removed obsolete code

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7464 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-08-31 20:42:20 +00:00
parent fce1904d12
commit ee27f27895
25 changed files with 126 additions and 775 deletions
+9 -81
View File
@@ -288,22 +288,9 @@
#define JA2SP_UB_RPC_TEX_AND_JOHN "RPC_TEX_AND_JOHN"
#define JA2SP_UB_RANDOM_MANUEL_TEXT "RANDOM_MANUEL_TEXT"
//#define NUM_DIFF_SETTINGS 4
DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
UINT8 MaxDifficultySettingsValues;
//Difficulty settings
enum
{
GIO_DIFF_EASY,
GIO_DIFF_MED,
GIO_DIFF_HARD,
GIO_DIFF_INSANE,
GIO_DIFF_NEW = GIO_DIFF_INSANE + 245,
// NUM_DIFF_SETTINGS,
};
enum
{
GIO_TRAITS_OLD,
@@ -1427,12 +1414,11 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
{
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 2 )
// if ( iCurrentDifficulty < MaxDifficultySettingsValues /*2*/ )
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 2 )
{
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
iCurrentDifficulty++;
++iCurrentDifficulty;
gfReRenderGIOScreen =TRUE;
}
else
@@ -1444,12 +1430,11 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 2 ) //2
//if ( iCurrentDifficulty < MaxDifficultySettingsValues /*2*/ )
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 2 ) //2
{
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
iCurrentDifficulty++;
++iCurrentDifficulty;
gfReRenderGIOScreen =TRUE;
}
else
@@ -2688,7 +2673,6 @@ BOOLEAN RenderGIOScreen()
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_DIF_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDeffSetting[ iCurrentDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
// DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iCurrentDifficulty + 9 ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the IMP number Title Text
RenderGIOSmallSelectionFrame( (GIO_IMP_SETTING_X + 36), (GIO_IMP_SETTING_Y - 3) );
@@ -3060,7 +3044,6 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
gGameUBOptions.fRandomManuelText = GetCurrentTextStyleButtonSetting();
gGameOptions.ubDifficultyLevel = min( MaxDifficultySettingsValues-1, ( max( 1, (iCurrentDifficulty + 1)) ));
//gGameOptions.ubDifficultyLevel = min( NUM_DIFF_SETTINGS-1, ( max( 1, (iCurrentDifficulty + 1)) ));
gGameOptions.fTurnTimeLimit = FALSE;
@@ -3168,26 +3151,7 @@ BOOLEAN DoGioMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen
void DisplayMessageToUserAboutGameDifficulty()
{
UINT8 ubDiffLevel = iCurrentDifficulty;
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[ubDiffLevel + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
/*
switch( ubDiffLevel )
{
case 0:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_NOVICE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
case 1:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_EXPERIENCED], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
case 2:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_EXPERT], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
case 3:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_INSANE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
}
*/
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[ubDiffLevel + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
}
@@ -3426,22 +3390,9 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY)
#define JA2SP_BACKGROUNDS "BACKGROUNDS"
#define JA2SP_FOODSYSTEM "FOOD_SYSTEM"
//#define NUM_DIFF_SETTINGS 3
DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
DIFFICULTY_SETTINGS_VALUES zDeffSetting[MAX_DIF_LEVEL];
UINT8 MaxDifficultySettingsValues;
//Difficulty settings
enum
{
GIO_DIFF_EASY,
GIO_DIFF_MED,
GIO_DIFF_HARD,
GIO_DIFF_INSANE,
GIO_DIFF_NEW = GIO_DIFF_INSANE + 245,
// NUM_DIFF_SETTINGS,
};
enum
{
GIO_TRAITS_OLD,
@@ -4530,11 +4481,10 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
{
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 1 ) //3
//if ( iCurrentDifficulty < 3 )
{
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
iCurrentDifficulty++;
++iCurrentDifficulty;
gfReRenderGIOScreen =TRUE;
}
else
@@ -4547,11 +4497,10 @@ void BtnGIODifficultySelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
