEnemyStartingAlertLevel;
|
||||
UINT32 iEnemyAlertDecay;
|
||||
UINT32 iNumAwareBattles;
|
||||
UINT32 iBaseDelayInMinutesBetweenEvaluations;
|
||||
UINT32 iEvaluationDelayVariance;
|
||||
UINT32 iGracePeriodInHoursAfterSectorLiberation;
|
||||
UINT32 iGracePeriodInDaysAfterPatrolDestroyed;
|
||||
BOOLEAN bAggressiveQueenAi;
|
||||
INT32 iMaxMercDeaths;
|
||||
|
||||
//Creatures Settings
|
||||
UINT16 iCreatureSpreadTime;
|
||||
UINT8 iQueenReproductionBase;
|
||||
UINT8 iQueenReproductionBonus;
|
||||
UINT8 iQueenInitBonusSpread;
|
||||
INT8 iCreaturePopulationModifier;
|
||||
INT8 iCreatureTownAggressiveness;
|
||||
|
||||
//sectors
|
||||
UINT8 iJ9B1NumTroops;
|
||||
UINT8 iJ9B2NumCreatures;
|
||||
UINT8 iK4B1NumTroops;
|
||||
UINT8 iK4B1NumElites;
|
||||
UINT8 iO3B1NumTroops;
|
||||
UINT8 iO3B1NumElites;
|
||||
UINT8 iP3B1NumElites;
|
||||
|
||||
BOOLEAN bStrategicAiActionWakeQueen;
|
||||
UINT16 iUpdateLastDayOfPlayerActivity;
|
||||
INT32 iChanceOfEnemyAmbushes;
|
||||
BOOLEAN bAllowReinforcements;
|
||||
BOOLEAN bAllowReinforcementsOmerta;
|
||||
INT32 iPercentElitesBonus;
|
||||
BOOLEAN iDesiredPopulationL3;
|
||||
BOOLEAN iDesiredPopulationL2;
|
||||
UINT8 iWeaponCacheTroops1;
|
||||
UINT8 iWeaponCacheTroops2;
|
||||
UINT8 iWeaponCacheTroops3;
|
||||
UINT8 iWeaponCacheTroops4;
|
||||
UINT8 iWeaponCacheTroops5;
|
||||
BOOLEAN bUpgradeAdminsToTroops;
|
||||
BOOLEAN bUpgradeAdminsToTroops2;
|
||||
BOOLEAN bQueenLosingControlOfSector;
|
||||
BOOLEAN bBloodcatAmbush;
|
||||
BOOLEAN bAirRaidLookForDive;
|
||||
UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB
|
||||
BOOLEAN bRadioSightings;
|
||||
BOOLEAN bRadioSightings2;
|
||||
|
||||
FLOAT NewDifficualtySetingsBASE_DIFFICULTY;
|
||||
FLOAT NewDifficualtySetingsAIM_DIFFICULTY;
|
||||
|
||||
BOOLEAN bEnemyMoraleWorried;
|
||||
|
||||
} DIFFICULTY_SETTINGS_VALUES;
|
||||
extern UINT8 MaxDifficultySettingsValues;
|
||||
extern DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
+17
-1
@@ -47,6 +47,10 @@
|
||||
|
||||
#include "Map Information.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include <vfs/Core/vfs.h>
|
||||
#include <vfs/Core/vfs_file_raii.h>
|
||||
#include <vfs/Core/File/vfs_file.h>
|
||||
@@ -4041,8 +4045,20 @@ void DisplayGameSettings( )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%S)", pMessageStrings[ MSG_VERSION ], zVersionLabel, czVersionNumber );
|
||||
|
||||
//Display the difficulty level
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName );
|
||||
#else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], gzGIOScreenText[ gGameOptions.ubDifficultyLevel + GIO_EASY_TEXT - 1 ] );
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
//Test Settings
|
||||
if ( gGameExternalOptions.gfAllowReinforcements == TRUE )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", L"AllowReinforcements", L"YES");
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", L"AllowReinforcements", L"NO");
|
||||
#endif
|
||||
|
||||
//Bobby Ray option 1
|
||||
if ( gGameOptions.ubBobbyRayQuality >= BR_GOOD && gGameOptions.ubBobbyRayQuality < BR_GREAT )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
|
||||
|
||||
@@ -5,6 +5,10 @@
|
||||
#include "Strategic Status.h"
|
||||
#include "Morale.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
|
||||
#define GAME_INI_FILE "Ja2.ini"
|
||||
|
||||
@@ -185,6 +189,18 @@ enum
|
||||
DIF_LEVEL_HARD,
|
||||
DIF_LEVEL_INSANE,
|
||||
DIF_LEVEL_FIVE,
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
DIF_LEVEL_6,
|
||||
DIF_LEVEL_7,
|
||||
DIF_LEVEL_8,
|
||||
DIF_LEVEL_9,
|
||||
DIF_LEVEL_10,
|
||||
DIF_LEVEL_11,
|
||||
DIF_LEVEL_12,
|
||||
DIF_LEVEL_13,
|
||||
DIF_LEVEL_14,
|
||||
DIF_LEVEL_15,
|
||||
#endif
|
||||
};
|
||||
|
||||
//Enums for the difficulty levels
|
||||
|
||||
@@ -1455,6 +1455,25 @@ BackupBRandEncyclopedia ( gBriefingRoomData, gBriefingRoomDataBackup, 0);
|
||||
LetLuaMusicControl(0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
strcpy(fileName, directoryName);
|
||||
strcat(fileName, DIFFICULTYFILENAME);
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
||||
SGP_THROW_IFFALSE(ReadInDifficultySettings(fileName,FALSE), DIFFICULTYFILENAME);
|
||||
|
||||
#ifndef ENGLISH
|
||||
AddLanguagePrefix(fileName);
|
||||
if ( FileExists(fileName) )
|
||||
{
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
|
||||
SGP_THROW_IFFALSE(ReadInDifficultySettings(fileName,TRUE), fileName);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
LuaState::INIT(lua::LUA_STATE_STRATEGIC_MINES_AND_UNDERGROUND, true);
|
||||
g_luaUnderground.LoadScript(GetLanguagePrefix());
|
||||
// load Lua for Strategic Mines initialization
|
||||
|
||||
@@ -29,6 +29,10 @@
|
||||
#include "network.h"
|
||||
#include "saveloadscreen.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include <vfs/Core/vfs.h>
|
||||
#include <vfs/Core/vfs_init.h>
|
||||
#include <vfs/Tools/vfs_property_container.h>
|
||||
@@ -844,7 +848,11 @@ void BtnMPHDifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
|
||||
|
||||
if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT || reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( iMPHDifficulty < MaxDifficultySettingsValues - 1)
|
||||
#else
|
||||
if ( iMPHDifficulty < 3 )
|
||||
#endif
|
||||
{
|
||||
PlayButtonSound( giMPHDifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
|
||||
|
||||
@@ -2665,7 +2673,12 @@ BOOLEAN RenderMPHScreen()
|
||||
// Difficulty
|
||||
RenderMPHSmallSelectionFrame( (MPH_DIFFICULTY_SETTING_X + 36), (MPH_DIFFICULTY_SETTING_Y - 3) );
|
||||
DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (UINT16)(MPH_DIFFICULTY_SETTING_Y-MPH_GAP_BN_SETTINGS + MPH_TITLE_DISTANCE - 12), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (MPH_DIFFICULTY_SETTING_Y+6), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, zDeffSetting[ iMPHDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
#else
|
||||
DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (MPH_DIFFICULTY_SETTING_Y+6), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iMPHDifficulty + 9 ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
#endif
|
||||
// ---------------
|
||||
|
||||
// ---------------
|
||||
|
||||
@@ -75,6 +75,10 @@
|
||||
|
||||
#include "Vehicles.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
@@ -5651,6 +5655,10 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
|
||||
return;
|
||||
|
||||
UINT8 normalgroupsize = 0;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
normalgroupsize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -5667,6 +5675,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
|
||||
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
normalgroupsize *= 2;
|
||||
|
||||
@@ -5997,6 +6006,10 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
|
||||
}
|
||||
|
||||
UINT16 usNormalGroupSize = 0;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
usNormalGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -6013,7 +6026,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
|
||||
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
usNormalGroupSize *= 2;
|
||||
|
||||
FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f;
|
||||
|
||||
@@ -24,6 +24,10 @@
|
||||
|
||||
#include "UndergroundInit.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
extern BOOLEAN InitStrategicMovementCosts();
|
||||
void InitKnowFacilitiesFlags( );
|
||||
|
||||
@@ -428,6 +432,9 @@ void BuildUndergroundSectorInfoList()
|
||||
|
||||
//J9
|
||||
curr = NewUndergroundNode( 9, 10, 1 );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -443,22 +450,47 @@ void BuildUndergroundSectorInfoList()
|
||||
curr->ubNumTroops = 20;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
//J9 feeding zone
|
||||
curr = NewUndergroundNode( 9, 10, 2 );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
|
||||
#else
|
||||
curr->ubNumCreatures = (UINT8)(2 + gGameOptions.ubDifficultyLevel*2 + Random( 2 ));
|
||||
|
||||
#endif
|
||||
|
||||
//K4
|
||||
curr = NewUndergroundNode( 4, 11, 1 );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
|
||||
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
|
||||
#else
|
||||
curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
|
||||
curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
|
||||
|
||||
#endif
|
||||
|
||||
//O3
|
||||
curr = NewUndergroundNode( 3, 15, 1 );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
|
||||
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
|
||||
#else
|
||||
curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
|
||||
curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
|
||||
|
||||
#endif
|
||||
|
||||
//P3
|
||||
curr = NewUndergroundNode( 3, 16, 1 );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 ));
|
||||
else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 ));
|
||||
else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
|
||||
else
|
||||
curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -474,7 +506,7 @@ void BuildUndergroundSectorInfoList()
|
||||
curr->ubNumElites = 20;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
//Do all of the mandatory underground mine sectors
|
||||
|
||||
//Drassen's mine
|
||||
|
||||
@@ -36,6 +36,9 @@
|
||||
#include "Strategic Mines.h"
|
||||
#include "connect.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2BETAVERSION
|
||||
BOOLEAN gfClearCreatureQuest = FALSE;
|
||||
@@ -345,6 +348,10 @@ void InitCreatureQuest()
|
||||
}
|
||||
#endif
|
||||
giHabitatedDistance = 0;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -360,7 +367,8 @@ void InitCreatureQuest()
|
||||
giPopulationModifier = INSANE_POPULATION_MODIFIER;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//Determine which of the maps are infectible by creatures. Infectible mines
|
||||
//are those that are player controlled and unlimited. We don't want the creatures to
|
||||
//infect the mine that runs out.
|
||||
@@ -508,6 +516,11 @@ void InitCreatureQuest()
|
||||
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
|
||||
|
||||
//Now determine how often we will spread the creatures.
