diff --git a/GameInitOptionsScreen.cpp b/GameInitOptionsScreen.cpp index 64133b76..3f85d93f 100644 --- a/GameInitOptionsScreen.cpp +++ b/GameInitOptionsScreen.cpp @@ -288,7 +288,7 @@ #define JA2SP_UB_RPC_TEX_AND_JOHN "RPC_TEX_AND_JOHN" #define JA2SP_UB_RANDOM_MANUEL_TEXT "RANDOM_MANUEL_TEXT" -DIFFICULTY_SETTINGS_VALUES zDeffSetting[15]; +DIFFICULTY_SETTINGS_VALUES zDiffSetting[15]; UINT8 MaxDifficultySettingsValues; enum @@ -2672,7 +2672,7 @@ BOOLEAN RenderGIOScreen() RenderGIOSmallSelectionFrame( (GIO_DIF_SETTING_X + 36), (GIO_DIF_SETTING_Y - 3) ); DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_DIF_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); - DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDeffSetting[ iCurrentDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); + DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDiffSetting[ iCurrentDifficulty + 1].szDiffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); //Display the IMP number Title Text RenderGIOSmallSelectionFrame( (GIO_IMP_SETTING_X + 36), (GIO_IMP_SETTING_Y - 3) ); @@ -3151,7 +3151,7 @@ BOOLEAN DoGioMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen void DisplayMessageToUserAboutGameDifficulty() { - DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[iCurrentDifficulty + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack ); + DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDiffSetting[iCurrentDifficulty + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack ); } @@ -3390,7 +3390,7 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY) #define JA2SP_BACKGROUNDS "BACKGROUNDS" #define JA2SP_FOODSYSTEM "FOOD_SYSTEM" -DIFFICULTY_SETTINGS_VALUES zDeffSetting[MAX_DIF_LEVEL]; +DIFFICULTY_SETTINGS_VALUES zDiffSetting[MAX_DIF_LEVEL]; UINT8 MaxDifficultySettingsValues; enum @@ -5705,7 +5705,7 @@ BOOLEAN RenderGIOScreen() RenderGIOSmallSelectionFrame( (GIO_DIF_SETTING_X + 36), (GIO_DIF_SETTING_Y - 3) ); DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_DIF_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); - DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDeffSetting[ iCurrentDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); + DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDiffSetting[ iCurrentDifficulty + 1].szDiffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); //Display the IMP number Title Text RenderGIOSmallSelectionFrame( (GIO_IMP_SETTING_X + 36), (GIO_IMP_SETTING_Y - 3) ); @@ -6160,7 +6160,7 @@ BOOLEAN DoGioMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen void DisplayMessageToUserAboutGameDifficulty() { - DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[iCurrentDifficulty + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack ); + DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDiffSetting[iCurrentDifficulty + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack ); } diff --git a/GameInitOptionsScreen.h b/GameInitOptionsScreen.h index 10f9febc..65b94d85 100644 --- a/GameInitOptionsScreen.h +++ b/GameInitOptionsScreen.h @@ -22,7 +22,7 @@ enum typedef struct { UINT16 uiIndex; - CHAR16 szDeffName[128]; + CHAR16 szDiffName[128]; CHAR16 szConfirmText[255]; CHAR16 szPrefixXmlName[128]; @@ -83,13 +83,13 @@ typedef struct BOOLEAN bRadioSightings; BOOLEAN bRadioSightings2; - FLOAT NewDifficualtySetingsBASE_DIFFICULTY; - FLOAT NewDifficualtySetingsAIM_DIFFICULTY; + FLOAT NewDifficultySettingsBASE_DIFFICULTY; + FLOAT NewDifficultySettingsAIM_DIFFICULTY; BOOLEAN bEnemyMoraleWorried; } DIFFICULTY_SETTINGS_VALUES; extern UINT8 MaxDifficultySettingsValues; -extern DIFFICULTY_SETTINGS_VALUES zDeffSetting[MAX_DIF_LEVEL]; +extern DIFFICULTY_SETTINGS_VALUES zDiffSetting[MAX_DIF_LEVEL]; #endif diff --git a/GameSettings.cpp b/GameSettings.cpp index 5110a63d..5f0e3a94 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -1785,7 +1785,8 @@ void LoadGameExternalOptions() //################# Strategic Gameplay Settings ################## // Allow enemy and militia Strategic Groups to reinforce one another for battles? - gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS",FALSE); + // silversurfer: Obsolete. This is now in DifficultySettings.xml and will be set during InitNewGame(). + gGameExternalOptions.gfAllowReinforcements = TRUE; // Allow reinforcements only between City sectors? gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE); @@ -3950,7 +3951,7 @@ void DisplayGameSettings( ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%S)", pMessageStrings[ MSG_VERSION ], zVersionLabel, czVersionNumber ); //Display the difficulty level - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], zDiffSetting[gGameOptions.ubDifficultyLevel].szDiffName ); //Test Settings ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", L"AllowReinforcements", gGameExternalOptions.gfAllowReinforcements ? L"YES" : L"NO" ); diff --git a/GameVersion.cpp b/GameVersion.cpp index 39bec8fe..1fc9b45e 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -15,9 +15,9 @@ #ifdef JA2EDITOR #ifdef JA2UB - CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8013 (Development Build)" }; #else - CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8013 (Development Build)" }; #endif // ------------------------------ @@ -27,11 +27,11 @@ //DEBUG BUILD VERSION #ifdef JA2UB - CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8013 (Development Build)" }; #elif defined (JA113DEMO) - CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8013 (Development Build)" }; #else - CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8013 (Development Build)" }; #endif #elif defined CRIPPLED_VERSION @@ -46,16 +46,16 @@ //RELEASE BUILD VERSION #ifdef JA2UB - CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8013 (Development Build)" }; #elif defined (JA113DEMO) - CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8013 (Development Build)" }; #else - CHAR16 zVersionLabel[256] = { L"Release v1.13.8006 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Release v1.13.8013 (Development Build)" }; #endif #endif -CHAR8 czVersionNumber[16] = { "Build 15.12.19" }; //YY.MM.DD +CHAR8 czVersionNumber[16] = { "Build 16.01.09" }; //YY.MM.DD CHAR16 zTrackingNumber[16] = { L"Z" }; // SAVE_GAME_VERSION is defined in header, change it there diff --git a/MPHostScreen.cpp b/MPHostScreen.cpp index 4779ea87..7f2e0c14 100644 --- a/MPHostScreen.cpp +++ b/MPHostScreen.cpp @@ -2669,7 +2669,7 @@ BOOLEAN RenderMPHScreen() RenderMPHSmallSelectionFrame( (MPH_DIFFICULTY_SETTING_X + 36), (MPH_DIFFICULTY_SETTING_Y - 3) ); DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (UINT16)(MPH_DIFFICULTY_SETTING_Y-MPH_GAP_BN_SETTINGS + MPH_TITLE_DISTANCE - 12), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); - DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (MPH_DIFFICULTY_SETTING_Y+6), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, zDeffSetting[ iMPHDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); + DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (MPH_DIFFICULTY_SETTING_Y+6), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, zDiffSetting[ iMPHDifficulty + 1].szDiffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); // --------------- // --------------- diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 317e865b..99bf5569 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -5423,7 +5423,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ ) if ( range < 1 ) return; - UINT16 normalgroupsize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize; + UINT16 normalgroupsize = 2 * zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize; FLOAT detect_basechance = 1.0f - pow(0.5f, numberofradiooperators); FLOAT detect_rangefactor = .0f; @@ -5764,7 +5764,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier ) } } - UINT16 usNormalGroupSize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize; + UINT16 usNormalGroupSize = 2 * zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize; FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f; diff --git a/Strategic/Campaign Init.cpp b/Strategic/Campaign Init.cpp index 0c34f92a..9226e55e 100644 --- a/Strategic/Campaign Init.cpp +++ b/Strategic/Campaign Init.cpp @@ -430,32 +430,32 @@ void BuildUndergroundSectorInfoList() //J9 curr = NewUndergroundNode( 9, 10, 1 ); - curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops; + curr->ubNumTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops; //J9 feeding zone curr = NewUndergroundNode( 9, 10, 2 ); - curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 )); + curr->ubNumCreatures = (UINT8)(2 + zDiffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 )); //K4 curr = NewUndergroundNode( 4, 11, 1 ); - curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 )); - curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 )); + curr->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 )); + curr->ubNumElites = (UINT8)(4 + zDiffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 )); //O3 curr = NewUndergroundNode( 3, 15, 1 ); - curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 )); - curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 )); + curr->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 )); + curr->ubNumElites = (UINT8)(4 + zDiffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 )); //P3 curr = NewUndergroundNode( 3, 16, 1 ); if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY ) - curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 )); + curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 )); else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM ) - curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 )); + curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 )); else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD ) - curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 )); + curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 )); else - curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites; + curr->ubNumElites = zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites; //Do all of the mandatory underground mine sectors diff --git a/Strategic/Creature Spreading.cpp b/Strategic/Creature Spreading.cpp index 2c24d2e7..6ee9c616 100644 --- a/Strategic/Creature Spreading.cpp +++ b/Strategic/Creature Spreading.cpp @@ -348,7 +348,7 @@ void InitCreatureQuest() #endif giHabitatedDistance = 0; - giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier; + giPopulationModifier = zDiffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier; //Determine which of the maps are infectible by creatures. Infectible mines //are those that are player controlled and unlimited. We don't want the creatures to @@ -498,8 +498,8 @@ void InitCreatureQuest() //Now determine how often we will spread the creatures. - i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread; - AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 ); + i = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread; + AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDiffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 ); //Set things up so that the creatures can plan attacks on helpless miners and civilians while //they are sleeping. They do their planning at 10PM every day, and decide to attack sometime @@ -656,7 +656,7 @@ void SpreadCreatures() } //queen just produced a litter of creature larvae. Let's do some spreading now. - UINT16 usNewCreatures = (UINT16)(zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus )); + UINT16 usNewCreatures = (UINT16)(zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus )); while( usNewCreatures-- ) { @@ -1673,7 +1673,7 @@ void CreatureNightPlanning() UINT8 ubNumCreatures = CreaturesInUndergroundSector( ubSectorID, 1 ); //10% chance for each creature with difficulty modifier to decide it's time to attack. - if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) ) + if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDiffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) ) { AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID ); } diff --git a/Strategic/Game Init.cpp b/Strategic/Game Init.cpp index 55ac0f60..b7c96740 100644 --- a/Strategic/Game Init.cpp +++ b/Strategic/Game Init.cpp @@ -562,7 +562,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset ) AutoSaveToSlot[3] = FALSE; AutoSaveToSlot[4] = FALSE; - gGameExternalOptions.gfAllowReinforcements = zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcements; + gGameExternalOptions.gfAllowReinforcements = zDiffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcements; #ifdef JA2UB //Ja25 no meanwhiles @@ -748,7 +748,7 @@ fFirstTimeInMapScreen = TRUE; } // ATE: Set starting cash.... - iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash; + iStartingCash = zDiffSetting[gGameOptions.ubDifficultyLevel].iStartingCash; // Setup initial money AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash ); diff --git a/Strategic/LuaInitNPCs.cpp b/Strategic/LuaInitNPCs.cpp index cce82ac5..0a322f03 100644 --- a/Strategic/LuaInitNPCs.cpp +++ b/Strategic/LuaInitNPCs.cpp @@ -13009,7 +13009,7 @@ static int l_SetStartingCashDifLevel (lua_State *L) { INT32 DifficultyLevel = lua_tointeger(L,1); - AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDeffSetting[DifficultyLevel].iStartingCash ); + AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDiffSetting[DifficultyLevel].iStartingCash ); } return 0; diff --git a/Strategic/Meanwhile.cpp b/Strategic/Meanwhile.cpp index 4eb74ba0..5f5871f1 100644 --- a/Strategic/Meanwhile.cpp +++ b/Strategic/Meanwhile.cpp @@ -700,7 +700,7 @@ void ProcessImplicationsOfMeanwhile( void ) { case END_OF_PLAYERS_FIRST_BATTLE: - if( zDeffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen ) + if( zDiffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen ) { //Wake up the queen earlier to punish the good players! ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 ); diff --git a/Strategic/Player Command.cpp b/Strategic/Player Command.cpp index e55f09c3..0778c562 100644 --- a/Strategic/Player Command.cpp +++ b/Strategic/Player Command.cpp @@ -334,7 +334,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B if ( !SectorInfo[ SECTOR( sMapX, sMapY ) ].fSurfaceWasEverPlayerControlled ) { // grant grace period - UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) ); + UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDiffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) ); } } diff --git a/Strategic/PreBattle Interface.cpp b/Strategic/PreBattle Interface.cpp index 8508cb85..e913adaf 100644 --- a/Strategic/PreBattle Interface.cpp +++ b/Strategic/PreBattle Interface.cpp @@ -694,7 +694,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI ) iChance -= (2 * ((ubNumMobileEnemies + ubNumStationaryEnemies) - 6)); // -2% adjustment per enemy beyond 6 // adjust the chance for difficulty setting - iChance = iChance + (zDeffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes); + iChance = iChance + (zDiffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes); // adjust the chance for what we know about the sector if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING ) diff --git a/Strategic/Reinforcement.cpp b/Strategic/Reinforcement.cpp index 5e72377e..b0060f34 100644 --- a/Strategic/Reinforcement.cpp +++ b/Strategic/Reinforcement.cpp @@ -51,7 +51,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub if( !gGameExternalOptions.gfAllowReinforcements ) return; - if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&& ( !zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta ) ) //Madd: skip Omerta //Lal: but not on insane ;-) + if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&& ( !zDiffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta ) ) //Madd: skip Omerta //Lal: but not on insane ;-) return; GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE ); diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 66b52306..d46c9ec7 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -1175,17 +1175,17 @@ void InitStrategicAI() dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus ); } - giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops; - giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages; - giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel; - giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay; - gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize; - gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation; - gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops; - gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi; + giReinforcementPool = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops; + giForcePercentage = zDiffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages; + giArmyAlertness = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel; + giArmyAlertnessDecay = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay; + gubMinEnemyGroupSize = zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize; + gubHoursGracePeriod = zDiffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation; + gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops; + gfAggressiveQueen = zDiffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi; // 475 is 7:55am in minutes since midnight, the time the game starts on day 1 - AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 ); + AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 ); //Initialize the sectorinfo structure so all sectors don't point to a garrisonID. for( i = 0; i <= 255; ++i ) @@ -1199,25 +1199,25 @@ void InitStrategicAI() //Eliminate more perimeter defenses on the easier levels. - if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE) + if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE) { gArmyComp[ LEVEL2_DEFENCE ].bDesiredPopulation = 0; gArmyComp[ LEVEL2_DEFENCE ].bStartPopulation = 0; } - if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE) + if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE) { gArmyComp[ LEVEL3_DEFENCE ].bDesiredPopulation = 0; gArmyComp[ LEVEL3_DEFENCE ].bStartPopulation = 0; } - if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE && zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE) + if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == TRUE || zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == TRUE) { for( i = 0; i < NUM_ARMY_COMPOSITIONS; ++i ) { if ( i != OMERTA_WELCOME_WAGON ) { - iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus; + iPercentElitesBonus = zDiffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus; gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus); gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus); gArmyComp[ i ].bAdminPercentage = 0; @@ -1592,7 +1592,7 @@ void InitStrategicAI() { pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); if (ubPicked[0] == 0) ubPicked[0] = ubSector; else if (ubPicked[1] == 0) @@ -1610,7 +1610,7 @@ void InitStrategicAI() { pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); if (ubPicked[0] == 0) ubPicked[0] = ubSector; else if (ubPicked[1] == 0) @@ -1628,7 +1628,7 @@ void InitStrategicAI() { pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); if (ubPicked[0] == 0) ubPicked[0] = ubSector; else if (ubPicked[1] == 0) @@ -1646,7 +1646,7 @@ void InitStrategicAI() { pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); if (ubPicked[0] == 0) ubPicked[0] = ubSector; else if (ubPicked[1] == 0) @@ -1664,7 +1664,7 @@ void InitStrategicAI() { pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); if (ubPicked[0] == 0) ubPicked[0] = ubSector; else if (ubPicked[1] == 0) @@ -1688,23 +1688,23 @@ void InitStrategicAI() { pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); /* pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 @@ -3410,7 +3410,7 @@ void EvaluateQueenSituation() dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus ); } - uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )); + uiOffset += dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )); if( !giReinforcementPool ) { @@ -3418,7 +3418,7 @@ void EvaluateQueenSituation() uiOffset *= 10; //Madd: don't need an unlimited troops check here, since they can never run out like this - giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ; + giReinforcementPool += ( zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ; AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 ); return; @@ -3679,8 +3679,8 @@ BOOLEAN LoadStrategicAI( HWFILE hFile ) UINT8 ubSAIVersion; INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize; - gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops; - gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi; + gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops; + gfAggressiveQueen = zDiffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi; DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic6"); FileRead( hFile, gbPadding2, 3, &uiNumBytesRead ); @@ -5437,7 +5437,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto case NPC_ACTION_GIVE_KNOWLEDGE_OF_ALL_MERCS: //temporarily make the queen's forces more aware (high alert) - gubNumAwareBattles = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles; + gubNumAwareBattles = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles; break; default: @@ -5795,7 +5795,7 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY, if (value9 == 0) value9 = 1; } - if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector ) + if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDiffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector ) { //This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore. return; @@ -6339,7 +6339,7 @@ void UpgradeAdminsToTroops() while ( ubAdminsToCheck > 0) { // chance to upgrade at each check is random, and also dependant on the garrison's priority - if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops ) + if ( Chance ( bPriority ) || zDiffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops ) { pSector->ubNumAdmins--; pSector->ubNumTroops++; @@ -6393,7 +6393,7 @@ void UpgradeAdminsToTroops() while ( ubAdminsToCheck > 0) { // chance to upgrade at each check is random, and also dependant on the group's priority - if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 ) + if ( Chance ( bPriority ) || zDiffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 ) { pGroup->pEnemyGroup->ubNumAdmins--; pGroup->pEnemyGroup->ubNumTroops++; @@ -6643,7 +6643,7 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup ) if( iPatrolID != -1 ) { - gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100); + gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDiffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100); } } } diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index 92243175..166f44d4 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -15719,7 +15719,7 @@ void DumpSectorDifficultyInfo( void ) // NOTE: This operates on the selected map sector! CHAR16 wSectorName[ 128 ]; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDiffSetting[gGameOptions.ubDifficultyLevel].szDiffName ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Highest Progress (0-100) = %d%%", HighestPlayerProgressPercentage() ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Player Kills = %d", gStrategicStatus.usPlayerKills ); diff --git a/Tactical/Air Raid.cpp b/Tactical/Air Raid.cpp index 7c1a361e..76e3cc8f 100644 --- a/Tactical/Air Raid.cpp +++ b/Tactical/Air Raid.cpp @@ -512,7 +512,7 @@ void AirRaidLookForDive( ) { // If we are are beginning game, only do gun dives.. - if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive ) + if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDiffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive ) { if ( gbNumDives == 0 ) { diff --git a/Tactical/Campaign.cpp b/Tactical/Campaign.cpp index 51098619..1ca3e2ad 100644 --- a/Tactical/Campaign.cpp +++ b/Tactical/Campaign.cpp @@ -1293,7 +1293,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID ) return; } - ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths; + ubMaxDeaths = zDiffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths; // if we've already hit the limit in this game, skip these checks if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths) @@ -1592,7 +1592,7 @@ UINT8 CurrentPlayerProgressPercentage(void) // kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500) // HEADROCK HAM 3: Externalized all four Kills-per-point ratios. - ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint; + ubKillsPerPoint = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint; usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint; if (usKillsProgress > usMaxKillsProgress) diff --git a/Tactical/Ja25_Tactical.cpp b/Tactical/Ja25_Tactical.cpp index 534679eb..55b80e2b 100644 --- a/Tactical/Ja25_Tactical.cpp +++ b/Tactical/Ja25_Tactical.cpp @@ -1822,7 +1822,7 @@ void HandleInitialEventsInHeliCrash() UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor() { - return( zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor ); + return( zDiffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor ); } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 72a52c7d..836e400b 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -2063,7 +2063,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void ) //if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum) if ( this->bTeam == ENEMY_TEAM ) { - ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus; + ubPoints += zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus; } // Bonus