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:
Wanne
2014-08-31 13:39:23 +00:00
parent a2bbeebc54
commit 684e1d6148
42 changed files with 187 additions and 688 deletions
+5 -8
View File
@@ -49,9 +49,7 @@
#include "ub_config.h"
#endif
#ifdef DIFFICULTY_SETTING
#include "GameInitOptionsScreen.h"
#endif
#include "email.h"
#include "mercs.h"
@@ -1297,9 +1295,9 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
// then we're not allowed to kill him (to avoid really pissing off player by killing his very favorite merc)
return;
}
#ifdef DIFFICULTY_SETTING
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
#else
/*
// how many in total can be killed like this depends on player's difficulty setting
switch( gGameOptions.ubDifficultyLevel )
{
@@ -1320,7 +1318,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
ubMaxDeaths = 0;
break;
}
#endif
*/
// if we've already hit the limit in this game, skip these checks
if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
{
@@ -1619,9 +1617,8 @@ 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.
#ifdef DIFFICULTY_SETTING
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
#else
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
@@ -1641,7 +1638,7 @@ UINT8 CurrentPlayerProgressPercentage(void)
ubKillsPerPoint = 10;
break;
}
#endif
*/
usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
if (usKillsProgress > usMaxKillsProgress)
{