cleanup of old code after move of difficulty settings to new file DifficultySettings.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7540 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2014-10-02 19:03:20 +00:00
parent 384d0a36a4
commit 3704d9b8e4
5 changed files with 24 additions and 226 deletions
-11
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@@ -894,11 +894,6 @@ void LoadGameExternalOptions()
//################# Financial Settings #################
gGameExternalOptions.iStartingCashNovice = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_NOVICE",45000, 2000, 0x0FFFFFFF);
gGameExternalOptions.iStartingCashExperienced = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_EXPERIENCED",35000, 2000, 0x0FFFFFFF);
gGameExternalOptions.iStartingCashExpert = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_EXPERT",30000, 2000, 0x0FFFFFFF);
gGameExternalOptions.iStartingCashInsane = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_INSANE",15000, 2000, 0x0FFFFFFF);
// HEADROCK HAM B1: Set % of mine income, where 100% = normal
gGameExternalOptions.usMineIncomePercentage = iniReader.ReadInteger("Financial Settings","MINE_INCOME_PERCENTAGE", 100, 1, 1000);
@@ -3280,9 +3275,6 @@ void LoadCTHConstants()
gGameCTHConstants.BASE_PRONE_STANCE = iniReader.ReadFloat("Base CTH","BASE_PRONE_STANCE",4.0, -1000.0, 1000.0);
gGameCTHConstants.BASE_HEAVY_WEAPON = iniReader.ReadFloat("Base CTH","BASE_HEAVY_WEAPON",2.0, -1000.0, 1000.0);
gGameCTHConstants.BASE_DIFFICULTY[0] = -100.0;
gGameCTHConstants.BASE_DIFFICULTY[5] = 100.0;
////////////////////////////////////////////////////////////
// Coefficients for factors affecting Aiming CTH
////////////////////////////////////////////////////////////
@@ -3320,9 +3312,6 @@ void LoadCTHConstants()
gGameCTHConstants.AIM_ONE_HANDED = iniReader.ReadFloat("Aiming CTH","AIM_ONE_HANDED",2.5, -1000.0, 1000.0);
gGameCTHConstants.AIM_HEAVY_WEAPON = iniReader.ReadFloat("Aiming CTH","AIM_HEAVY_WEAPON",2.0, -1000.0, 1000.0);
gGameCTHConstants.AIM_DIFFICULTY[0] = -100.0;
gGameCTHConstants.AIM_DIFFICULTY[5] = 100.0;
////////////////////////////////////////////////////////////
// Coefficients for factors affecting the Shooting Mechanism
////////////////////////////////////////////////////////////
-118
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@@ -253,11 +253,6 @@ BOOLEAN IsNIVModeValid(bool checkRes = true);
// Snap: Options read from an INI file in the default of custom Data directory
typedef struct
{
INT32 iStartingCashNovice;
INT32 iStartingCashExperienced;
INT32 iStartingCashExpert;
INT32 iStartingCashInsane;
UINT32 iGameStartingTime; //Lalien: game starting time
UINT32 iFirstArrivalDelay;
@@ -294,25 +289,6 @@ typedef struct
INT32 iMaxEnemyGroupSize;
INT32 iReinforcementPoolNovice;
INT32 iReinforcementPoolExperienced;
INT32 iReinforcementPoolExpert;
INT32 iReinforcementPoolInsane;
INT32 iForcePercentageNovice;
INT32 iForcePercentageExperienced;
INT32 iForcePercentageExpert;
INT32 iForcePercentageInsane;
INT32 iPercentElitesBonusExpert;
INT32 iPercentElitesBonusInsane;
INT32 iPercentElitesBonusExperienced;
UINT8 ubMinEnemyGroupSizeNovice;