to Militia APs else if ( this->bTeam == MILITIA_TEAM ) @@ -2173,7 +2173,7 @@ void SOLDIERTYPE::CalcNewActionPoints( void ) if ( this->bTeam == ENEMY_TEAM ) { - usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus; + usMaxActionPnts += zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus; } // Bonus to Militia APs else if ( this->bTeam == MILITIA_TEAM ) diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index a602dafe..b7fbb1f7 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -5969,7 +5969,7 @@ else // GAME DIFFICULTY if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) ) { - iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY; + iBaseModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsBASE_DIFFICULTY; } // Percentage based-modifier from the weapon and its attachments @@ -6300,7 +6300,7 @@ else // GAME DIFFICULTY if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) ) { - iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY; + iAimModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsAIM_DIFFICULTY; } // Percent modifier from the weapon and its attachments @@ -12936,7 +12936,7 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier) // GAME DIFFICULTY if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) ) { - fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY; + fBaseModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsBASE_DIFFICULTY; } return fBaseModifier; @@ -13243,7 +13243,7 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier) // GAME DIFFICULTY if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) ) { - fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY; + fAimModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsAIM_DIFFICULTY; } return fAimModifier; diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index 90d57076..0ce4276e 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -933,7 +933,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags) RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE ); } // unless in easy mode allow alerted enemies to radio - else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings ) + else if ( zDiffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings ) { // don't allow admins to radio //Madd: Huh? why not admins? removed. @@ -980,10 +980,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags) RadioSightings(pThem,pSoldier->ubID, pThem->bTeam); } // unless in easy mode allow alerted enemies to radio - else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 ) + else if ( zDiffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 ) { // don't allow admins to radio - if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR ) + // silversurfer: Why not? Removed just like above. + if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition ) //&& pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR ) { RadioSightings(pThem,EVERYBODY, pThem->bTeam ); } diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 3abd66a7..8cfe6c7b 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -2316,7 +2316,7 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier) // SANDRO - on Insane difficulty enemy morale cannot go below worried if ( bMoraleCategory == MORALE_HOPELESS ) { - if ( pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID || zDeffSetting[gGameOptions.ubDifficultyLevel].bEnemyMoraleWorried ) + if ( pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID || zDiffSetting[gGameOptions.ubDifficultyLevel].bEnemyMoraleWorried ) bMoraleCategory = MORALE_WORRIED; } diff --git a/XML_DifficultySettings.cpp b/XML_DifficultySettings.cpp index 6bcc5975..76d67a20 100644 --- a/XML_DifficultySettings.cpp +++ b/XML_DifficultySettings.cpp @@ -148,84 +148,84 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name) if (!DifficultySettings_TextOnly) { - wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName); - wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText); - zDeffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash; - zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus; - zDeffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint; - zDeffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages; - zDeffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize; - zDeffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops; - zDeffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops; - zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel; - zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel; - zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay; - zDeffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles; - zDeffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations; - zDeffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance; - zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation; - zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed; - zDeffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi; - zDeffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths; + wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szDiffName, pData->curDifficultySettings.szDiffName); + wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText); + zDiffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash; + zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus; + zDiffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint; + zDiffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages; + zDiffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize; + zDiffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops; + zDiffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops; + zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel; + zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel; + zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay; + zDiffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles; + zDiffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations; + zDiffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance; + zDiffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation; + zDiffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed; + zDiffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi; + zDiffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths; //Creatures Settings - zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime; - zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase; - zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus; - zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread; - zDeffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier; - zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness; + zDiffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime; + zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase; + zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus; + zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread; + zDiffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier; + zDiffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness; //sectors - zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops; - zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures; - zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops; - zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites; - zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops; - zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites; - zDeffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites; + zDiffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops; + zDiffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures; + zDiffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops; + zDiffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites; + zDiffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops; + zDiffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites; + zDiffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites; //Other - zDeffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen; - zDeffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity; - zDeffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes; - zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements; - zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta; - zDeffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus; - zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2; - zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3; + zDiffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen; + zDiffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity; + zDiffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes; + zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements; + zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta; + zDiffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus; + zDiffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2; + zDiffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3; - zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1; - zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2; - zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3; - zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4; - zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5; + zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1; + zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2; + zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3; + zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4; + zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5; - zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops; - zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2; + zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops; + zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2; - zDeffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector; + zDiffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector; - zDeffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush; - zDeffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive; + zDiffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush; + zDiffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive; - zDeffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; + zDiffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; - zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings; - zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2; + zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings; + zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2; - zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY; - zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY; + zDiffSetting[pData->curDifficultySettings.uiIndex].NewDifficultySettingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficultySettingsAIM_DIFFICULTY; + zDiffSetting[pData->curDifficultySettings.uiIndex].NewDifficultySettingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficultySettingsBASE_DIFFICULTY; - zDeffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried; + zDiffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried; } else { - wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName); - wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText); + wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szDiffName, pData->curDifficultySettings.szDiffName); + wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText); } } @@ -239,8 +239,8 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name) { pData->curElement = ELEMENT; - MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szDeffName, sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) ); - pData->curDifficultySettings.szDeffName[sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) - 1] = '\0'; + MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szDiffName, sizeof(pData->curDifficultySettings.szDiffName)/sizeof(pData->curDifficultySettings.szDiffName[0]) ); + pData->curDifficultySettings.szDiffName[sizeof(pData->curDifficultySettings.szDiffName)/sizeof(pData->curDifficultySettings.szDiffName[0]) - 1] = '\0'; } else if(strcmp(name, "ConfirmText") == 0 ) { @@ -515,12 +515,12 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name) else if(strcmp(name, "CthConstantsAimDifficulty") == 0) { pData->curElement = ELEMENT; - pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData); + pData->curDifficultySettings.NewDifficultySettingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData); } else if(strcmp(name, "CthConstantsBaseDifficulty") == 0) { pData->curElement = ELEMENT; - pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData); + pData->curDifficultySettings.NewDifficultySettingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData); } pData->maxReadDepth--; }