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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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@@ -49,9 +49,7 @@
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#include "ub_config.h"
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#endif
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#ifdef DIFFICULTY_SETTING
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#include "GameInitOptionsScreen.h"
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#endif
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#include "email.h"
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#include "mercs.h"
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@@ -1297,9 +1295,9 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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// then we're not allowed to kill him (to avoid really pissing off player by killing his very favorite merc)
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return;
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}
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#ifdef DIFFICULTY_SETTING
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ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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#else
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/*
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// how many in total can be killed like this depends on player's difficulty setting
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switch( gGameOptions.ubDifficultyLevel )
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{
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@@ -1320,7 +1318,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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ubMaxDeaths = 0;
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break;
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}
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#endif
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*/
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// if we've already hit the limit in this game, skip these checks
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if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
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{
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@@ -1619,9 +1617,8 @@ UINT8 CurrentPlayerProgressPercentage(void)
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// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
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// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
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#ifdef DIFFICULTY_SETTING
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ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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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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@@ -1641,7 +1638,7 @@ UINT8 CurrentPlayerProgressPercentage(void)
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ubKillsPerPoint = 10;
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break;
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}
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#endif
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*/
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usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
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if (usKillsProgress > usMaxKillsProgress)
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{
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