btn->uiFlags|=(BUTTON_CLICKED_ON);
if ( iCurrentDifficulty < MaxDifficultySettingsValues /*NUM_DIFF_SETTINGS*/ - 1 ) //2
//if ( iCurrentDifficulty < 3 )
{
PlayButtonSound( giGIODifficultyButton[1], BUTTON_SOUND_CLICKED_ON );
iCurrentDifficulty++;
++iCurrentDifficulty;
gfReRenderGIOScreen =TRUE;
}
else
@@ -5757,7 +5706,6 @@ BOOLEAN RenderGIOScreen()
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_DIF_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, zDeffSetting[ iCurrentDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//DisplayWrappedString( (UINT16)(GIO_DIF_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_DIF_SETTING_Y+6), GIO_DIF_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iCurrentDifficulty + 9 ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the IMP number Title Text
RenderGIOSmallSelectionFrame( (GIO_IMP_SETTING_X + 36), (GIO_IMP_SETTING_Y - 3) );
@@ -6114,7 +6062,6 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
gGameOptions.ubGameStyle = GetCurrentGameStyleButtonSetting();
gGameOptions.ubDifficultyLevel = min( MaxDifficultySettingsValues, ( max( 1, (iCurrentDifficulty + 1)) ));
//gGameOptions.ubDifficultyLevel = min( NUM_DIFF_SETTINGS, ( max( 1, (iCurrentDifficulty + 1)) ));
gGameOptions.fTurnTimeLimit = FALSE;
@@ -6213,26 +6160,7 @@ BOOLEAN DoGioMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen
void DisplayMessageToUserAboutGameDifficulty()
{
UINT8 ubDiffLevel = iCurrentDifficulty;
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[ubDiffLevel + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
/*
switch( ubDiffLevel )
{
case 0:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_NOVICE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
case 1:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_EXPERIENCED], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
case 2:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_EXPERT], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
case 3:
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_INSANE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
break;
}
*/
DoGioMessageBox( MSG_BOX_BASIC_STYLE, zDeffSetting[iCurrentDifficulty + 1].szConfirmText, GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
}
+12 -1
View File
@@ -8,6 +8,17 @@ UINT32 GameInitOptionsScreenShutdown( void );
BOOLEAN SpIniExists();
// Flugente: moved enums
//Enums for the difficulty levels
enum
{
DIF_LEVEL_EASY = 1,
DIF_LEVEL_MEDIUM,
DIF_LEVEL_HARD,
DIF_LEVEL_INSANE,
MAX_DIF_LEVEL = 15,
};
typedef struct
{
UINT16 uiIndex;
@@ -79,6 +90,6 @@ typedef struct
} DIFFICULTY_SETTINGS_VALUES;
extern UINT8 MaxDifficultySettingsValues;
extern DIFFICULTY_SETTINGS_VALUES zDeffSetting[15];
extern DIFFICULTY_SETTINGS_VALUES zDeffSetting[MAX_DIF_LEVEL];
#endif
+1 -5
View File
@@ -3924,13 +3924,9 @@ void DisplayGameSettings( )
//Display the difficulty level
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], gzGIOScreenText[ gGameOptions.ubDifficultyLevel + GIO_EASY_TEXT - 1 ] );
//Test Settings
if ( gGameExternalOptions.gfAllowReinforcements == TRUE )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", L"AllowReinforcements", L"YES");
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", L"AllowReinforcements", L"NO");
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", L"AllowReinforcements", gGameExternalOptions.gfAllowReinforcements ? L"YES" : L"NO" );
//Bobby Ray option 1
if ( gGameOptions.ubBobbyRayQuality >= BR_GOOD && gGameOptions.ubBobbyRayQuality < BR_GREAT )
+1 -23
View File
@@ -175,29 +175,7 @@ enum
ATTACHMENT_NEW = 1,
};
//Enums for the difficulty levels
enum
{
DIF_LEVEL_ZERO,
DIF_LEVEL_EASY,
DIF_LEVEL_MEDIUM,
DIF_LEVEL_HARD,
DIF_LEVEL_INSANE,
DIF_LEVEL_FIVE,
DIF_LEVEL_6,
DIF_LEVEL_7,
DIF_LEVEL_8,
DIF_LEVEL_9,
DIF_LEVEL_10,
DIF_LEVEL_11,
DIF_LEVEL_12,
DIF_LEVEL_13,
DIF_LEVEL_14,
DIF_LEVEL_15,
};
//Enums for the difficulty levels
//Enums for game styles
enum
{
STYLE_REALISTIC = 0, //the specific indices are there to keep compartibility wiht old saves (back when there were only 2 styles)
-1
View File
@@ -2670,7 +2670,6 @@ BOOLEAN RenderMPHScreen()
DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (UINT16)(MPH_DIFFICULTY_SETTING_Y-MPH_GAP_BN_SETTINGS + MPH_TITLE_DISTANCE - 12), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (MPH_DIFFICULTY_SETTING_Y+6), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, zDeffSetting[ iMPHDifficulty + 1].szDeffName, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//DisplayWrappedString( (UINT16)(MPH_DIFFICULTY_SETTING_X+MPH_OFFSET_TO_TEXT + 1), (MPH_DIFFICULTY_SETTING_Y+6), MPH_DIFFICULTY_SETTING_WIDTH, 2, MPH_TOGGLE_TEXT_FONT, MPH_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iMPHDifficulty + 9 ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
// ---------------
// ---------------
+2 -45
View File
@@ -5656,29 +5656,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
if ( range < 1 )
return;
UINT8 normalgroupsize = 0;
normalgroupsize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
break;
case DIF_LEVEL_MEDIUM:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
break;
case DIF_LEVEL_HARD:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
break;
case DIF_LEVEL_INSANE:
default:
normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
break;
}
*/
normalgroupsize *= 2;
UINT16 normalgroupsize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT detect_basechance = 1.0f - pow(0.5f, numberofradiooperators);
FLOAT detect_rangefactor = .0f;
@@ -6006,28 +5984,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
}
}
UINT16 usNormalGroupSize = 0;
usNormalGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
break;
case DIF_LEVEL_MEDIUM:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
break;
case DIF_LEVEL_HARD:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
break;
case DIF_LEVEL_INSANE:
default:
usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
break;
}
*/
usNormalGroupSize *= 2;
UINT16 usNormalGroupSize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f;
+4 -43
View File
@@ -431,43 +431,20 @@ void BuildUndergroundSectorInfoList()
//J9
curr = NewUndergroundNode( 9, 10, 1 );
curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
curr->ubNumTroops = 8;
break;
case DIF_LEVEL_MEDIUM:
curr->ubNumTroops = 11;
break;
case DIF_LEVEL_HARD:
curr->ubNumTroops = 15;
break;
case DIF_LEVEL_INSANE:
curr->ubNumTroops = 20;
break;
}
*/
//J9 feeding zone
curr = NewUndergroundNode( 9, 10, 2 );
curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
//curr->ubNumCreatures = (UINT8)(2 + gGameOptions.ubDifficultyLevel*2 + Random( 2 ));
curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
//K4
curr = NewUndergroundNode( 4, 11, 1 );
curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
//curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
//curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
//O3
curr = NewUndergroundNode( 3, 15, 1 );
curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
//curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
//curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
//P3
curr = NewUndergroundNode( 3, 16, 1 );
@@ -479,23 +456,7 @@ void BuildUndergroundSectorInfoList()
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
else
curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
curr->ubNumElites = (UINT8)(8 + Random( 3 ));
break;
case DIF_LEVEL_MEDIUM:
curr->ubNumElites = (UINT8)(10 + Random( 5 ));
break;
case DIF_LEVEL_HARD:
curr->ubNumElites = (UINT8)(14 + Random( 6 ));
break;
case DIF_LEVEL_INSANE:
curr->ubNumElites = 20;
break;
}
*/
//Do all of the mandatory underground mine sectors
//Drassen's mine
+14 -135
View File
@@ -348,24 +348,7 @@ void InitCreatureQuest()
giHabitatedDistance = 0;
giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
giPopulationModifier = EASY_POPULATION_MODIFIER;
break;
case DIF_LEVEL_MEDIUM:
giPopulationModifier = NORMAL_POPULATION_MODIFIER;
break;
case DIF_LEVEL_HARD:
giPopulationModifier = HARD_POPULATION_MODIFIER;
break;
case DIF_LEVEL_INSANE:
giPopulationModifier = INSANE_POPULATION_MODIFIER;
break;
}
*/
//Determine which of the maps are infectible by creatures. Infectible mines
//are those that are player controlled and unlimited. We don't want the creatures to
//infect the mine that runs out.
