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
+24 -24
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@@ -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
View File
@@ -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");