UINT8 ubMinEnemyGroupSizeExperienced;
UINT8 ubMinEnemyGroupSizeExpert;
UINT8 ubMinEnemyGroupSizeInsane;
BOOLEAN fMercDayOne;
BOOLEAN fAllMercsAvailable;
@@ -321,10 +297,6 @@ typedef struct
// tais: Soldiers wear any armour
UINT8 fSoldiersWearAnyArmour;
INT8 iEasyAPBonus;
INT8 iExperiencedAPBonus;
INT8 iExpertAPBonus;
INT8 iInsaneAPBonus;
INT8 iPlayerAPBonus;
////////////////////////////////////
@@ -471,7 +443,6 @@ typedef struct
BOOLEAN gfAllowReinforcements;
BOOLEAN gfAllowReinforcementsOnlyInCity;
UINT32 guiBaseQueenPoolIncrement;
UINT32 guiAllowMilitiaGroupsDelay;
UINT32 guiTrainVeteranMilitiaDelay;
@@ -607,54 +578,9 @@ typedef struct
INT32 iGunRangeModifier;
INT32 iMeleeDamageModifier;
UINT32 ubEasyEnemyStartingAlertLevel;
UINT32 ubNormalEnemyStartingAlertLevel;
UINT32 ubHardEnemyStartingAlertLevel;
UINT32 ubInsaneEnemyStartingAlertLevel;
UINT32 ubEasyEnemyStartingAlertDecay;
UINT32 ubNormalEnemyStartingAlertDecay;
UINT32 ubHardEnemyStartingAlertDecay;
UINT32 ubInsaneEnemyStartingAlertDecay;
UINT32 ubEasyTimeEvaluateInMinutes;
UINT32 ubNormalTimeEvaluateInMinutes;
UINT32 ubHardTimeEvaluateInMinutes;
UINT32 ubInsaneTimeEvaluateInMinutes;
UINT32 ubEasyTimeEvaluateVariance;
UINT32 ubNormalTimeEvaluateVariance;
UINT32 ubHardTimeEvaluateVariance;
UINT32 ubInsaneTimeEvaluateVariance;
UINT32 ubEasyGracePeriodInHours;
UINT32 ubNormalGracePeriodInHours;
UINT32 ubHardGracePeriodInHours;
UINT32 ubInsaneGracePeriodInHours;
UINT32 ubEasyPatrolGracePeriodInDays;
UINT32 ubNormalPatrolGracePeriodInDays;
UINT32 ubHardPatrolGracePeriodInDays;
UINT32 ubInsanePatrolGracePeriodInDays;
UINT32 ubEasyNumAwareBattles;
UINT32 ubNormalNumAwareBattles;
UINT32 ubHardNumAwareBattles;
UINT32 ubInsaneNumAwareBattles;
// WDS - New AI
BOOLEAN useNewAI;
BOOLEAN gfEasyUnlimitedTroops;
BOOLEAN gfNormalUnlimitedTroops;
BOOLEAN gfHardUnlimitedTroops;
BOOLEAN gfInsaneUnlimitedTroops;
BOOLEAN gfEasyAggressiveQueen;
BOOLEAN gfNormalAggressiveQueen;
BOOLEAN gfHardAggressiveQueen;
BOOLEAN gfInsaneAggressiveQueen;
BOOLEAN gfInvestigateSector;
BOOLEAN gfReassignPendingReinforcements;
@@ -751,10 +677,6 @@ typedef struct
//Kaiden MERC Deaths Externalized:
BOOLEAN gfMercsDieOnAssignment;
INT32 giEasyMercDeaths;
INT32 giExperiencedMercDeaths;
INT32 giExpertMercDeaths;
INT32 giInsaneMercDeaths;
// Lesh: slow enemy items choice progress
BOOLEAN fSlowProgressForEnemyItemsChoice;
@@ -1048,12 +970,6 @@ typedef struct
// HEADROCK HAM 3: If "LEADERSHIP_AFFECTS_MILITIA_QUANTITY" is true, this value determines the lowest leadership required to train a full (default size 10) squad of town militia in one training session.
UINT8 ubReqLeadershipForFullTraining;
// HEADROCK HAM 3: Four INI settings to control the number of kills you must accumulate to win one progress point, one setting per difficulty level
UINT16 usNumKillsPerProgressPointNovice;
UINT16 usNumKillsPerProgressPointExperienced;
UINT16 usNumKillsPerProgressPointExpert;
UINT16 usNumKillsPerProgressPointInsane;
// HEADROCK HAM 3: If enabled, changes the way the game calculates progress. It will look at each progress control separately (Kills/Income/Control/Visited) and set the progress to the HIGHEST scoring control.