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
|
||||
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -527,6 +540,7 @@ void InitCreatureQuest()
|
||||
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, INSANE_SPREAD_TIME_IN_MINUTES, 0 );
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
//Set things up so that the creatures can plan attacks on helpless miners and civilians while
|
||||
//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
|
||||
@@ -637,6 +651,11 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
|
||||
case DIF_LEVEL_INSANE: //200%
|
||||
iAbsoluteMaxPopulation *= 2;
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
iAbsoluteMaxPopulation /= 2; //Half
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
|
||||
//Calculate the desired max population percentage based purely on current distant to creature range.
|
||||
@@ -682,6 +701,9 @@ void SpreadCreatures()
|
||||
}
|
||||
|
||||
//queen just produced a litter of creature larvae. Let's do some spreading now.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
usNewCreatures = (UINT16)( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -697,6 +719,7 @@ void SpreadCreatures()
|
||||
usNewCreatures = (UINT16)(INSANE_QUEEN_REPRODUCTION_BASE + Random( 1 + INSANE_QUEEN_REPRODUCTION_BONUS ));
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
while( usNewCreatures-- )
|
||||
{
|
||||
@@ -1737,6 +1760,14 @@ void CreatureNightPlanning()
|
||||
ubNumCreatures = CreaturesInUndergroundSector( ubSectorID , 1 );
|
||||
|
||||
//10% chance for each creature with difficulty modifier to decide it's time to attack.
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
i = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness;
|
||||
if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
|
||||
{
|
||||
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
|
||||
}
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -1768,6 +1799,7 @@ void CreatureNightPlanning()
|
||||
}
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
//if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
|
||||
//{ //10% chance for each creature to decide it's time to attack.
|
||||
// AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
|
||||
|
||||
@@ -84,6 +84,10 @@
|
||||
#include "Map Screen Interface Bottom.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "PostalService.h"
|
||||
extern CPostalService gPostalService;
|
||||
|
||||
@@ -558,6 +562,10 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
|
||||
AutoSaveToSlot[3] = FALSE;
|
||||
AutoSaveToSlot[4] = FALSE;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
gGameExternalOptions.gfAllowReinforcements = zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcements;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef JA2UB
|
||||
//Ja25 no meanwhiles
|
||||
@@ -740,6 +748,9 @@ fFirstTimeInMapScreen = TRUE;
|
||||
}
|
||||
|
||||
// ATE: Set starting cash....
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -770,6 +781,7 @@ fFirstTimeInMapScreen = TRUE;
|
||||
Assert(0);
|
||||
return( FALSE );
|
||||
}
|
||||
#endif
|
||||
|
||||
// Setup initial money
|
||||
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
|
||||
|
||||
@@ -45,6 +45,10 @@
|
||||
#include "Music Control.h"
|
||||
#include "NPC.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25 Strategic Ai.h"
|
||||
#include "Ja25_Tactical.h"
|
||||
@@ -81,6 +85,8 @@ extern INT8 Test;
|
||||
|
||||
static int l_HireMerc (lua_State *L);
|
||||
|
||||
static int l_SetStartingCashDifLevel (lua_State *L);
|
||||
|
||||
//Briefing room
|
||||
static int l_SetEndMission(lua_State *L);
|
||||
static int l_SetStartMission(lua_State *L);
|
||||
@@ -932,6 +938,8 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
|
||||
{
|
||||
|
||||
lua_register(L, "HireMerc", l_HireMerc);
|
||||
|
||||
lua_register(L, "SetStartingCashDifLevel", l_SetStartingCashDifLevel);
|
||||
|
||||
lua_register(L, "SetLaptopBroken", l_SetLaptopBroken);
|
||||
//------Briefing Room------
|
||||
@@ -12951,3 +12959,41 @@ BOOLEAN LoadLuaGlobalFromLoadGameFile( HWFILE hFile )
|
||||
return( TRUE );
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
|
||||
|
||||
static int l_SetStartingCashDifLevel (lua_State *L)
|
||||
{
|
||||
if ( lua_gettop(L) >= 1 )
|
||||
{
|
||||
INT32 DifficultyLevel = lua_tointeger(L,1);
|
||||
INT32 iStartingCash = 0;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDeffSetting[DifficultyLevel].iStartingCash );
|
||||
#else
|
||||
switch( DifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
iStartingCash = gGameExternalOptions.iStartingCashNovice;
|
||||
break;
|
||||
|
||||
case DIF_LEVEL_MEDIUM:
|
||||
iStartingCash = gGameExternalOptions.iStartingCashExperienced;
|
||||
break;
|
||||
|
||||
case DIF_LEVEL_HARD:
|
||||
iStartingCash = gGameExternalOptions.iStartingCashExpert;
|
||||
break;
|
||||
|
||||
case DIF_LEVEL_INSANE:
|
||||
iStartingCash = gGameExternalOptions.iStartingCashInsane;
|
||||
break;
|
||||
|
||||
default:
|
||||
iStartingCash = 4500;
|
||||
}
|
||||
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
|
||||
#endif
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -38,6 +38,10 @@
|
||||
#include "Random.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#define MAX_MEANWHILE_PROFILES 10
|
||||
|
||||
INT8 gzMeanwhileStr[][30] =
|
||||
@@ -697,7 +701,12 @@ void ProcessImplicationsOfMeanwhile( void )
|
||||
switch( gCurrentMeanwhileDef.ubMeanwhileID )
|
||||
{
|
||||
case END_OF_PLAYERS_FIRST_BATTLE:
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( zDeffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen == TRUE )
|
||||
#else
|
||||
if( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
|
||||
#endif
|
||||
{ //Wake up the queen earlier to punish the good players!
|
||||
ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 );
|
||||
}
|
||||
|
||||
@@ -32,6 +32,10 @@
|
||||
|
||||
#include "postalservice.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
extern BOOLEAN fMapScreenBottomDirty;
|
||||
extern CPostalService gPostalService;
|
||||
|
||||
@@ -326,7 +330,11 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
|
||||
if ( !SectorInfo[ SECTOR( sMapX, sMapY ) ].fSurfaceWasEverPlayerControlled )
|
||||
{
|
||||
// grant grace period
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) );
|
||||
#else
|
||||
if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
|
||||
|
||||
{
|
||||
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + 2 ) );
|
||||
}
|
||||
@@ -334,6 +342,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
|
||||
{
|
||||
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + 1 ) );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -54,6 +54,10 @@
|
||||
#include "ub_config.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
extern void InitializeTacticalStatusAtBattleStart();
|
||||
extern BOOLEAN gfDelayAutoResolveStart;
|
||||
extern BOOLEAN gfTransitionMapscreenToAutoResolve;
|
||||
@@ -652,6 +656,10 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
iChance -= (2 * ((ubNumMobileEnemies + ubNumStationaryEnemies) - 6)); // -2% adjustment per enemy beyond 6
|
||||
|
||||
// adjust the chance for difficulty setting
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
iChance = iChance + (zDeffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes);
|
||||
#else
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
iChance -= 15;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
@@ -660,6 +668,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
iChance += 12;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
iChance += 25;
|
||||
#endif
|
||||
|
||||
// adjust the chance for what we know about the sector
|
||||
if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING )
|
||||
|
||||
@@ -64,6 +64,10 @@
|
||||
#include "Arms Dealer Init.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include <vector>
|
||||
|
||||
//The sector information required for the strategic AI. Contains the number of enemy troops,
|
||||
@@ -569,7 +573,11 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
|
||||
// Reinforcement groups? Bring it on!
|
||||
if( gGameExternalOptions.gfAllowReinforcements &&
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
!( (GetTownIdForSector( gWorldSectorX, gWorldSectorY ) == OMERTA ) ) )
|
||||
#else
|
||||
!( (GetTownIdForSector( gWorldSectorX, gWorldSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) )
|
||||
#endif
|
||||
{
|
||||
UINT16 pusMoveDir[4][3];
|
||||
UINT8 ubDirNumber = 0;
|
||||
|
||||
@@ -24,6 +24,10 @@
|
||||
#include "Inventory Choosing.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include "Reinforcement.h"
|
||||
#include "MilitiaSquads.h"
|
||||
@@ -49,9 +53,14 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
|
||||
if( !gGameExternalOptions.gfAllowReinforcements )
|
||||
return;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta == FALSE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
|
||||
return;
|
||||
#else
|
||||
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
|
||||
return;
|
||||
|
||||
#endif
|
||||
|
||||
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
|
||||
|
||||
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
|
||||
|
||||
+425
-13
@@ -37,6 +37,10 @@
|
||||
#include "interface dialogue.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#define SAI_VERSION 29
|
||||
|
||||
/*
|
||||
@@ -547,6 +551,10 @@ void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySi
|
||||
//returns the number of reinforcements permitted to be sent. Will increased if the denied counter is non-zero.
|
||||
INT32 GarrisonReinforcementsRequested( INT32 iGarrisonID, UINT8 *pubExtraReinforcements )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
INT32 iExtraReinforcements;
|
||||
#endif
|
||||
|
||||
INT32 iReinforcementsRequested;
|
||||
INT32 iExistingForces;
|
||||
SECTORINFO *pSector;
|
||||
@@ -561,7 +569,25 @@ INT32 GarrisonReinforcementsRequested( INT32 iGarrisonID, UINT8 *pubExtraReinfor
|
||||
|
||||
//Record how many of the reinforcements are additionally provided due to being denied in the past. This will grow
|
||||
//until it is finally excepted or an absolute max is made.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
iExtraReinforcements = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
iExtraReinforcements = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
iExtraReinforcements = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
iExtraReinforcements = 4;
|
||||
else
|
||||
{
|
||||
iExtraReinforcements = Random (4);
|
||||
if (iExtraReinforcements == 0) iExtraReinforcements = 1;
|
||||
}
|
||||
|
||||
*pubExtraReinforcements = (UINT8)(gubGarrisonReinforcementsDenied[ iGarrisonID ] / (6 - iExtraReinforcements));
|
||||
#else
|
||||
*pubExtraReinforcements = (UINT8)(gubGarrisonReinforcementsDenied[ iGarrisonID ] / (6 - gGameOptions.ubDifficultyLevel));
|
||||
#endif
|
||||
//Make sure the number of extra reinforcements don't bump the force size past the max of MAX_STRATEGIC_TEAM_SIZE.
|
||||
*pubExtraReinforcements = (UINT16)min( (INT32)*pubExtraReinforcements, min( (INT32)(*pubExtraReinforcements), iMaxEnemyGroupSize - iReinforcementsRequested ) );
|
||||
|
||||
@@ -1164,6 +1190,19 @@ void InitStrategicAI()
|
||||
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
|
||||
}
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
|
||||
giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
|
||||
giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
|
||||
giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
|
||||
gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
|
||||
gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
|
||||
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
|
||||
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
|
||||
// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
|
||||
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -1212,6 +1251,7 @@ void InitStrategicAI()
|
||||
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance )), 0);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
//Initialize the sectorinfo structure so all sectors don't point to a garrisonID.
