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
-118
View File
@@ -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;