BOOLEAN fAlternateProgressCalculation;
@@ -1595,38 +1511,6 @@ typedef struct
UINT8 ubCrepitusFeedingSectorX;
UINT8 ubCrepitusFeedingSectorY;
UINT8 ubCrepitusFeedingSectorZ;
UINT16 usCreatureSpreadTimeNovice;
UINT16 usCreatureSpreadTimeExperienced;
UINT16 usCreatureSpreadTimeExpert;
UINT16 usCreatureSpreadTimeInsane;
UINT8 ubQueenReproductionBaseNovice;
UINT8 ubQueenReproductionBaseExperienced;
UINT8 ubQueenReproductionBaseExpert;
UINT8 ubQueenReproductionBaseInsane;
UINT8 ubQueenReproductionBonusNovice;
UINT8 ubQueenReproductionBonusExperienced;
UINT8 ubQueenReproductionBonusExpert;
UINT8 ubQueenReproductionBonusInsane;
UINT8 ubQueenInitBonusSpreadsNovice;
UINT8 ubQueenInitBonusSpreadsExperienced;
UINT8 ubQueenInitBonusSpreadsExpert;
UINT8 ubQueenInitBonusSpreadsInsane;
INT8 bCreaturePopulationModifierNovice;
INT8 bCreaturePopulationModifierExperienced;
INT8 bCreaturePopulationModifierExpert;
INT8 bCreaturePopulationModifierInsane;
INT8 bCreatureTownAggressivenessNovice;
INT8 bCreatureTownAggressivenessExperienced;
INT8 bCreatureTownAggressivenessExpert;
INT8 bCreatureTownAggressivenessInsane;
} CREATURES_SETTINGS;
typedef struct
@@ -1972,7 +1856,6 @@ typedef struct
FLOAT BASE_CROUCHING_STANCE; // Gun Difficulty Multiplier for shooting from a crouched stance
FLOAT BASE_PRONE_STANCE; // Gun Difficulty Multiplier for shooting from a prone stance
FLOAT BASE_HEAVY_WEAPON; // Gun Difficulty Multiplier for shooting a launcher
FLOAT BASE_DIFFICULTY[6]; // Applied for game difficulty
FLOAT AIM_EXP; // Importance of Experience for AIMING CTH
FLOAT AIM_MARKS; // Importance of Marksmanship for AIMING CTH
@@ -2002,7 +1885,6 @@ typedef struct
FLOAT AIM_TWO_GUNS; // Gun Difficulty multiplier for shooting two guns (halved for each Ambidextrous level)
FLOAT AIM_ONE_HANDED; // Gun Difficulty multiplier for firing a pistol with one hand.
FLOAT AIM_HEAVY_WEAPON; // Gun Difficulty multiplier for shooting a launcher (halved for each Heavy Weapons level)
FLOAT AIM_DIFFICULTY[6]; // Applied for game difficulty
FLOAT MOVEMENT_MRK;
FLOAT MOVEMENT_WIS;
+24 -24
View File
@@ -61,18 +61,18 @@
//This is how often the creatures spread, once the quest begins. The smaller the gap,
//the faster the creatures will advance. This is also directly related to the reproduction
//rates which are applied each time the creatures spread.
#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours
#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours
#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours
#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours
//#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours
//#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours
//#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours
//#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours
//Once the queen is added to the game, we can instantly let her spread x number of times
//to give her a head start. This can also be a useful tool for having slow reproduction rates
//but quicker head start to compensate to make the creatures less aggressive overall.
#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1
#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2
#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3
#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5
//#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1
//#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2
//#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3
//#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5
//This value modifies the chance to populate a given sector. This is different from the previous definition.
//This value gets applied to a potentially complicated formula, using the creature habitat to modify
@@ -80,30 +80,30 @@
//population increases), etc. I would recommend not tweaking the value too much in either direction from
//zero due to the fact that this can greatly effect spread times and maximum populations. Basically, if the
//creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value
#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0
#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0
#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0
#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0
//#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0
//#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0
//#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0
//#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0
//Augments the chance that the creatures will attack a town. The conditions for attacking a town
//are based strictly on the occupation of the creatures in each of the four mine exits. For each creature
//there is a base chance of 10% that the creatures will feed sometime during the night.