|
||||
for( i = 0; i <= 255; i++ )
|
||||
@@ -1224,6 +1264,34 @@ void InitStrategicAI()
|
||||
memcpy( gArmyComp, gOrigArmyComp, sizeof( gArmyComp ) );
|
||||
|
||||
//Eliminate more perimeter defenses on the easier levels.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
|
||||
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE)
|
||||
{
|
||||
gArmyComp[ LEVEL2_DEFENCE ].bDesiredPopulation = 0;
|
||||
gArmyComp[ LEVEL2_DEFENCE ].bStartPopulation = 0;
|
||||
}
|
||||
|
||||
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
|
||||
{
|
||||
gArmyComp[ LEVEL3_DEFENCE ].bDesiredPopulation = 0;
|
||||
gArmyComp[ LEVEL3_DEFENCE ].bStartPopulation = 0;
|
||||
}
|
||||
|
||||
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE && zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
|
||||
{
|
||||
for( i = 0; i < NUM_ARMY_COMPOSITIONS; i++ )
|
||||
{
|
||||
if ( i != OMERTA_WELCOME_WAGON )
|
||||
{
|
||||
iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
|
||||
gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
|
||||
gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
|
||||
gArmyComp[ i ].bAdminPercentage = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -1286,7 +1354,7 @@ void InitStrategicAI()
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
//initialize the patrol group definitions
|
||||
giPatrolArraySize = iOrigPatrolArraySize;
|
||||
if( gPatrolGroup )
|
||||
@@ -1461,7 +1529,26 @@ void InitStrategicAI()
|
||||
|
||||
//Now post an event which allows them to check adjacent sectors periodically.
|
||||
//Spread them out so that they process at different times.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT32 val;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
val = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
val = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
val = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
val = 4;
|
||||
else
|
||||
{
|
||||
val = Random( 4 );
|
||||
if (val == 0) val = 1;
|
||||
}
|
||||
|
||||
AddPeriodStrategicEventWithOffset( EVENT_CHECK_ENEMY_CONTROLLED_SECTOR, 140 - 20 * val + Random( 4 ), 475 + i, gGarrisonGroup[ i ].ubSectorID );
|
||||
#else
|
||||
AddPeriodStrategicEventWithOffset( EVENT_CHECK_ENEMY_CONTROLLED_SECTOR, 140 - 20 * gGameOptions.ubDifficultyLevel + Random( 4 ), 475 + i, gGarrisonGroup[ i ].ubSectorID );
|
||||
#endif
|
||||
}
|
||||
|
||||
//Now, initialize each of the patrol groups
|
||||
@@ -1477,7 +1564,27 @@ void InitStrategicAI()
|
||||
|
||||
if( ubNumTroops && gGameExternalOptions.fArmyUsesTanksInPatrols )
|
||||
{
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT32 val2;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
val2 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
val2 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
val2 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
val2 = 4;
|
||||
else
|
||||
{
|
||||
val2 = Random( 4 );
|
||||
if (val2 == 0) val2 = 1;
|
||||
}
|
||||
|
||||
if( Random( 10 ) < val2 && i != 3 && i != 4)
|
||||
#else
|
||||
if( Random( 10 ) < gGameOptions.ubDifficultyLevel && i != 3 && i != 4)
|
||||
#endif
|
||||
{
|
||||
ubNumTroops--;
|
||||
ubNumTanks++;
|
||||
@@ -1554,7 +1661,11 @@ void InitStrategicAI()
|
||||
{
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
|
||||
#else
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
#endif
|
||||
if (ubPicked[0] == 0)
|
||||
ubPicked[0] = ubSector;
|
||||
else if (ubPicked[1] == 0)
|
||||
@@ -1572,7 +1683,11 @@ void InitStrategicAI()
|
||||
{
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
|
||||
#else
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
#endif
|
||||
if (ubPicked[0] == 0)
|
||||
ubPicked[0] = ubSector;
|
||||
else if (ubPicked[1] == 0)
|
||||
@@ -1590,7 +1705,11 @@ void InitStrategicAI()
|
||||
{
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
|
||||
#else
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
#endif
|
||||
if (ubPicked[0] == 0)
|
||||
ubPicked[0] = ubSector;
|
||||
else if (ubPicked[1] == 0)
|
||||
@@ -1608,7 +1727,11 @@ void InitStrategicAI()
|
||||
{
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
|
||||
#else
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
#endif
|
||||
if (ubPicked[0] == 0)
|
||||
ubPicked[0] = ubSector;
|
||||
else if (ubPicked[1] == 0)
|
||||
@@ -1626,7 +1749,11 @@ void InitStrategicAI()
|
||||
{
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
|
||||
#else
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
#endif
|
||||
if (ubPicked[0] == 0)
|
||||
ubPicked[0] = ubSector;
|
||||
else if (ubPicked[1] == 0)
|
||||
@@ -1648,6 +1775,28 @@ void InitStrategicAI()
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
|
||||
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
|
||||
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
|
||||
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
|
||||
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
|
||||
|
||||
#else
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
@@ -1667,6 +1816,7 @@ void InitStrategicAI()
|
||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
|
||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
|
||||
#endif
|
||||
}
|
||||
|
||||
ValidateWeights( 1 );
|
||||
@@ -3302,7 +3452,9 @@ void EvaluateQueenSituation()
|
||||
{
|
||||
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
|
||||
}
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -3318,12 +3470,19 @@ void EvaluateQueenSituation()
|
||||
uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance ));
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if( !giReinforcementPool )
|
||||
{ //Queen has run out of reinforcements. Simulate recruiting and training new troops
|
||||
uiOffset *= 10;
|
||||
//Madd: don't need an unlimited troops check here, since they can never run out like this
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
|
||||
#else
|
||||
giReinforcementPool += ( gGameExternalOptions.guiBaseQueenPoolIncrement * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
|
||||
#endif
|
||||
|
||||
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
|
||||
return;
|
||||
}
|
||||
@@ -3581,6 +3740,10 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
|
||||
UINT8 ubSAIVersion;
|
||||
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
|
||||
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -3600,6 +3763,7 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
|
||||
gfAggressiveQueen = gGameExternalOptions.gfInsaneAggressiveQueen;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic6");
|
||||
FileRead( hFile, gbPadding2, 3, &uiNumBytesRead );
|
||||
@@ -3934,6 +4098,12 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
|
||||
SectorInfo[ SEC_N5 ].bBloodCatPlacements = 12;
|
||||
SectorInfo[ SEC_N5 ].bBloodCats = 15;
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
SectorInfo[ SEC_N5 ].bBloodCatPlacements = 8;
|
||||
SectorInfo[ SEC_N5 ].bBloodCats = 10;
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
if( ubSAIVersion < 23 )
|
||||
@@ -4237,8 +4407,27 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic7");
|
||||
//if gfExtraElites is set, then augment the composition sizes
|
||||
if( gfExtraElites && iFactor >= 15 && gArmyComp[ i ].bElitePercentage )
|
||||
{
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
INT32 val;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
val = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
val = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
val = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
val = 4;
|
||||
else
|
||||
{
|
||||
val = Random (4);
|
||||
if (val == 0) val = 1;
|
||||
}
|
||||
iChange = val * 5;
|
||||
#else
|
||||
iChange = gGameOptions.ubDifficultyLevel * 5;
|
||||
|
||||
#endif
|
||||
|
||||
//increase elite % (max 100)
|
||||
iNew = gArmyComp[ i ].bElitePercentage + iChange;
|
||||
iNew = (INT8)min( 100, iNew );
|
||||
@@ -4418,8 +4607,26 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
|
||||
}
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 val;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
val = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
val = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
val = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
val = 4;
|
||||
else
|
||||
{
|
||||
val = Random (4);
|
||||
if (val == 0) val = 1;
|
||||
}
|
||||
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + val * 3);
|
||||
#else
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
|
||||
|
||||
#endif
|
||||
// anv: replace one of soldiers with tank
|
||||
for( UINT8 ubCounter = 0; ubCounter < 4; ubCounter++ )
|
||||
{
|
||||
@@ -4427,19 +4634,28 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
grouptanks[ubCounter] = 0;
|
||||
if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( Random(10) < val )
|
||||
#else
|
||||
if( Random(10) < gGameOptions.ubDifficultyLevel )
|
||||
#endif
|
||||
{
|
||||
grouptroops[ubCounter]--;
|
||||
grouptanks[ubCounter]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[0], grouptroops[0] - grouptroops[0] / val, grouptanks[0] );
|
||||
pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[1], grouptroops[1] - grouptroops[1] / val, grouptanks[1] );
|
||||
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[2], grouptroops[2] - grouptroops[2] / val, grouptanks[2] );
|
||||
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[3], grouptroops[3] - grouptroops[3] / val, grouptanks[3] );
|
||||
#else
|
||||
pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[0], grouptroops[0] - grouptroops[0] / gGameOptions.ubDifficultyLevel, grouptanks[0] );
|
||||
pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[1], grouptroops[1] - grouptroops[1] / gGameOptions.ubDifficultyLevel, grouptanks[1] );
|
||||
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[2], grouptroops[2] - grouptroops[2] / gGameOptions.ubDifficultyLevel, grouptanks[2] );
|
||||
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops[3], grouptroops[3] - grouptroops[3] / gGameOptions.ubDifficultyLevel, grouptanks[3] );
|
||||
|
||||
#endif
|
||||
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
|
||||
{
|
||||
pGroup0->pEnemyGroup->ubIntention = STAGE;
|
||||
@@ -4483,8 +4699,27 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value = 4;
|
||||
else
|
||||
{
|
||||
value = Random (4);
|
||||
if (value == 0) value = 1;
|
||||
}
|
||||
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value * 3);
|
||||
|
||||
#else
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
|
||||
|
||||
#endif
|
||||
// anv: replace one of soldiers with tank
|
||||
for( UINT8 ubCounter = 0; ubCounter < 4; ubCounter++ )
|
||||
{
|
||||
@@ -4492,15 +4727,24 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
grouptanks[ubCounter] = 0;
|
||||
if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( Random(10) < gGameOptions.ubDifficultyLevel )
|
||||
#else
|
||||
if( Random(10) < value )
|
||||
#endif
|
||||
{
|
||||
grouptroops[ubCounter]--;
|
||||
grouptanks[ubCounter]++;
|
||||
}
|
||||
}
|
||||
groupelites[ubCounter] = 0;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( value > 0 )
|
||||
groupelites[ubCounter] = grouptroops[ubCounter] - grouptroops[ubCounter] / value;
|
||||
#else
|
||||
if ( gGameOptions.ubDifficultyLevel > 0 )
|
||||
groupelites[ubCounter] = grouptroops[ubCounter] - grouptroops[ubCounter] / gGameOptions.ubDifficultyLevel;
|
||||
#endif
|
||||
}
|
||||
|
||||
//UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites + ubNumTanks, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
|
||||
@@ -4678,9 +4922,26 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
BOOLEAN fAttack_Alma = !(SectorInfo[ SEC_I13 ].ubNumTroops > 0);
|
||||
BOOLEAN fAttack_Balime = !(SectorInfo[ SEC_L11 ].ubNumTroops > 0);
|
||||
BOOLEAN fAttack_Chitzena = !(SectorInfo[ SEC_L11 ].ubNumTroops > 0);
|
||||
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value2;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value2 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value2 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value2 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value2 = 4;
|
||||
else
|
||||
{
|
||||
value2 = Random (4);
|
||||
if (value2 == 0) value2 = 1;
|
||||
}
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value2 * 3);
|
||||
#else
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
|
||||
#endif
|
||||
// anv: replace one of soldiers with tank
|
||||
if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
|
||||
{
|
||||
@@ -4690,9 +4951,16 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
|
||||
UINT32 grouptroops = ubNumSoldiers;
|
||||
UINT32 groupelites = 0;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( value2 > 0 )
|
||||
#else
|
||||
if ( gGameOptions.ubDifficultyLevel > 0 )
|
||||
#endif
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
groupelites = ubNumSoldiers - ubNumSoldiers / value2;
|
||||
#else
|
||||
groupelites = ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel;
|
||||
|
||||
#endif
|
||||
UINT32 totalusedsoldiers = 0;
|
||||
|
||||
if ( fAttack_Grumm )
|
||||
@@ -4927,12 +5195,34 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
//those troops will get reassigned.
