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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
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@@ -8,5 +8,79 @@ UINT32 GameInitOptionsScreenShutdown( void );
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BOOLEAN SpIniExists();
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#ifdef DIFFICULTY_SETTING
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typedef struct
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{
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UINT16 uiIndex;
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CHAR16 szDeffName[128];
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CHAR16 szConfirmText[255];
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CHAR16 szPrefixXmlName[128];
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INT32 iStartingCash;
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INT8 iEnemyAPBonus;
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UINT16 iNumKillsPerProgressPoint;
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INT32 iInitialGarrisonPercentages;
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UINT8 iMinEnemyGroupSize;
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BOOLEAN bUnlimitedPoolOfTroops;
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INT32 iQueensInitialPoolOfTroops;
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UINT32 iQueenPoolIncrementPerDifficultyLevel;
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UINT32 iEnemyStartingAlertLevel;
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UINT32 iEnemyAlertDecay;
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UINT32 iNumAwareBattles;
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UINT32 iBaseDelayInMinutesBetweenEvaluations;
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UINT32 iEvaluationDelayVariance;
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UINT32 iGracePeriodInHoursAfterSectorLiberation;
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UINT32 iGracePeriodInDaysAfterPatrolDestroyed;
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BOOLEAN bAggressiveQueenAi;
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INT32 iMaxMercDeaths;
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//Creatures Settings
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UINT16 iCreatureSpreadTime;
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UINT8 iQueenReproductionBase;
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UINT8 iQueenReproductionBonus;
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UINT8 iQueenInitBonusSpread;
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INT8 iCreaturePopulationModifier;
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INT8 iCreatureTownAggressiveness;
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//sectors
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UINT8 iJ9B1NumTroops;
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UINT8 iJ9B2NumCreatures;
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UINT8 iK4B1NumTroops;
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UINT8 iK4B1NumElites;
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UINT8 iO3B1NumTroops;
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UINT8 iO3B1NumElites;
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UINT8 iP3B1NumElites;
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BOOLEAN bStrategicAiActionWakeQueen;
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UINT16 iUpdateLastDayOfPlayerActivity;
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INT32 iChanceOfEnemyAmbushes;
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BOOLEAN bAllowReinforcements;
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BOOLEAN bAllowReinforcementsOmerta;
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INT32 iPercentElitesBonus;
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BOOLEAN iDesiredPopulationL3;
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BOOLEAN iDesiredPopulationL2;
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UINT8 iWeaponCacheTroops1;
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UINT8 iWeaponCacheTroops2;
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UINT8 iWeaponCacheTroops3;
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UINT8 iWeaponCacheTroops4;
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UINT8 iWeaponCacheTroops5;
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BOOLEAN bUpgradeAdminsToTroops;
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BOOLEAN bUpgradeAdminsToTroops2;
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BOOLEAN bQueenLosingControlOfSector;
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BOOLEAN bBloodcatAmbush;
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BOOLEAN bAirRaidLookForDive;
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UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB
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BOOLEAN bRadioSightings;
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BOOLEAN bRadioSightings2;
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FLOAT NewDifficualtySetingsBASE_DIFFICULTY;
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FLOAT NewDifficualtySetingsAIM_DIFFICULTY;
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BOOLEAN bEnemyMoraleWorried;
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} DIFFICULTY_SETTINGS_VALUES;
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extern UINT8 MaxDifficultySettingsValues;
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extern DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
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#endif
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#endif
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