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