|
||||
ubSectorID = (UINT8)STRATEGIC_INDEX_TO_SECTOR_INFO( sWorldSectorLocationOfFirstBattle );
|
||||
pSector = &SectorInfo[ ubSectorID ];
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 4);
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value4;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value4 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value4 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value4 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value4 = 4;
|
||||
else
|
||||
{
|
||||
value4 = Random (4);
|
||||
if (value4 == 0) value4 = 1;
|
||||
}
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value4 * 4);
|
||||
#else
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 4);
|
||||
#endif
|
||||
// anv: replace one of soldiers with tank
|
||||
if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( Random( 10 ) < value4 )
|
||||
#else
|
||||
if( Random( 10 ) < gGameOptions.ubDifficultyLevel )
|
||||
#endif
|
||||
{
|
||||
ubNumSoldiers--;
|
||||
ubNumTanks++;
|
||||
@@ -4984,12 +5274,35 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
Assert(direness >= 0 && direness <= 100);
|
||||
unsigned intention = (unsigned) option2;
|
||||
Assert(intention < NUM_ENEMY_INTENTIONS);
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value5;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value5 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value5 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value5 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value5 = 4;
|
||||
else
|
||||
{
|
||||
value5 = Random (4);
|
||||
if (value5 == 0) value5 = 1;
|
||||
}
|
||||
|
||||
ubNumSoldiers = ( gubMinEnemyGroupSize +
|
||||
value5 * 3 +
|
||||
Random(HighestPlayerProgressPercentage() / 5) +
|
||||
Random(option1 / 5)
|
||||
);
|
||||
#else
|
||||
ubNumSoldiers = ( gubMinEnemyGroupSize +
|
||||
gGameOptions.ubDifficultyLevel * 3 +
|
||||
Random(HighestPlayerProgressPercentage() / 5) +
|
||||
Random(option1 / 5)
|
||||
);
|
||||
#endif
|
||||
|
||||
if ( !gfUnlimitedTroops )
|
||||
giReinforcementPool -= ubNumSoldiers;
|
||||
@@ -5036,7 +5349,12 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
// anv: replace one of soldiers with tank
|
||||
if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
|
||||
{
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( Random( 10 * 100 ) < value5 * direness )
|
||||
#else
|
||||
if( Random( 10 * 100 ) < gGameOptions.ubDifficultyLevel * direness )
|
||||
#endif
|
||||
{
|
||||
elitesThisSquad--;
|
||||
tanksThisSquad++;
|
||||
@@ -5127,7 +5445,26 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
break;
|
||||
|
||||
case NPC_ACTION_SEND_SOLDIERS_TO_OMERTA:
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value6;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value6 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value6 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value6 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value6 = 4;
|
||||
else
|
||||
{
|
||||
value6 = Random (4);
|
||||
if (value6 == 0) value6 = 1;
|
||||
}
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value6 * 6); //6, 12, or 18 based on difficulty.
|
||||
#else
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 6); //6, 12, or 18 based on difficulty.
|
||||
#endif
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, ubNumSoldiers, (UINT8)(ubNumSoldiers/7), 0 ); //add 1 elite to normal, and 2 for hard
|
||||
ubNumSoldiers = (UINT8)(ubNumSoldiers + ubNumSoldiers / 7);
|
||||
|
||||
@@ -5152,8 +5489,25 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
|
||||
case NPC_ACTION_SEND_TROOPS_TO_SAM:
|
||||
ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value7;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value7 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value7 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value7 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value7 = 4;
|
||||
else
|
||||
{
|
||||
value7 = Random (4);
|
||||
if (value7 == 0) value7 = 1;
|
||||
}
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value7 + HighestPlayerProgressPercentage() / 15 );
|
||||
#else
|
||||
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel + HighestPlayerProgressPercentage() / 15 );
|
||||
|
||||
#endif
|
||||
//Madd: unlimited reinforcements?
|
||||
if ( !gfUnlimitedTroops )
|
||||
giReinforcementPool -= ubNumSoldiers;
|
||||
@@ -5161,7 +5515,11 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
// anv: replace one of soldiers with tank
|
||||
if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( Random( 10 * 100 ) < value7 * HighestPlayerProgressPercentage() )
|
||||
#else
|
||||
if( Random( 10 * 100 ) < gGameOptions.ubDifficultyLevel * HighestPlayerProgressPercentage() )
|
||||
#endif
|
||||
{
|
||||
ubNumSoldiers--;
|
||||
ubNumTanks++;
|
||||
@@ -5199,6 +5557,9 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
|
||||
case NPC_ACTION_GIVE_KNOWLEDGE_OF_ALL_MERCS:
|
||||
//temporarily make the queen's forces more aware (high alert)
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
gubNumAwareBattles = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -5214,6 +5575,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
gubNumAwareBattles = gGameExternalOptions.ubInsaneNumAwareBattles;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -5478,7 +5840,26 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
|
||||
|
||||
//Keep track of victories and wake up the queen after x number of battles.
|
||||
gusPlayerBattleVictories++;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value8;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value8 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value8 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value8 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value8 = 4;
|
||||
else
|
||||
{
|
||||
value8 = Random (4);
|
||||
if (value8 == 0) value8 = 1;
|
||||
}
|
||||
if( gusPlayerBattleVictories == 5 - value8 )
|
||||
#else
|
||||
if( gusPlayerBattleVictories == 5 - gGameOptions.ubDifficultyLevel )
|
||||
#endif
|
||||
{ //4 victories for easy, 3 for normal, 2 for hard
|
||||
WakeUpQueen();
|
||||
}
|
||||
@@ -5600,7 +5981,26 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
|
||||
}
|
||||
|
||||
//Madd: tweaked to increase attacks for experienced and expert to 8 and 12, and unlimited for insane
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 value9;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
value9 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
value9 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
value9 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
value9 = 4;
|
||||
else
|
||||
{
|
||||
value9 = Random (4);
|
||||
if (value9 == 0) value9 = 1;
|
||||
}
|
||||
|
||||
if( pSector->ubInvestigativeState >= ( 4 * value9 ) && zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector == FALSE )
|
||||
#else
|
||||
if( pSector->ubInvestigativeState >= ( 4 * gGameOptions.ubDifficultyLevel ) && gGameOptions.ubDifficultyLevel < DIF_LEVEL_INSANE )
|
||||
#endif
|
||||
{
|
||||
//This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore.
|
||||
return;
|
||||
@@ -6158,7 +6558,11 @@ void UpgradeAdminsToTroops()
|
||||
while ( ubAdminsToCheck > 0)
|
||||
{
|
||||
// chance to upgrade at each check is random, and also dependant on the garrison's priority
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops == TRUE )
|
||||
#else
|
||||
if ( Chance ( bPriority ) || gGameOptions.ubDifficultyLevel > DIF_LEVEL_HARD ) // Madd: Always happens on Insane
|
||||
#endif
|
||||
{
|
||||
pSector->ubNumAdmins--;
|
||||
pSector->ubNumTroops++;
|
||||
@@ -6213,7 +6617,11 @@ void UpgradeAdminsToTroops()
|
||||
while ( ubAdminsToCheck > 0)
|
||||
{
|
||||
// chance to upgrade at each check is random, and also dependant on the group's priority
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 == TRUE )
|
||||
#else
|
||||
if ( Chance ( bPriority ) || gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )// Madd: Always happens on Expert and Insane
|
||||
#endif
|
||||
{
|
||||
pGroup->pEnemyGroup->ubNumAdmins--;
|
||||
pGroup->pEnemyGroup->ubNumTroops++;
|
||||
@@ -6453,6 +6861,9 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
|
||||
|
||||
if( iPatrolID != -1 )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel ) {
|
||||
case DIF_LEVEL_EASY:
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubEasyPatrolGracePeriodInDays) % 100);
|
||||
@@ -6467,6 +6878,7 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubInsanePatrolGracePeriodInDays) % 100);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,6 +24,10 @@
|
||||
#include "Facilities.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "Strategic Mines LUA.h"
|
||||
#include <vector>
|
||||
|
||||
@@ -194,7 +198,11 @@ void InitializeMines( void )
|
||||
ubMineProductionIncreases = 15;
|
||||
break;
|
||||
default:
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
ubMineProductionIncreases = 25;
|
||||
#else
|
||||
Assert( 0 );
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -61,6 +61,10 @@
|
||||
//extern JA25_SECTOR_AI *gJa25AiSectorStruct;
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -4877,6 +4881,19 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
|
||||
{ //no ambushes underground (no bloodcats either)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
ubDifficulty = 0;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
ubDifficulty = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
ubDifficulty = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
ubDifficulty = 3;
|
||||
else
|
||||
ubDifficulty = 0;
|
||||
#endif
|
||||
|
||||
ubSectorID = (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY );
|
||||
pSector = &SectorInfo[ ubSectorID ];
|
||||
|
||||
@@ -18,6 +18,9 @@
|
||||
#include "SaveLoadGame.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
STRATEGIC_STATUS gStrategicStatus;
|
||||
|
||||
@@ -217,13 +220,37 @@ void UpdateLastDayOfPlayerActivity( UINT16 usDay )
|
||||
|
||||
UINT8 LackOfProgressTolerance( void )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 iTolerance;
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD || gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
#else
|
||||
if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
|
||||
#endif
|
||||
{
|
||||
// give an EXTRA day over normal
|
||||
return( 7 - DIF_LEVEL_MEDIUM + gStrategicStatus.ubHighestProgress / 42 );
|
||||
}
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
iTolerance = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
iTolerance = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
iTolerance = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
iTolerance = 4;
|
||||
else
|
||||
iTolerance = 1;
|
||||
|
||||
return( 6 - iTolerance + gStrategicStatus.ubHighestProgress / 42 );
|
||||
|
||||
#else
|
||||
return( 6 - gGameOptions.ubDifficultyLevel + gStrategicStatus.ubHighestProgress / 42 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -44,6 +44,10 @@
|
||||
#include "LuaInitNPCs.h"
|
||||
#include "Interface.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
// the max loyalty rating for any given town
|
||||
#define MAX_LOYALTY_VALUE 100
|
||||
|
||||
@@ -1874,7 +1878,12 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec
