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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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+54
-2
@@ -55,6 +55,10 @@
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#include "Ja25_Tactical.h"
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#endif
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#ifdef DIFFICULTY_SETTING
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#include "GameInitOptionsScreen.h"
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#endif
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#include "Music Control.h"
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#include "connect.h"
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@@ -931,7 +935,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
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}
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// unless in easy mode allow alerted enemies to radio
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#ifdef DIFFICULTY_SETTING
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings == TRUE )
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#else
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else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
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#endif
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{
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// don't allow admins to radio
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//Madd: Huh? why not admins? removed.
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@@ -978,7 +986,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
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}
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// unless in easy mode allow alerted enemies to radio
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#ifdef DIFFICULTY_SETTING
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 == TRUE )
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#else
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else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
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#endif
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{
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// don't allow admins to radio
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if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
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@@ -2503,10 +2515,28 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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else if ( pOpponent->ubBodyType == BLOODCAT && pOpponent->aiData.bNeutral)
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{
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// HEADROCK HAM 3.6: If bloodcats are set as affiliated with civilians, do not trigger hostilities.
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#ifdef DIFFICULTY_SETTING
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UINT8 DiffLevel;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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DiffLevel = 1;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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DiffLevel = 2;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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DiffLevel = 3;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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DiffLevel = 4;
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else
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DiffLevel = 1;
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if ( gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ 0 ].PlacementType != BLOODCAT_PLACEMENT_STATIC ||
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gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ DiffLevel - 1 ].ubFactionAffiliation == NON_CIV_GROUP ||
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gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ DiffLevel - 1 ].ubFactionAffiliation == QUEENS_CIV_GROUP )
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#else
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if ( gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ 0 ].PlacementType != BLOODCAT_PLACEMENT_STATIC ||
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gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ gGameOptions.ubDifficultyLevel - 1 ].ubFactionAffiliation == NON_CIV_GROUP ||
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gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ gGameOptions.ubDifficultyLevel - 1 ].ubFactionAffiliation == QUEENS_CIV_GROUP )
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{
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#endif
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{
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MakeBloodcatsHostile();
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}
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/*
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@@ -6020,9 +6050,27 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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UINT8 ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
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UINT8 PlacementType = gBloodcatPlacements[ ubSectorID ][0].PlacementType;
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#ifdef DIFFICULTY_SETTING
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UINT8 DiffLevel;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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DiffLevel = 1;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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DiffLevel = 2;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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DiffLevel = 3;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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DiffLevel = 4;
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else
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DiffLevel = 1;
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#endif
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if (PlacementType == BLOODCAT_PLACEMENT_STATIC)
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{
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if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
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#ifdef DIFFICULTY_SETTING
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if (gBloodcatPlacements[ ubSectorID ][ DiffLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
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#else
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if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
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#endif
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{
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// skip noises between army & bloodcats
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if ( pSoldier->bTeam == ENEMY_TEAM && MercPtrs[ ubNoiseMaker ]->ubBodyType == BLOODCAT && MercPtrs[ ubNoiseMaker ]->bTeam == CREATURE_TEAM )
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@@ -6034,7 +6082,11 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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continue;
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}
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}
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#ifdef DIFFICULTY_SETTING
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else if (gBloodcatPlacements[ ubSectorID ][ DiffLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
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#else
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else if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
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#endif
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{
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if ( MercPtrs[ ubNoiseMaker ]->ubBodyType == BLOODCAT && MercPtrs[ ubNoiseMaker ]->bTeam == CREATURE_TEAM && pSoldier->bSide != gbPlayerNum)
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{
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