@@ -410,7 +393,7 @@ void InitCreatureQuest()
*/
// determine mine infectible status in initmines.lua script
for (x = 0; x < MAX_NUMBER_OF_MINES; x++)
for (x = 0; x < MAX_NUMBER_OF_MINES; ++x)
{
if( gMineStatus[ x ].fInfectible )
{
@@ -436,7 +419,7 @@ void InitCreatureQuest()
//iNumMinesInfectible = fMineInfectible[0] + fMineInfectible[1] + fMineInfectible[2] + fMineInfectible[3];
//count actual infectible sites, use min of infectible sites defined in xml and initmines.lua script in case they do not tally
for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); x++)
for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x)
{
iNumMinesInfectible += fMineInfectible[x];
}
@@ -455,14 +438,14 @@ void InitCreatureQuest()
iChosenMine = 0;
for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); x++ )
for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x )
{
if( iRandom )
{
iChosenMine++;
if( fMineInfectible[x] )
{
iRandom--;
--iRandom;
}
}
}
@@ -514,30 +497,9 @@ void InitCreatureQuest()
//Now determine how often we will spread the creatures.
i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
i = EASY_QUEEN_INIT_BONUS_SPREADS;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, EASY_SPREAD_TIME_IN_MINUTES, 0 );
break;
case DIF_LEVEL_MEDIUM:
i = NORMAL_QUEEN_INIT_BONUS_SPREADS;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, NORMAL_SPREAD_TIME_IN_MINUTES, 0 );
break;
case DIF_LEVEL_HARD:
i = HARD_QUEEN_INIT_BONUS_SPREADS;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, HARD_SPREAD_TIME_IN_MINUTES, 0 );
break;
case DIF_LEVEL_INSANE:
i = INSANE_QUEEN_INIT_BONUS_SPREADS;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, INSANE_SPREAD_TIME_IN_MINUTES, 0 );
break;
}
*/
i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
//Set things up so that the creatures can plan attacks on helpless miners and civilians while
//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
//during the night.
@@ -686,8 +648,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
void SpreadCreatures()
{
UINT16 usNewCreatures=0;
if( giLairID == -1 )
{
DecayCreatures();
@@ -695,25 +655,8 @@ void SpreadCreatures()
}
//queen just produced a litter of creature larvae. Let's do some spreading now.