|
||||
}
|
||||
|
||||
// even taking over non-trainable "towns" like Orta/Tixa for the first time should count as "player activity"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD || gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE)
|
||||
#else
|
||||
if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
|
||||
#endif
|
||||
{
|
||||
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + 4 ) );
|
||||
}
|
||||
@@ -2053,7 +2062,25 @@ void HandleLoyaltyImplicationsOfMercRetreat( INT8 bRetreatCode, INT16 sSectorX,
|
||||
{
|
||||
// if not worse than 2:1 odds, then penalize morale
|
||||
// SANDRO - Set the odds based on difficulty level
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
|
||||
if ( gTacticalStatus.fEnemyInSector && ( (PlayerStrength() * (2 + DiffLevel)) >= EnemyStrength() ) )
|
||||
#else
|
||||
if ( gTacticalStatus.fEnemyInSector && ( (PlayerStrength() * (2 + gGameOptions.ubDifficultyLevel)) >= EnemyStrength() ) )
|
||||
#endif
|
||||
{
|
||||
HandleMoraleEvent( NULL, MORALE_RAN_AWAY, sSectorX, sSectorY, (INT8)sSectorZ );
|
||||
}
|
||||
|
||||
@@ -10,6 +10,9 @@
|
||||
#include "Debug Control.h"
|
||||
#include "GameSettings.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
typedef enum
|
||||
{
|
||||
@@ -187,6 +190,59 @@ void AddExtraItems(UINT8 x, UINT8 y, UINT8 z, bool sectorIsLoaded)
|
||||
int baseFNLength = strlen(fileName);
|
||||
|
||||
// Append a suffix based on the difficulty
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
switch (gGameOptions.ubDifficultyLevel) {
|
||||
case DIF_LEVEL_ZERO:
|
||||
break;
|
||||
case DIF_LEVEL_EASY:
|
||||
strcat(fileName, "_Novice");
|
||||
break;
|
||||
case DIF_LEVEL_MEDIUM:
|
||||
strcat(fileName, "_Experienced");
|
||||
break;
|
||||
case DIF_LEVEL_HARD:
|
||||
strcat(fileName, "_Expert");
|
||||
break;
|
||||
case DIF_LEVEL_INSANE:
|
||||
strcat(fileName, "_Insane");
|
||||
break;
|
||||
case DIF_LEVEL_FIVE:
|
||||
strcat(fileName, "_Diff_5");
|
||||
break;
|
||||
case 6:
|
||||
strcat(fileName, "_Diff_6");
|
||||
break;
|
||||
case 7:
|
||||
strcat(fileName, "_Diff_7");
|
||||
break;
|
||||
case 8:
|
||||
strcat(fileName, "_Diff_8");
|
||||
break;
|
||||
case 9:
|
||||
strcat(fileName, "_Diff_9");
|
||||
break;
|
||||
case 10:
|
||||
strcat(fileName, "_Diff_10");
|
||||
break;
|
||||
case 11:
|
||||
strcat(fileName, "_Diff_11");
|
||||
break;
|
||||
case 12:
|
||||
strcat(fileName, "_Diff_12");
|
||||
break;
|
||||
case 13:
|
||||
strcat(fileName, "_Diff_13");
|
||||
break;
|
||||
case 14:
|
||||
strcat(fileName, "_Diff_14");
|
||||
break;
|
||||
case 15:
|
||||
strcat(fileName, "_Diff_15");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#else
|
||||
switch (gGameOptions.ubDifficultyLevel) {
|
||||
case DIF_LEVEL_ZERO:
|
||||
break;
|
||||
@@ -207,6 +263,7 @@ void AddExtraItems(UINT8 x, UINT8 y, UINT8 z, bool sectorIsLoaded)
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
strcat(fileName, ".xml");
|
||||
if(!FileExists(fileName))//dnl ch75 261013 just to avoid sdd::exception under debug from VFS when file not exist
|
||||
|
||||
@@ -161,6 +161,10 @@
|
||||
|
||||
#define MINS_TO_FLASH_CONTRACT_TIME (4 * 60)
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
void MakeBadSectorListFromMapsOnHardDrive( BOOLEAN fDisplayMessages ); // ja25 UB
|
||||
#endif
|
||||
@@ -15401,7 +15405,12 @@ void DumpSectorDifficultyInfo( void )
|
||||
// NOTE: This operates on the selected map sector!
|
||||
CHAR16 wSectorName[ 128 ];
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName );
|
||||
#else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT + gGameOptions.ubDifficultyLevel ] );
|
||||
#endif
|
||||
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Highest Progress (0-100) = %d%%", HighestPlayerProgressPercentage() );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Player Kills = %d", gStrategicStatus.usPlayerKills );
|
||||
|
||||
|
||||
@@ -109,6 +109,10 @@
|
||||
#include "LuaInitNPCs.h"
|
||||
#include "Luaglobal.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "SaveLoadGame.h"
|
||||
#include "email.h"
|
||||
@@ -7318,7 +7322,12 @@ void CreateAndAddMoneyObjectToGround( UINT32 sGridNo, INT32 iEasyAmount, INT32 i
|
||||
break;
|
||||
|
||||
default:
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
iCash = iNormalAmount;
|
||||
break;
|
||||
#else
|
||||
Assert(0);
|
||||
#endif
|
||||
}
|
||||
|
||||
CreateMoney( iCash, &Object );
|
||||
@@ -7515,6 +7524,12 @@ void HandleMovingEnemiesOntoRoofs()
|
||||
MoveEnemyFromGridNoToRoofGridNo( 15446, 13993 );
|
||||
MoveEnemyFromGridNoToRoofGridNo( 15436, 14006 );
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
MoveEnemyFromGridNoToRoofGridNo( 15446, 13993 );
|
||||
MoveEnemyFromGridNoToRoofGridNo( 15436, 14006 );
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7529,6 +7544,11 @@ void HandleMovingEnemiesOntoRoofs()
|
||||
case DIF_LEVEL_HARD:
|
||||
MoveEnemyFromGridNoToRoofGridNo( 8711, 5521 );
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
MoveEnemyFromGridNoToRoofGridNo( 8711, 5521 );
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,6 +33,10 @@
|
||||
#include "meanwhile.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#define SCRIPT_DELAY 10
|
||||
#define AIR_RAID_SAY_QUOTE_TIME 3000
|
||||
#define AIR_RAID_DIVE_INTERVAL 10000
|
||||
@@ -509,7 +513,12 @@ void AirRaidLookForDive( )
|
||||
if ( fDoDive )
|
||||
{
|
||||
// If we are are beginning game, only do gun dives..
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive == FALSE)
|
||||
#else
|
||||
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && gGameOptions.ubDifficultyLevel < DIF_LEVEL_HARD )
|
||||
#endif
|
||||
{
|
||||
if ( gbNumDives == 0 )
|
||||
{
|
||||
|
||||
+12
-3
@@ -49,6 +49,10 @@
|
||||
#include "ub_config.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "email.h"
|
||||
#include "mercs.h"
|
||||
|
||||
@@ -1293,7 +1297,9 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
|
||||
// then we're not allowed to kill him (to avoid really pissing off player by killing his very favorite merc)
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
|
||||
#else
|
||||
// how many in total can be killed like this depends on player's difficulty setting
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
@@ -1314,7 +1320,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
|
||||
ubMaxDeaths = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
// if we've already hit the limit in this game, skip these checks
|
||||
if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
|
||||
{
|
||||
@@ -1613,6 +1619,9 @@ UINT8 CurrentPlayerProgressPercentage(void)
|
||||
|
||||
// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
|
||||
// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -1632,7 +1641,7 @@ UINT8 CurrentPlayerProgressPercentage(void)
|
||||
ubKillsPerPoint = 10;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
|
||||
if (usKillsProgress > usMaxKillsProgress)
|
||||
{
|
||||
|
||||
@@ -58,6 +58,10 @@
|
||||
#include "Explosion Control.h"
|
||||
#include "ub_config.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//*******************************************************************
|
||||
//
|
||||
// Local Defines
|
||||
@@ -1547,6 +1551,31 @@ void HandleJa25EnemyExpLevelModifier( )
|
||||
}
|
||||
}
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
//Get the 2nd highest player exp level
|
||||
bPlayerExpLevel = JA25SecondHighestExpLevelOnPlayersTeam( );
|
||||
|
||||
//get the enemies exp level
|
||||
bEnemyExpLevel = JA25SecondHighestExpLevelOnEnemiesTeam( );
|
||||
|
||||
//get the difference b/n the 2
|
||||
bDifference = bPlayerExpLevel - bEnemyExpLevel;
|
||||
|
||||
//if the players exp level is less then enemies
|
||||
if( bDifference < 0 )
|
||||
{
|
||||
//if the difference
|
||||
if( bDifference < JA25__MAX_EXP_DECREASE )
|
||||
{
|
||||
bDifference = JA25__MAX_EXP_DECREASE;
|
||||
}
|
||||
|
||||
//Degrade all the enemies exp levels by difference
|
||||
Ja25ScaleAllEnemiesByValue( bDifference );
|
||||
}
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1798,7 +1827,10 @@ void HandleInitialEventsInHeliCrash()
|
||||
UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
|
||||
{
|
||||
UINT32 uiNumTurns = PGF__NUM_TURNS_TILL_START_FAN_BACK_UP_EASY;
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
uiNumTurns = zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
@@ -1811,7 +1843,7 @@ UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
|
||||
uiNumTurns = PGF__NUM_TURNS_TILL_START_FAN_BACK_UP_HARD;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
return( uiNumTurns );
|
||||
}
|
||||
|
||||
|
||||
@@ -55,6 +55,10 @@
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "AIInternals.h"//dnl ch61 180813
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
@@ -2217,7 +2221,23 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
|
||||
if (PlacementType == BLOODCAT_PLACEMENT_STATIC)
|
||||
{
|
||||
// Are bloodcats set to forgo attacking enemies?
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLev;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLev = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLev = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLev = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLev = 4;
|
||||
else
|
||||
DiffLev = 1;
|
||||
|
||||
if (gBloodcatPlacements[ ubSectorID ][ DiffLev-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
|
||||
#else
|
||||
if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
|
||||
#endif
|
||||
{
|
||||
// skip sight between army & bloodcats
|
||||
if ( pStartSoldier->bTeam == ENEMY_TEAM && pEndSoldier->bTeam == CREATURE_TEAM && pEndSoldier->ubBodyType == BLOODCAT )
|
||||
@@ -2229,7 +2249,11 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
|
||||
return( 0 );
|
||||
}
|
||||
}
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
else if (gBloodcatPlacements[ ubSectorID ][ DiffLev-1 ].ubFactionAffiliation > NON_CIV_GROUP)
|
||||
#else
|
||||
else if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
|
||||
#endif
|
||||
{
|
||||
// Bloodcats in this sector belong to a faction. They adhere to certain rules as a result.
|
||||
if ( pEndSoldier->bTeam == CREATURE_TEAM && pEndSoldier->ubBodyType == BLOODCAT && pStartSoldier->bSide != gbPlayerNum)
|
||||
|
||||
+74
-4
@@ -134,6 +134,9 @@
|
||||
#endif
|
||||
|
||||
#include "XML.h"
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
// OJW - 20090419
|
||||
UINT8 giMAXIMUM_NUMBER_OF_PLAYER_MERCS = CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS;
|
||||
@@ -4352,9 +4355,25 @@ SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
|
||||
}
|
||||
|
||||
// HEADROCK HAM 3.6: If this sector has affiliated bloodcats, make them all hostile.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
|
||||
gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup )
|
||||
#else
|
||||
if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
|
||||
gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup )
|
||||
{
|
||||
#endif
|
||||
{
|
||||
MakeBloodcatsHostile();
|
||||
}
|
||||
|
||||
@@ -8853,13 +8872,47 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
|
||||
// Attacked a bloodcat.
|
||||
MakeBloodcatsHostile();
|
||||
// Are bloodcats in this sector affiliated with a faction?
