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Externalized Difficulty Settings
- Removed #ifdef DIFFICULTY_SETTING. Now the new difficulty settings code is always active (by Jazz) - Removed unused INI reading settings These parameters were moved to the file DifficultySettings.xml. ** Ja2_Options.INI ** ENEMY_AP_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_KILLS_PER_PROGRESS_POINT_NOVICE , _EXPERIENCED, _EXPERT, _INSANE INITIAL_GARRISON_PERCENTAGES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE MIN_ENEMY_GROUP_SIZE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE UNLIMITED_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_STARTING_ALERT_LEVEL_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_ALERT_DECAY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_AWARE_BATTLES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE EVALUATION_DELAY_VARIANCE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AGGRESSIVE_QUEEN_AI_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL PERCENT_EXTRA_ELITES_EXPERIENCED , _EXPERT, _INSANE MAX_MERC_DEATHS_EASY , _EXPERIENCED, _EXPERT, _INSANE ** Creatures_Settings.INI ** CREATURE_SPREAD_TIME_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BASE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_INIT_BONUS_SPREAD_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_POPULATION_MODIFIER_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_TOWN_AGGRESSIVENESS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL ** CTHConstants.ini ** BASE_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AIM_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7461 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+11
-22
@@ -24,9 +24,7 @@
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#include "UndergroundInit.h"
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#ifdef DIFFICULTY_SETTING
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#include "GameInitOptionsScreen.h"
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#endif
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extern BOOLEAN InitStrategicMovementCosts();
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void InitKnowFacilitiesFlags( );
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@@ -432,9 +430,8 @@ void BuildUndergroundSectorInfoList()
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//J9
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curr = NewUndergroundNode( 9, 10, 1 );
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#ifdef DIFFICULTY_SETTING
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curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
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#else
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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@@ -450,38 +447,30 @@ void BuildUndergroundSectorInfoList()
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curr->ubNumTroops = 20;
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break;
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}
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#endif
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*/
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//J9 feeding zone
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curr = NewUndergroundNode( 9, 10, 2 );
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#ifdef DIFFICULTY_SETTING
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curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
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#else
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curr->ubNumCreatures = (UINT8)(2 + gGameOptions.ubDifficultyLevel*2 + Random( 2 ));
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#endif
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//curr->ubNumCreatures = (UINT8)(2 + gGameOptions.ubDifficultyLevel*2 + Random( 2 ));
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//K4
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curr = NewUndergroundNode( 4, 11, 1 );
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#ifdef DIFFICULTY_SETTING
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curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
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#else
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curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
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#endif
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//curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
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//curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
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//O3
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curr = NewUndergroundNode( 3, 15, 1 );
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#ifdef DIFFICULTY_SETTING
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curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
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#else
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curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
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#endif
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//curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
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//curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
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//P3
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curr = NewUndergroundNode( 3, 16, 1 );
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#ifdef DIFFICULTY_SETTING
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if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 ));
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else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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@@ -490,7 +479,7 @@ void BuildUndergroundSectorInfoList()
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curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
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else
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curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
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#else
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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@@ -506,7 +495,7 @@ void BuildUndergroundSectorInfoList()
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curr->ubNumElites = 20;
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break;
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}
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#endif
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*/
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//Do all of the mandatory underground mine sectors
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//Drassen's mine
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