#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10
#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0
#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10
#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50
//#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10
//#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0
//#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10
//#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50
//This is how many creatures the queen produces for each cycle of spreading. The higher
//the numbers the faster the creatures will advance.
#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7
#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1
#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9
#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2
#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12
#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3
#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20
#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5
//#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7
//#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1
//#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9
//#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2
//#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12
//#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3
//#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20
//#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5
//When either in a cave level with blue lights or there is a creature presence, then
//we override the normal music with the creature music. The conditions are maintained
-49
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@@ -581,11 +581,6 @@ static int l_GetMidnightOfFutureDayInMinutes (lua_State *L);
static int l_DayTime (lua_State *L);
static int l_NightTime (lua_State *L);
static int l_GetStartingCashNovice (lua_State *L);
static int l_GetStartingCashExperienced (lua_State *L);
static int l_GetStartingCashExpert (lua_State *L);
static int l_GetStartingCashInsane (lua_State *L);
static int l_DeleteTalkingMenu (lua_State *L);
static int l_PlayerMercsInSector (lua_State *L);
@@ -1341,10 +1336,6 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register(L, "SetInvestigateSector", l_SetInvestigateSector );
lua_register(L, "CheckInvestigateSector", l_CheckInvestigateSector );
lua_register(L, "GetStartingCashNovice", l_GetStartingCashNovice );
lua_register(L, "GetStartingCashExperienced", l_GetStartingCashExperienced );
lua_register(L, "GetStartingCashExpert", l_GetStartingCashExpert );
lua_register(L, "GetStartingCashInsane", l_GetStartingCashInsane );
lua_register(L, "GetFirstArrivalDelay", l_GetiFirstArrivalDelay);
lua_register(L, "GetDefaultArrivalSectorX", l_GetubDefaultArrivalSectorX);
lua_register(L, "GetDefaultArrivalSectorY", l_GetubDefaultArrivalSectorY);
@@ -5214,46 +5205,6 @@ static int l_GetubDefaultArrivalSectorX (lua_State *L)
return 1;
}
static int l_GetStartingCashInsane (lua_State *L)
{
UINT32 val = gGameExternalOptions.iStartingCashInsane;
lua_pushinteger(L, val);
return 1;
}
static int l_GetStartingCashExpert (lua_State *L)
{
UINT32 val = gGameExternalOptions.iStartingCashExpert;
lua_pushinteger(L, val);
return 1;
}
static int l_GetStartingCashExperienced (lua_State *L)
{
UINT32 val = gGameExternalOptions.iStartingCashExperienced;
lua_pushinteger(L, val);
return 1;
}
static int l_GetStartingCashNovice (lua_State *L)
{
UINT32 val = gGameExternalOptions.iStartingCashNovice;
lua_pushinteger(L, val);
return 1;
}
static int l_GetWorldTotalMin (lua_State *L)
{
UINT32 uiDate = GetWorldTotalMin();
-24
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@@ -89,18 +89,6 @@ void IniGlobalGameSetting(lua_State *L)
lua_pushinteger(L, gGameExternalOptions.ubChanceTonyAvailable);
lua_setglobal(L, "iniCHANCE_TONY_AVAILABLE");
lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
lua_setglobal(L, "iniSTARTING_CASH_NOVICE");
lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
lua_setglobal(L, "iniSTARTING_CASH_EXPERIENCED");
lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
lua_setglobal(L, "iniSTARTING_CASH_EXPERT");
lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
lua_setglobal(L, "iniSTARTING_CASH_INSANE");
// WANNE: Currently not used
lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
lua_setglobal(L, "iniCAN_TRUE_CIVILIANS_BECOME_HOSTILE");
@@ -526,18 +514,6 @@ void IniGlobalGameSetting(lua_State *L)
lua_pushinteger(L, gGameOptions.ubDifficultyLevel);
lua_setglobal(L, "difficultyLevel");
lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
lua_setglobal(L, "startingCashNovice");
lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
lua_setglobal(L, "startingCashExperienced");
lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
lua_setglobal(L, "startingCashExpert");
lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
lua_setglobal(L, "startingCashInsane");
lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
lua_setglobal(L, "fCanTrueCiviliansBecomeHostile");