usNewCreatures = (UINT16)( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
usNewCreatures = (UINT16)(EASY_QUEEN_REPRODUCTION_BASE + Random( 1 + EASY_QUEEN_REPRODUCTION_BONUS ));
break;
case DIF_LEVEL_MEDIUM:
usNewCreatures = (UINT16)(NORMAL_QUEEN_REPRODUCTION_BASE + Random( 1 + NORMAL_QUEEN_REPRODUCTION_BONUS ));
break;
case DIF_LEVEL_HARD:
usNewCreatures = (UINT16)(HARD_QUEEN_REPRODUCTION_BASE + Random( 1 + HARD_QUEEN_REPRODUCTION_BONUS ));
break;
case DIF_LEVEL_INSANE:
usNewCreatures = (UINT16)(INSANE_QUEEN_REPRODUCTION_BASE + Random( 1 + INSANE_QUEEN_REPRODUCTION_BONUS ));
break;
}
*/
UINT16 usNewCreatures = (UINT16)(zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
while( usNewCreatures-- )
{
//Note, this function can and will fail if the population gets dense. This is a necessary
@@ -1721,81 +1664,17 @@ BOOLEAN PrepareCreaturesForBattle()
void CreatureNightPlanning()
{
//Check the populations of the mine exits, and factor a chance for them to attack at night.
UINT8 ubNumCreatures;
INT32 i;
/* // externalize to xml data
ubNumCreatures = CreaturesInUndergroundSector( SEC_H3, 1 );
if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
{ //10% chance for each creature to decide it's time to attack.
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_H3 );
}
ubNumCreatures = CreaturesInUndergroundSector( SEC_D13, 1 );
if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
{ //10% chance for each creature to decide it's time to attack.
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_D13 );
}
ubNumCreatures = CreaturesInUndergroundSector( SEC_I14, 1 );
if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
{ //10% chance for each creature to decide it's time to attack.
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_I14 );
}
ubNumCreatures = CreaturesInUndergroundSector( SEC_H8, 1 );
if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
{ //10% chance for each creature to decide it's time to attack.
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 +PreRandom( 429 ), SEC_H8 );
}
*/
UINT8 ubSectorID = SECTOR( gCreaturePlacements[ giLairID ].sAttackSourceX, gCreaturePlacements[ giLairID ].sAttackSourceY );
// Attacksource B1 underground sector must be a valid creature habitat!
ubNumCreatures = CreaturesInUndergroundSector( ubSectorID , 1 );
UINT8 ubNumCreatures = CreaturesInUndergroundSector( ubSectorID, 1 );
//10% chance for each creature with difficulty modifier to decide it's time to attack.
i = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness;
if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
//10% chance for each creature with difficulty modifier to decide it's time to attack.
if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
i = EASY_CREATURE_TOWN_AGGRESSIVENESS;
if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
break;
case DIF_LEVEL_MEDIUM:
i = NORMAL_CREATURE_TOWN_AGGRESSIVENESS;
if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
break;
case DIF_LEVEL_HARD:
i = HARD_CREATURE_TOWN_AGGRESSIVENESS;
if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
break;
case DIF_LEVEL_INSANE:
i = INSANE_CREATURE_TOWN_AGGRESSIVENESS;
if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
break;
}
*/
//if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
//{ //10% chance for each creature to decide it's time to attack.
// AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
//}
}
+2 -34
View File
@@ -747,40 +747,8 @@ fFirstTimeInMapScreen = TRUE;
}
// ATE: Set starting cash....
iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
iStartingCash = gGameExternalOptions.iStartingCashNovice;
//iStartingCash = 45000;
break;
case DIF_LEVEL_MEDIUM:
iStartingCash = gGameExternalOptions.iStartingCashExperienced;
//iStartingCash = 35000;
break;
case DIF_LEVEL_HARD:
iStartingCash = gGameExternalOptions.iStartingCashExpert;
//iStartingCash = 30000;
break;
case DIF_LEVEL_INSANE:
iStartingCash = gGameExternalOptions.iStartingCashInsane;
// iStartingCash = 15000;
break;
default:
Assert(0);
return( FALSE );
}
*/
iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
// Setup initial money
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
#endif
+3 -27
View File
@@ -12964,33 +12964,9 @@ static int l_SetStartingCashDifLevel (lua_State *L)
if ( lua_gettop(L) >= 1 )
{
INT32 DifficultyLevel = lua_tointeger(L,1);
INT32 iStartingCash = 0;
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDeffSetting[DifficultyLevel].iStartingCash );
/*
switch( DifficultyLevel )
{
case DIF_LEVEL_EASY:
iStartingCash = gGameExternalOptions.iStartingCashNovice;
break;
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDeffSetting[DifficultyLevel].iStartingCash );
}
case DIF_LEVEL_MEDIUM:
iStartingCash = gGameExternalOptions.iStartingCashExperienced;
break;
case DIF_LEVEL_HARD:
iStartingCash = gGameExternalOptions.iStartingCashExpert;
break;
case DIF_LEVEL_INSANE:
iStartingCash = gGameExternalOptions.iStartingCashInsane;
break;
default:
iStartingCash = 4500;
}
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
*/
}
return 0;
return 0;
}
+3 -3
View File
@@ -700,9 +700,9 @@ void ProcessImplicationsOfMeanwhile( void )
{
case END_OF_PLAYERS_FIRST_BATTLE:
if( zDeffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen == TRUE )
//if( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
{ //Wake up the queen earlier to punish the good players!
if( zDeffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen )
{
//Wake up the queen earlier to punish the good players!
ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 );
}
//HandleNPCDoAction( QUEEN, NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0 );
+1 -12
View File
@@ -328,18 +328,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
if ( !SectorInfo[ SECTOR( sMapX, sMapY ) ].fSurfaceWasEverPlayerControlled )
{
// grant grace period
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) );
/*
if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
{
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + 2 ) );
}
else
{
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + 1 ) );
}
*/
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) );
}
}
+1 -11
View File
@@ -654,17 +654,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
iChance -= (2 * ((ubNumMobileEnemies + ubNumStationaryEnemies) - 6)); // -2% adjustment per enemy beyond 6
// adjust the chance for difficulty setting
iChance = iChance + (zDeffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes);
/*
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
iChance -= 15;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
iChance += 5;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
iChance += 12;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
iChance += 25;
*/
iChance = iChance + (zDeffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes);
// adjust the chance for what we know about the sector
if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING )
+3 -4
View File
@@ -570,10 +570,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
HandleArrivalOfReinforcements( gpBattleGroup );
// Reinforcement groups? Bring it on!
// only if not Omerta on a non-insane difficulty level
if( gGameExternalOptions.gfAllowReinforcements &&
!( (GetTownIdForSector( gWorldSectorX, gWorldSectorY ) == OMERTA ) ) )
//!( (GetTownIdForSector( gWorldSectorX, gWorldSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) )
!( ( GetTownIdForSector( gWorldSectorX, gWorldSectorY ) == OMERTA) && (gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE) ) )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0;
@@ -585,7 +584,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
GenerateDirectionInfos( gWorldSectorX, gWorldSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
{
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
{
+1 -3
View File
@@ -51,10 +51,8 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
if( !gGameExternalOptions.gfAllowReinforcements )
return;
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta == FALSE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&& ( !zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return;
//if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
// return;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
+32 -158
