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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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+8
-16
@@ -134,9 +134,7 @@
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#endif
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#include "XML.h"
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#ifdef DIFFICULTY_SETTING
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#include "GameInitOptionsScreen.h"
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#endif
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// OJW - 20090419
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UINT8 giMAXIMUM_NUMBER_OF_PLAYER_MERCS = CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS;
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@@ -4355,7 +4353,6 @@ SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
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}
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// HEADROCK HAM 3.6: If this sector has affiliated bloodcats, make them all hostile.
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#ifdef DIFFICULTY_SETTING
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UINT8 DiffLevel;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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DiffLevel = 1;
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@@ -4369,10 +4366,10 @@ SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
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DiffLevel = 1;
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if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup )
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#else
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/*
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if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup )
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#endif
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*/
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{
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MakeBloodcatsHostile();
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}
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@@ -8872,7 +8869,6 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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// Attacked a bloodcat.
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MakeBloodcatsHostile();
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// Are bloodcats in this sector affiliated with a faction?
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#ifdef DIFFICULTY_SETTING
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UINT8 DiffLevel;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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DiffLevel = 1;
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@@ -8887,15 +8883,14 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP )
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#else
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/*
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if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP )
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#endif
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*/
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{
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// Temporarily change bloodcat's civilian group
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UINT8 ubFaction = pTarget->ubCivilianGroup;
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#ifdef DIFFICULTY_SETTING
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UINT8 DiffLevel2;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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DiffLevel2 = 1;
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@@ -8909,9 +8904,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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DiffLevel2 = 1;
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pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel2-1 ].ubFactionAffiliation;
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#else
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pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation;
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#endif
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// pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation;
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// Make entire faction hostile
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CivilianGroupMembersChangeSidesWithinProximity( pTarget );
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// Change back
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@@ -8962,7 +8955,6 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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CivilianGroupMembersChangeSidesWithinProximity( pTarget );
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// HEADROCK HAM 3.6: If there are bloodcats affiliated with his group...
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#ifdef DIFFICULTY_SETTING
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UINT8 DiffLevel;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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DiffLevel = 1;
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@@ -8977,10 +8969,10 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup )
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#else
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if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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/*
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if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
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gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup )
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#endif
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*/
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{
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// Make them hostile.
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MakeBloodcatsHostile();
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