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
+3 -11
View File
@@ -55,9 +55,7 @@
#include "CampaignStats.h" // added by Flugente
#include "AIInternals.h"//dnl ch61 180813
#ifdef DIFFICULTY_SETTING
#include "GameInitOptionsScreen.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -2221,7 +2219,6 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
if (PlacementType == BLOODCAT_PLACEMENT_STATIC)
{
// Are bloodcats set to forgo attacking enemies?
#ifdef DIFFICULTY_SETTING
UINT8 DiffLev;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLev = 1;
@@ -2234,10 +2231,8 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
else
DiffLev = 1;
if (gBloodcatPlacements[ ubSectorID ][ DiffLev-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
#else
if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
#endif
if (gBloodcatPlacements[ ubSectorID ][ DiffLev-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
//if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
{
// skip sight between army & bloodcats
if ( pStartSoldier->bTeam == ENEMY_TEAM && pEndSoldier->bTeam == CREATURE_TEAM && pEndSoldier->ubBodyType == BLOODCAT )
@@ -2249,11 +2244,8 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
return( 0 );
}
}
#ifdef DIFFICULTY_SETTING
else if (gBloodcatPlacements[ ubSectorID ][ DiffLev-1 ].ubFactionAffiliation > NON_CIV_GROUP)
#else
else if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
#endif
//else if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP)
{
// Bloodcats in this sector belong to a faction. They adhere to certain rules as a result.
if ( pEndSoldier->bTeam == CREATURE_TEAM && pEndSoldier->ubBodyType == BLOODCAT && pStartSoldier->bSide != gbPlayerNum)