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
+10 -27
View File
@@ -55,9 +55,7 @@
#include "Ja25_Tactical.h"
#endif
#ifdef DIFFICULTY_SETTING
#include "GameInitOptionsScreen.h"
#endif
#include "Music Control.h"
@@ -934,12 +932,9 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
// revealing roofs and looking for items handled here, too
RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
}
// unless in easy mode allow alerted enemies to radio
#ifdef DIFFICULTY_SETTING
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings == TRUE )
#else
else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
#endif
//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
{
// don't allow admins to radio
//Madd: Huh? why not admins? removed.
@@ -985,12 +980,9 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
#endif
RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
}
// unless in easy mode allow alerted enemies to radio
#ifdef DIFFICULTY_SETTING
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 == TRUE )
#else
else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
#endif
//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
{
// don't allow admins to radio
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
@@ -2515,7 +2507,6 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
else if ( pOpponent->ubBodyType == BLOODCAT && pOpponent->aiData.bNeutral)
{
// HEADROCK HAM 3.6: If bloodcats are set as affiliated with civilians, do not trigger hostilities.
#ifdef DIFFICULTY_SETTING
UINT8 DiffLevel;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel = 1;
@@ -2531,11 +2522,11 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
if ( gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ 0 ].PlacementType != BLOODCAT_PLACEMENT_STATIC ||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ DiffLevel - 1 ].ubFactionAffiliation == NON_CIV_GROUP ||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ DiffLevel - 1 ].ubFactionAffiliation == QUEENS_CIV_GROUP )
#else
/*
if ( gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ 0 ].PlacementType != BLOODCAT_PLACEMENT_STATIC ||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ gGameOptions.ubDifficultyLevel - 1 ].ubFactionAffiliation == NON_CIV_GROUP ||
gBloodcatPlacements[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ gGameOptions.ubDifficultyLevel - 1 ].ubFactionAffiliation == QUEENS_CIV_GROUP )
#endif
*/
{
MakeBloodcatsHostile();
}
@@ -6049,8 +6040,7 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
// Also, there's a toggle that determines whether or not bloodcats can sense enemies in this sector.
UINT8 ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
UINT8 PlacementType = gBloodcatPlacements[ ubSectorID ][0].PlacementType;
#ifdef DIFFICULTY_SETTING
UINT8 DiffLevel;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel = 1;
@@ -6062,15 +6052,11 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
DiffLevel = 4;
else
DiffLevel = 1;
#endif
if (PlacementType == BLOODCAT_PLACEMENT_STATIC)
{
#ifdef DIFFICULTY_SETTING
if (gBloodcatPlacements[ ubSectorID ][ DiffLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
#else
if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
#endif
//if (gBloodcatPlacements[ ubSectorID ][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == QUEENS_CIV_GROUP)
{
// skip noises between army & bloodcats
if ( pSoldier->bTeam == ENEMY_TEAM && MercPtrs[ ubNoiseMaker ]->ubBodyType == BLOODCAT && MercPtrs[ ubNoiseMaker ]->bTeam == CREATURE_TEAM )
@@ -6081,12 +6067,9 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
{
continue;
}
}
#ifdef DIFFICULTY_SETTING
}
else if (gBloodcatPlacements[ ubSectorID ][ DiffLevel-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)
{
if ( MercPtrs[ ubNoiseMaker ]->ubBodyType == BLOODCAT && MercPtrs[ ubNoiseMaker ]->bTeam == CREATURE_TEAM && pSoldier->bSide != gbPlayerNum)
{