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
|
||||
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
|
||||
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP )
|
||||
#else
|
||||
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
|
||||
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP )
|
||||
{
|
||||
#endif
|
||||
{
|
||||
// Temporarily change bloodcat's civilian group
|
||||
UINT8 ubFaction = pTarget->ubCivilianGroup;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel2;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel2 = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel2 = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel2 = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel2 = 4;
|
||||
else
|
||||
DiffLevel2 = 1;
|
||||
|
||||
pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel2-1 ].ubFactionAffiliation;
|
||||
#else
|
||||
pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation;
|
||||
// Make entire faction hostile
|
||||
#endif
|
||||
// Make entire faction hostile
|
||||
CivilianGroupMembersChangeSidesWithinProximity( pTarget );
|
||||
// Change back
|
||||
pTarget->ubCivilianGroup = ubFaction;
|
||||
@@ -8909,9 +8962,26 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
|
||||
CivilianGroupMembersChangeSidesWithinProximity( pTarget );
|
||||
|
||||
// HEADROCK HAM 3.6: If there are bloodcats affiliated with his group...
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
|
||||
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
|
||||
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup )
|
||||
#else
|
||||
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
|
||||
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup )
|
||||
{
|
||||
#endif
|
||||
{
|
||||
// Make them hostile.
|
||||
MakeBloodcatsHostile();
|
||||
}
|
||||
|
||||
@@ -41,6 +41,11 @@
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//rain
|
||||
//#define BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY 25
|
||||
//end rain
|
||||
@@ -1387,6 +1392,11 @@ void UnusedAPsToBreath( SOLDIERTYPE * pSoldier )
|
||||
case DIF_LEVEL_INSANE:
|
||||
sBreathPerAP *= 6/5; // +20%
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
sBreathPerAP *= 9/10; // -10%
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
// SANDRO: this simple thing is the correct calculation
|
||||
@@ -4312,6 +4322,11 @@ INT32 GetBPCostPer10APsForGunHolding( SOLDIERTYPE * pSoldier, BOOLEAN fEstimate
|
||||
case DIF_LEVEL_INSANE:
|
||||
iBPcost /= 2; // -50%
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
iBPcost = (iBPcost * 9)/10; // -10%
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4476,6 +4491,11 @@ INT32 GetBPCostForRecoilkick( SOLDIERTYPE * pSoldier )
|
||||
case DIF_LEVEL_INSANE:
|
||||
iKickPower /= 2; // -50%
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
iKickPower = (iKickPower * 9)/10; // -10%
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -51,6 +51,10 @@
|
||||
|
||||
#include "Animation Control.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
@@ -976,8 +980,23 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
|
||||
{
|
||||
gTacticalStatus.fLockItemLocators = FALSE;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
ubNumGoo = 6 - ( DiffLevel - DIF_LEVEL_EASY );
|
||||
#else
|
||||
ubNumGoo = 6 - ( gGameOptions.ubDifficultyLevel - DIF_LEVEL_EASY );
|
||||
|
||||
#endif
|
||||
|
||||
sNewGridNo = pSoldier->sGridNo + ( WORLD_COLS * 2 );
|
||||
|
||||
for ( cnt = 0; cnt < ubNumGoo; cnt++ )
|
||||
|
||||
@@ -103,6 +103,10 @@
|
||||
#include "Ja25 Strategic Ai.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "fresh_header.h"
|
||||
|
||||
#include "Dialogue Control.h"
|
||||
@@ -2061,7 +2065,10 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
|
||||
//if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum)
|
||||
if ( this->bTeam == ENEMY_TEAM )
|
||||
{
|
||||
switch ( gGameOptions.ubDifficultyLevel )
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
|
||||
@@ -2086,6 +2093,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
|
||||
default:
|
||||
ubPoints += 0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
// Bonus to Militia APs
|
||||
else if ( this->bTeam == MILITIA_TEAM )
|
||||
@@ -2194,7 +2202,10 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
|
||||
}
|
||||
if ( this->bTeam == ENEMY_TEAM )
|
||||
{
|
||||
switch ( gGameOptions.ubDifficultyLevel )
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
|
||||
#else
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
usMaxActionPnts += gGameExternalOptions.iEasyAPBonus;
|
||||
@@ -2209,6 +2220,7 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
|
||||
usMaxActionPnts += gGameExternalOptions.iInsaneAPBonus;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
// Bonus to Militia APs
|
||||
else if ( this->bTeam == MILITIA_TEAM )
|
||||
|
||||
@@ -56,6 +56,10 @@
|
||||
#include "Ja25 Strategic Ai.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
// THESE 3 DIFFICULTY FACTORS MUST ALWAYS ADD UP TO 100% EXACTLY!!!
|
||||
#define DIFF_FACTOR_PLAYER_PROGRESS 50
|
||||
#define DIFF_FACTOR_PALACE_DISTANCE 30
|
||||
@@ -2214,6 +2218,12 @@ INT8 CalcDifficultyModifier( UINT8 ubSoldierClass )
|
||||
bDiffModifier += (INT8)(DIFF_FACTOR_GAME_DIFFICULTY * 1.5);
|
||||
}
|
||||
break;
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
default:
|
||||
// equally strong militia, enemies, creatures, bloodcats (+10)
|
||||
bDiffModifier += ( DIFF_FACTOR_GAME_DIFFICULTY / 2 );
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -2472,7 +2482,26 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
|
||||
UINT8 PlacementType = gBloodcatPlacements[ SECTOR(gWorldSectorX, gWorldSectorY) ][0].PlacementType;
|
||||
if( PlacementType == BLOODCAT_PLACEMENT_LAIR )
|
||||
{
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
{
|
||||
DiffLevel = Random (4);
|
||||
if (DiffLevel == 0) DiffLevel = 1;
|
||||
}
|
||||
pp->bExpLevel += DiffLevel;
|
||||
#else
|
||||
pp->bExpLevel += gGameOptions.ubDifficultyLevel;
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -2498,9 +2527,26 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
|
||||
pp->bExpLevel = min( 10, pp->bExpLevel ); //maximum exp. level of 9 // 10 - Madd
|
||||
|
||||
ubStatsLevel = pp->bExpLevel + bStatsModifier;
|
||||
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
{
|
||||
DiffLevel = Random (4);
|
||||
if (DiffLevel == 0) DiffLevel = 1;
|
||||
}
|
||||
ubStatsLevel = max( DiffLevel, ubStatsLevel ); //minimum stats level of 0 -- madd->= dif level
|
||||
#else
|
||||
ubStatsLevel = max( gGameOptions.ubDifficultyLevel, ubStatsLevel ); //minimum stats level of 0 -- madd->= dif level
|
||||
|
||||
#endif
|
||||
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
ubStatsLevel = max( 6, ubStatsLevel ); //minimum stats level of 6 in insane
|
||||
|
||||
|
||||
@@ -61,6 +61,10 @@ class SOLDIERTYPE;
|
||||
// anv: for taunts on miss
|
||||
#include "Civ Quotes.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//rain
|
||||
//#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0
|
||||
extern INT8 gbCurrentRainIntensity;
|
||||
@@ -5902,7 +5906,11 @@ else
|
||||
// GAME DIFFICULTY
|
||||
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
|
||||
#else
|
||||
iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
|
||||
#endif
|
||||
}
|
||||
|
||||
// Percentage based-modifier from the weapon and its attachments
|
||||
@@ -6235,7 +6243,11 @@ else
|
||||
// GAME DIFFICULTY
|
||||
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
|
||||
#else
|
||||
iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
|
||||
#endif
|
||||
}
|
||||
|
||||
// Percent modifier from the weapon and its attachments
|
||||
@@ -12835,7 +12847,11 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
|
||||
// GAME DIFFICULTY
|
||||
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
|
||||
#else
|
||||
fBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
|
||||
#endif
|
||||
}
|
||||
|
||||
return fBaseModifier;
|
||||
@@ -13134,7 +13150,11 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
|
||||
// GAME DIFFICULTY
|
||||
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
|
||||
{
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
|
||||
#else
|
||||
fAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
|
||||
#endif
|
||||
}
|
||||
|
||||
return fAimModifier;
|
||||
|
||||
@@ -257,6 +257,10 @@ typedef PARSE_STAGE;
|
||||
|
||||
#define HISTORYNAMEFILENAME "History.xml"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#define DIFFICULTYFILENAME "DifficultySettings.xml"
|
||||
#endif
|
||||
|
||||
extern BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion);
|
||||
extern BOOLEAN WriteItemStats();
|
||||
|
||||
@@ -553,4 +557,7 @@ extern BOOLEAN ReadInLanguageLocation(STR fileName, BOOLEAN localizedVersion, LA
|
||||
extern BOOLEAN ReadInAimOldArchive(STR fileName, BOOLEAN localizedVersion);
|
||||
|
||||
extern BOOLEAN ReadInHistorys(STR fileName, BOOLEAN localizedVersion );
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
extern BOOLEAN ReadInDifficultySettings(STR fileName, BOOLEAN localizedVersion);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
+54
-2
@@ -55,6 +55,10 @@
|
||||
#include "Ja25_Tactical.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "Music Control.h"
|
||||
|
||||
#include "connect.h"
|
||||
@@ -931,7 +935,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
|
||||
RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
|
||||
}
|
||||
// unless in easy mode allow alerted enemies to radio
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings == TRUE )
|
||||
#else
|
||||
else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
|
||||
#endif
|
||||
{
|
||||
// don't allow admins to radio
|
||||
//Madd: Huh? why not admins? removed.
|
||||
@@ -978,7 +986,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
|
||||
RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
|
||||
}
|
||||
// unless in easy mode allow alerted enemies to radio
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 == TRUE )
|
||||
#else
|
||||
else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
|
||||
#endif
|
||||
{
|
||||
// don't allow admins to radio
|
||||
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
|
||||
@@ -2503,10 +2515,28 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
|
||||
else if ( pOpponent->ubBodyType == BLOODCAT && pOpponent->aiData.bNeutral)
|
||||
{
|
||||
// HEADROCK HAM 3.6: If bloodcats are set as affiliated with civilians, do not trigger hostilities.
