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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
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@@ -36,9 +36,7 @@
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#include "Strategic Mines.h"
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#include "connect.h"
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#ifdef DIFFICULTY_SETTING
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#include "GameInitOptionsScreen.h"
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#endif
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#ifdef JA2BETAVERSION
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BOOLEAN gfClearCreatureQuest = FALSE;
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@@ -349,9 +347,8 @@ void InitCreatureQuest()
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#endif
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giHabitatedDistance = 0;
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#ifdef DIFFICULTY_SETTING
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giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
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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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@@ -367,7 +364,7 @@ void InitCreatureQuest()
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giPopulationModifier = INSANE_POPULATION_MODIFIER;
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break;
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}
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#endif
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*/
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//Determine which of the maps are infectible by creatures. Infectible mines
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//are those that are player controlled and unlimited. We don't want the creatures to
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@@ -517,10 +514,9 @@ void InitCreatureQuest()
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//Now determine how often we will spread the creatures.
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#ifdef DIFFICULTY_SETTING
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
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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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@@ -540,7 +536,7 @@ void InitCreatureQuest()
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, INSANE_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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}
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#endif
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*/
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//Set things up so that the creatures can plan attacks on helpless miners and civilians while
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//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
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@@ -651,11 +647,9 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
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case DIF_LEVEL_INSANE: //200%
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iAbsoluteMaxPopulation *= 2;
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break;
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#ifdef DIFFICULTY_SETTING
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default:
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default:
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iAbsoluteMaxPopulation /= 2; //Half
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break;
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#endif
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}
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//Calculate the desired max population percentage based purely on current distant to creature range.
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@@ -701,9 +695,8 @@ void SpreadCreatures()
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}
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//queen just produced a litter of creature larvae. Let's do some spreading now.
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#ifdef DIFFICULTY_SETTING
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usNewCreatures = (UINT16)( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
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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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@@ -719,7 +712,7 @@ void SpreadCreatures()
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usNewCreatures = (UINT16)(INSANE_QUEEN_REPRODUCTION_BASE + Random( 1 + INSANE_QUEEN_REPRODUCTION_BONUS ));
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break;
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}
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#endif
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*/
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while( usNewCreatures-- )
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{
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@@ -1761,13 +1754,12 @@ void CreatureNightPlanning()
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//10% chance for each creature with difficulty modifier to decide it's time to attack.
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#ifdef DIFFICULTY_SETTING
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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#else
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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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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@@ -1799,7 +1791,7 @@ void CreatureNightPlanning()
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}
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break;
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}
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#endif
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*/
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//if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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//{ //10% chance for each creature to decide it's time to attack.
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// AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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