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
|
||||
if ( gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ 0 ].PlacementType != BLOODCAT_PLACEMENT_STATIC ||
|
||||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ DiffLevel - 1 ].ubFactionAffiliation == NON_CIV_GROUP ||
|
||||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ DiffLevel - 1 ].ubFactionAffiliation == QUEENS_CIV_GROUP )
|
||||
#else
|
||||
if ( gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ 0 ].PlacementType != BLOODCAT_PLACEMENT_STATIC ||
|
||||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ gGameOptions.ubDifficultyLevel - 1 ].ubFactionAffiliation == NON_CIV_GROUP ||
|
||||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ gGameOptions.ubDifficultyLevel - 1 ].ubFactionAffiliation == QUEENS_CIV_GROUP )
|
||||
{
|
||||
#endif
|
||||
{
|
||||
MakeBloodcatsHostile();
|
||||
}
|
||||
/*
|
||||
@@ -6020,9 +6050,27 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
|
||||
UINT8 ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
|
||||
UINT8 PlacementType = gBloodcatPlacements[ ubSectorID ][0].PlacementType;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
UINT8 DiffLevel;
|
||||
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
|
||||
DiffLevel = 1;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
|
||||
DiffLevel = 2;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
|
||||
DiffLevel = 3;
|
||||
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
DiffLevel = 4;
|
||||
else
|
||||
DiffLevel = 1;
|
||||
#endif
|
||||
|
||||
if (PlacementType == BLOODCAT_PLACEMENT_STATIC)
|
||||
{
|
||||
if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if (gBloodcatPlacements[ ubSectorID ][ DiffLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
|
||||
#else
|
||||
if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
|
||||
#endif
|
||||
{
|
||||
// skip noises between army & bloodcats
|
||||
if ( pSoldier->bTeam == ENEMY_TEAM && MercPtrs[ ubNoiseMaker ]->ubBodyType == BLOODCAT && MercPtrs[ ubNoiseMaker ]->bTeam == CREATURE_TEAM )
|
||||
@@ -6034,7 +6082,11 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
|
||||
continue;
|
||||
}
|
||||
}
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
else if (gBloodcatPlacements[ ubSectorID ][ DiffLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
|
||||
#else
|
||||
else if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
|
||||
#endif
|
||||
{
|
||||
if ( MercPtrs[ ubNoiseMaker ]->ubBodyType == BLOODCAT && MercPtrs[ ubNoiseMaker ]->bTeam == CREATURE_TEAM && pSoldier->bSide != gbPlayerNum)
|
||||
{
|
||||
|
||||
@@ -26,6 +26,10 @@
|
||||
#include "Vehicles.h" // added by silversurfer
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
|
||||
// On the bottom here, there are these functions made
|
||||
@@ -2290,7 +2294,11 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier)
|
||||
bMoraleCategory = MORALE_WORRIED;
|
||||
|
||||
// SANDRO - on Insane difficulty enemy morale cannot go below worried
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if (bMoraleCategory == MORALE_HOPELESS && zDeffSetting[gGameOptions.ubDifficultyLevel].bEnemyMoraleWorried == TRUE )
|
||||
#else
|
||||
if (bMoraleCategory == MORALE_HOPELESS && gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
|
||||
#endif
|
||||
bMoraleCategory = MORALE_WORRIED;
|
||||
|
||||
#ifdef DEBUGDECISIONS
|
||||
|
||||
@@ -39,6 +39,10 @@
|
||||
|
||||
#include "connect.h"
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
@@ -1950,8 +1954,11 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
|
||||
}
|
||||
fGLauncher = TRUE;
|
||||
sMinRange = MIN_MORTAR_RANGE/2;
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
if ( (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] && pSoldier->bTeam == OUR_TEAM) || ( pSoldier->bTeam == ENEMY_TEAM && ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD || gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE ) ) )
|
||||
#else
|
||||
if ( (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] && pSoldier->bTeam == OUR_TEAM) || ( pSoldier->bTeam == ENEMY_TEAM && gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD ) )
|
||||
#endif
|
||||
dDegrees *= 2;
|
||||
//fLauncher = TRUE;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,596 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "XML.h"
|
||||
#include "Interface.h"
|
||||
#include "Text.h"
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
|
||||
struct
|
||||
{
|
||||
PARSE_STAGE curElement;
|
||||
|
||||
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
|
||||
DIFFICULTY_SETTINGS_VALUES curDifficultySettings;
|
||||
DIFFICULTY_SETTINGS_VALUES * curArray;
|
||||
|
||||
UINT32 maxArraySize;
|
||||
UINT32 curIndex;
|
||||
UINT32 currentDepth;
|
||||
UINT32 maxReadDepth;
|
||||
}
|
||||
typedef difficultySettingsParseData;
|
||||
|
||||
BOOLEAN DifficultySettings_TextOnly;
|
||||
|
||||
static void XMLCALL
|
||||
DifficultySettingsParseDataStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
|
||||
{
|
||||
difficultySettingsParseData * pData = (difficultySettingsParseData *)userData;
|
||||
|
||||
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
|
||||
{
|
||||
if(strcmp(name, "DIFFICULTY_SETTINGS") == 0 && pData->curElement == ELEMENT_NONE)
|
||||
{
|
||||
pData->curElement = ELEMENT_LIST;
|
||||
|
||||
pData->maxReadDepth++; //we are not skipping this element
|
||||
}
|
||||
else if(strcmp(name, "DIFFICULTY") == 0 && pData->curElement == ELEMENT_LIST)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
|
||||
pData->maxReadDepth++; //we are not skipping this element
|
||||
}
|
||||
else if(pData->curElement == ELEMENT &&
|
||||
(strcmp(name, "uiIndex") == 0 ||
|
||||
strcmp(name, "Name") == 0 ||
|
||||
strcmp(name, "ConfirmText") == 0 ||
|
||||
strcmp(name, "StartingCash") == 0 ||
|
||||
strcmp(name, "EnemyAPBonus") == 0 ||
|
||||
strcmp(name, "NumKillsPerProgressPoint") == 0 ||
|
||||
strcmp(name, "InitialGarrisonPercentages") == 0 ||
|
||||
strcmp(name, "MinEnemyGroupSize") == 0 ||
|
||||
strcmp(name, "UnlimitedPoolOfTroops") == 0 ||
|
||||
strcmp(name, "QueensInitialPoolOfTroops") == 0 ||
|
||||
strcmp(name, "QueenPoolIncrementPerDifficultyLevel") == 0 ||
|
||||
strcmp(name, "EnemyStartingAlertLevel") == 0 ||
|
||||
strcmp(name, "EnemyAlertDecay") == 0 ||
|
||||
strcmp(name, "NumAwareBattles") == 0 ||
|
||||
strcmp(name, "BaseDelayInMinutesBetweenEvaluations") == 0 ||
|
||||
strcmp(name, "EvaluationDelayVariance") == 0 ||
|
||||
strcmp(name, "GracePeriodInHoursAfterSectorLiberation") == 0 ||
|
||||
strcmp(name, "GracePeriodInDaysAfterPatrolDestroyed") == 0 ||
|
||||
strcmp(name, "AggressiveQueenAi") == 0 ||
|
||||
strcmp(name, "MaxMercDeaths") == 0 ||
|
||||
strcmp(name, "CreatureSpreadTime") == 0 ||
|
||||
strcmp(name, "QueenReproductionBase") == 0 ||
|
||||
strcmp(name, "QueenReproductionBonus") == 0 ||
|
||||
strcmp(name, "QueenInitBonusSpread") == 0 ||
|
||||
strcmp(name, "CreaturePopulationModifier") == 0 ||
|
||||
strcmp(name, "CreatureTownAggressiveness") == 0 ||
|
||||
strcmp(name, "SectorJ9B1NumTroops") == 0 ||
|
||||
strcmp(name, "SectorJ9B2NumCreatures") == 0 ||
|
||||
strcmp(name, "SectorK4B1NumTroops") == 0 ||
|
||||
strcmp(name, "SectorK4B2NumElites") == 0 ||
|
||||
strcmp(name, "SectorO3B1NumTroops") == 0 ||
|
||||
strcmp(name, "SectorO3B2NumElites") == 0 ||
|
||||
strcmp(name, "SectorP3B1NumElites") == 0 ||
|
||||
strcmp(name, "StrategicAiActionWakeQueen") == 0 ||
|
||||
strcmp(name, "UpdateLastDayOfPlayerActivity") == 0 ||
|
||||
strcmp(name, "ChanceOfEnemyAmbushes") == 0 ||
|
||||
strcmp(name, "AllowReinforcements") == 0 ||
|
||||
strcmp(name, "AllowReinforcementsOmerta") == 0 ||
|
||||
strcmp(name, "PopulationLevel2") == 0 ||
|
||||
strcmp(name, "PopulationLevel3") == 0 ||
|
||||
strcmp(name, "PercentElitesBonus") == 0 ||
|
||||
strcmp(name, "WeaponCacheTroops1") == 0 ||
|
||||
strcmp(name, "WeaponCacheTroops2") == 0 ||
|
||||
strcmp(name, "WeaponCacheTroops3") == 0 ||
|
||||
strcmp(name, "WeaponCacheTroops4") == 0 ||
|
||||
strcmp(name, "WeaponCacheTroops5") == 0 ||
|
||||
strcmp(name, "UpgradeAdminsToTroops") == 0 ||
|
||||
strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0 ||
|
||||
strcmp(name, "QueenAttackLosingControlOfSector") == 0 ||
|
||||
strcmp(name, "BloodcatAmbushSectors") == 0 ||
|
||||
strcmp(name, "AirRaidLookForDive") == 0 ||
|
||||
strcmp(name, "NumberOfTurnsPowerGenFanWillBeStoppedFor") == 0 ||
|
||||
strcmp(name, "RadioSightings") == 0 ||
|
||||
strcmp(name, "RadioSightings2") == 0 ||
|
||||
strcmp(name, "EnemyMoraleWorried") == 0 ||
|
||||
strcmp(name, "CthConstantsAimDifficulty") == 0 ||
|
||||
strcmp(name, "CthConstantsBaseDifficulty") == 0
|
||||
))
|
||||
{
|
||||
pData->curElement = ELEMENT_PROPERTY;
|
||||
|
||||
pData->maxReadDepth++; //we are not skipping this element
|
||||
}
|
||||
|
||||
pData->szCharData[0] = '\0';
|
||||
}
|
||||
|
||||
pData->currentDepth++;
|
||||
|
||||
}
|
||||
|
||||
static void XMLCALL
|
||||
DifficultySettingsDataHandle(void *userData, const XML_Char *str, int len)
|
||||
{
|
||||
difficultySettingsParseData * pData = (difficultySettingsParseData *)userData;
|
||||
|
||||
if( (pData->currentDepth <= pData->maxReadDepth) &&
|
||||
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
|
||||
){
|
||||
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void XMLCALL
|
||||
difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
|
||||
{
|
||||
difficultySettingsParseData * pData = (difficultySettingsParseData *)userData;
|
||||
|
||||
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
|
||||
{
|
||||
if(strcmp(name, "DIFFICULTY_SETTINGS") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT_NONE;
|
||||
}
|
||||
else if(strcmp(name, "DIFFICULTY") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT_LIST;
|
||||
|
||||
if (!DifficultySettings_TextOnly)
|
||||
{
|
||||
wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName);
|
||||
wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths;
|
||||
|
||||
//Creatures Settings
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness;
|
||||
|
||||
//sectors
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites;
|
||||
|
||||
//Other
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3;
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5;
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2;
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector;
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive;
|
||||
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
|
||||
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2;
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY;
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY;
|
||||
|
||||
zDeffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName);
|
||||
wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
|
||||
}
|
||||
|
||||
}
|
||||
else if(strcmp(name, "uiIndex") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.uiIndex = (UINT16) atol(pData->szCharData);
|
||||
MaxDifficultySettingsValues++;
|
||||
}
|
||||
else if(strcmp(name, "Name") == 0 )
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
|
||||
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szDeffName, sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) );
|
||||
pData->curDifficultySettings.szDeffName[sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) - 1] = '\0';
|
||||
}
|
||||
else if(strcmp(name, "ConfirmText") == 0 )
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
|
||||
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szConfirmText, sizeof(pData->curDifficultySettings.szConfirmText)/sizeof(pData->curDifficultySettings.szConfirmText[0]) );
|
||||
pData->curDifficultySettings.szConfirmText[sizeof(pData->curDifficultySettings.szConfirmText)/sizeof(pData->curDifficultySettings.szConfirmText[0]) - 1] = '\0';
|
||||
}
|
||||
else if(strcmp(name, "StartingCash") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iStartingCash = (INT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "EnemyAPBonus") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iEnemyAPBonus = (INT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "NumKillsPerProgressPoint") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iNumKillsPerProgressPoint = (UINT16) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "InitialGarrisonPercentages") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iInitialGarrisonPercentages = (INT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "MinEnemyGroupSize") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iMinEnemyGroupSize = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "PercentElitesBonus") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iPercentElitesBonus = (INT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "UnlimitedPoolOfTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bUnlimitedPoolOfTroops = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "QueensInitialPoolOfTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iQueensInitialPoolOfTroops = (INT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "QueenPoolIncrementPerDifficultyLevel") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "EnemyStartingAlertLevel") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iEnemyStartingAlertLevel = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "EnemyAlertDecay") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iEnemyAlertDecay = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "NumAwareBattles") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iNumAwareBattles = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "BaseDelayInMinutesBetweenEvaluations") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "EvaluationDelayVariance") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iEvaluationDelayVariance = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "GracePeriodInHoursAfterSectorLiberation") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "GracePeriodInDaysAfterPatrolDestroyed") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "AggressiveQueenAi") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bAggressiveQueenAi = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "MaxMercDeaths") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iMaxMercDeaths = (INT32) atol(pData->szCharData);
|
||||
}
|
||||
//Creatures Settings
|
||||
else if(strcmp(name, "CreatureSpreadTime") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iCreatureSpreadTime = (UINT16) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "QueenReproductionBase") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iQueenReproductionBase = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "QueenReproductionBonus") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iQueenReproductionBonus = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "QueenInitBonusSpread") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iQueenInitBonusSpread = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "CreaturePopulationModifier") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iCreaturePopulationModifier = (INT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "CreatureTownAggressiveness") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iCreatureTownAggressiveness = (INT8) atol(pData->szCharData);
|
||||
}
|
||||
//sectors
|
||||
else if(strcmp(name, "SectorJ9B1NumTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iJ9B1NumTroops = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "SectorJ9B2NumCreatures") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iJ9B2NumCreatures = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "SectorK4B1NumTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iK4B1NumTroops = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "SectorK4B1NumElites") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iK4B1NumElites = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "SectorO3B1NumTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iO3B1NumTroops = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "SectorO3B1NumElites") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iO3B1NumElites = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "SectorP3B1NumElites") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iP3B1NumElites = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
//Sector
|
||||
else if(strcmp(name, "StrategicAiActionWakeQueen") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bStrategicAiActionWakeQueen = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "UpdateLastDayOfPlayerActivity") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity = (UINT16) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "ChanceOfEnemyAmbushes") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iChanceOfEnemyAmbushes = (INT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "AllowReinforcements") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bAllowReinforcements = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "AllowReinforcementsOmerta") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bAllowReinforcementsOmerta = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "PopulationLevel2") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iDesiredPopulationL2 = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "PopulationLevel3") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iDesiredPopulationL3 = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "WeaponCacheTroops1") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iWeaponCacheTroops1 = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "WeaponCacheTroops2") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iWeaponCacheTroops2 = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "WeaponCacheTroops3") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iWeaponCacheTroops3 = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "WeaponCacheTroops4") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iWeaponCacheTroops4 = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "WeaponCacheTroops5") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iWeaponCacheTroops5 = (UINT8) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "UpgradeAdminsToTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bUpgradeAdminsToTroops2 = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bUpgradeAdminsToTroops = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bQueenLosingControlOfSector = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "BloodcatAmbushSectors") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bBloodcatAmbush = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "AirRaidLookForDive") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bAirRaidLookForDive = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "NumberOfTurnsPowerGenFanWillBeStoppedFor") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = (UINT32) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "RadioSightings") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bRadioSightings = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "RadioSightings2") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bRadioSightings2 = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "EnemyMoraleWorried") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.bEnemyMoraleWorried = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "CthConstantsAimDifficulty") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData);
|
||||
}
|
||||
else if(strcmp(name, "CthConstantsBaseDifficulty") == 0)
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData);
|
||||
}
|
||||
pData->maxReadDepth--;
|
||||
}
|
||||
pData->currentDepth--;
|
||||
}
|
||||
|
||||
BOOLEAN ReadInDifficultySettings( STR fileName, BOOLEAN localizedVersion)
|
||||
{
|
||||
HWFILE hFile;
|
||||
UINT32 uiBytesRead;
|
||||
UINT32 uiFSize;
|
||||
CHAR8 * lpcBuffer;
|
||||
XML_Parser parser = XML_ParserCreate(NULL);
|
||||
|
||||
difficultySettingsParseData pData;
|
||||
|
||||
MaxDifficultySettingsValues = 0;
|
||||
|
||||
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading DifficultySettings.xml" );
|
||||
|
||||
DifficultySettings_TextOnly = localizedVersion;
|
||||
|
||||
// Open file
|
||||
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
|
||||
if ( !hFile )
|
||||
return( localizedVersion );
|
||||
|
||||
uiFSize = FileGetSize(hFile);
|
||||
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
|
||||
|
||||
//Read in block
|
||||
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
|
||||
{
|
||||
MemFree(lpcBuffer);
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
lpcBuffer[uiFSize] = 0; //add a null terminator
|
||||
|
||||
FileClose( hFile );
|
||||
|
||||
|
||||
XML_SetElementHandler(parser, DifficultySettingsParseDataStartElementHandle, difficultySettingsEndElementHandle);
|
||||
XML_SetCharacterDataHandler(parser, DifficultySettingsDataHandle);
|
||||
|
||||
|
||||
memset(&pData,0,sizeof(pData));
|
||||
XML_SetUserData(parser, &pData);
|
||||
|
||||
|
||||
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
|
||||
{
|
||||
CHAR8 errorBuf[511];
|
||||
|
||||
sprintf(errorBuf, "XML Parser Error in DifficultySettings.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
|
||||
LiveMessage(errorBuf);
|
||||
|
||||
MemFree(lpcBuffer);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
MemFree(lpcBuffer);
|
||||
|
||||
|
||||
XML_ParserFree(parser);
|
||||
|
||||
MaxDifficultySettingsValues--;
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
#endif
|
||||
@@ -11,6 +11,11 @@
|
||||
// https://ja2svn.dyndns.org/source/ja2/trunk/Documents/1.13%20Modding/Modding%20Examples
|
||||
#define ENABLE_BRIEFINGROOM
|
||||
|
||||
//----- Externalized difficulty settings to "TableData\DifficultySettings.xml" - by Jazz -----
|
||||
// Once enabled here, the game reads up to 15 difficulty settings from the xml file
|
||||
// INFO: Some INI Settings (ja2_options.ini, CTHConstants.ini and Creature_Settings.ini moved to the xml file)
|
||||
#define DIFFICULTY_SETTING
|
||||
|
||||
// -----------------------------
|
||||
// *****************************
|
||||
// WANNE: Enable those 2 defines, if you want to build UB-Version!!
|
||||
|
||||
@@ -568,6 +568,10 @@
|
||||
RelativePath=".\ub_config.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\XML_DifficultySettings.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\XML_IntroFiles.cpp"
|
||||
>
|
||||
|
||||
@@ -786,6 +786,10 @@
|
||||
RelativePath=".\ub_config.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\XML_DifficultySettings.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\XML_IntroFiles.cpp"
|
||||
>
|
||||
|
||||
@@ -261,6 +261,7 @@
|
||||
<ClCompile Include="SCREENS.cpp" />
|
||||
<ClCompile Include="Sys Globals.cpp" />
|
||||
<ClCompile Include="ub_config.cpp" />
|
||||
<ClCompile Include="XML_DifficultySettings.cpp" />
|
||||
<ClCompile Include="XML_IntroFiles.cpp" />
|
||||
<ClCompile Include="XML_Layout_MainMenu.cpp" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -129,6 +129,9 @@
|
||||
<ClCompile Include="ub_config.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="XML_DifficultySettings.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="builddefines.h">
|
||||
|
||||
@@ -276,6 +276,7 @@
|
||||
<ClCompile Include="SCREENS.cpp" />
|
||||
<ClCompile Include="Sys Globals.cpp" />
|
||||
<ClCompile Include="ub_config.cpp" />
|
||||
<ClCompile Include="XML_DifficultySettings.cpp" />
|
||||
<ClCompile Include="XML_IntroFiles.cpp" />
|
||||
<ClCompile Include="XML_Layout_MainMenu.cpp" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -128,6 +128,9 @@
|
||||
</ClCompile>
|
||||
<ClCompile Include="ub_config.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="XML_DifficultySettings.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
@@ -73,6 +73,10 @@
|
||||
#include "Ja25Update.h"
|
||||
#endif
|
||||
|
||||
#ifdef DIFFICULTY_SETTING
|
||||
#include "GameInitOptionsScreen.h"
|
||||
#endif
|
||||
|
||||
#include "ub_config.h" //legion2
|
||||
#include "Campaign Types.h"
|
||||
#include "Interface.h"
|
||||
@@ -138,6 +142,12 @@ UINT8 ubNumTanks = 0;
|
||||
ubNumElites = 6 + Random( 3 );
|
||||
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
|
||||
break;
|
||||
default:
|
||||
ubNumAdmins = Random( 0 );
|
||||
ubNumTroops = 10 + Random( 5 );
|
||||
ubNumElites = Random( 4 );
|
||||
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -172,6 +182,13 @@ UINT8 ubNumTanks = 0;
|
||||
ubNumElites = 6 + Random( 3 );
|
||||
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
|
||||
break;
|
||||
default:
|
||||
ubNumAdmins = Random( 0 );
|
||||
ubNumTroops = 10 + Random( 5 );
|
||||
ubNumElites = Random( 4 );
|
||||
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user