View File
@@ -1185,68 +1185,20 @@ void InitStrategicAI()
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
}
giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
giReinforcementPool = gGameExternalOptions.iReinforcementPoolNovice;
giForcePercentage = gGameExternalOptions.iForcePercentageNovice;
giArmyAlertness = gGameExternalOptions.ubEasyEnemyStartingAlertLevel;
giArmyAlertnessDecay = gGameExternalOptions.ubEasyEnemyStartingAlertDecay;
gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
gubHoursGracePeriod = gGameExternalOptions.ubEasyGracePeriodInHours;
gfUnlimitedTroops = gGameExternalOptions.gfEasyUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfEasyAggressiveQueen;
// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubEasyTimeEvaluateInMinutes + Random( gGameExternalOptions.ubEasyTimeEvaluateVariance )), 0 );
break;
case DIF_LEVEL_MEDIUM:
giReinforcementPool = gGameExternalOptions.iReinforcementPoolExperienced;
giForcePercentage = gGameExternalOptions.iForcePercentageExperienced;
giArmyAlertness = gGameExternalOptions.ubNormalEnemyStartingAlertLevel;
giArmyAlertnessDecay = gGameExternalOptions.ubNormalEnemyStartingAlertDecay;
gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
gubHoursGracePeriod = gGameExternalOptions.ubNormalGracePeriodInHours;
gfUnlimitedTroops = gGameExternalOptions.gfNormalUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfNormalAggressiveQueen;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubNormalTimeEvaluateInMinutes + Random( gGameExternalOptions.ubNormalTimeEvaluateVariance )), 0);
break;
case DIF_LEVEL_HARD:
giReinforcementPool = gGameExternalOptions.iReinforcementPoolExpert;
giForcePercentage = gGameExternalOptions.iForcePercentageExpert;
giArmyAlertness = gGameExternalOptions.ubHardEnemyStartingAlertLevel;
giArmyAlertnessDecay = gGameExternalOptions.ubHardEnemyStartingAlertDecay;
gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
gubHoursGracePeriod = gGameExternalOptions.ubHardGracePeriodInHours;
gfUnlimitedTroops = gGameExternalOptions.gfHardUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfHardAggressiveQueen;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubHardTimeEvaluateInMinutes + Random( gGameExternalOptions.ubHardTimeEvaluateVariance )), 0);
break;
case DIF_LEVEL_INSANE:
giReinforcementPool = gGameExternalOptions.iReinforcementPoolInsane;
giForcePercentage = gGameExternalOptions.iForcePercentageInsane;
giArmyAlertness = gGameExternalOptions.ubInsaneEnemyStartingAlertLevel;
giArmyAlertnessDecay = gGameExternalOptions.ubInsaneEnemyStartingAlertDecay;
gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
gubHoursGracePeriod = gGameExternalOptions.ubInsaneGracePeriodInHours;
gfUnlimitedTroops = gGameExternalOptions.gfInsaneUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfInsaneAggressiveQueen;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance )), 0);
break;
}
*/
giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
//Initialize the sectorinfo structure so all sectors don't point to a garrisonID.
for( i = 0; i <= 255; i++ )
for( i = 0; i <= 255; ++i )
{
SectorInfo[ i ].ubGarrisonID = NO_GARRISON;
}
@@ -1271,16 +1223,16 @@ void InitStrategicAI()
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE && zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
{
for( i = 0; i < NUM_ARMY_COMPOSITIONS; i++ )
for( i = 0; i < NUM_ARMY_COMPOSITIONS; ++i )
{
if ( i != OMERTA_WELCOME_WAGON )
{
if ( i != OMERTA_WELCOME_WAGON )
{
iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
gArmyComp[ i ].bAdminPercentage = 0;
}
iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
gArmyComp[ i ].bAdminPercentage = 0;
}
}
}
/*
switch( gGameOptions.ubDifficultyLevel )
@@ -1650,8 +1602,7 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1670,7 +1621,6 @@ void InitStrategicAI()
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1689,7 +1639,6 @@ void InitStrategicAI()
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1708,7 +1657,6 @@ void InitStrategicAI()
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1727,7 +1675,6 @@ void InitStrategicAI()
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -3425,32 +3372,16 @@ void EvaluateQueenSituation()
{
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
}
uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubEasyTimeEvaluateInMinutes + Random( gGameExternalOptions.ubEasyTimeEvaluateVariance ));
break;
case DIF_LEVEL_MEDIUM:
uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubNormalTimeEvaluateInMinutes + Random( gGameExternalOptions.ubNormalTimeEvaluateVariance ));
break;
case DIF_LEVEL_HARD:
uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubHardTimeEvaluateInMinutes + Random( gGameExternalOptions.ubHardTimeEvaluateVariance ));
break;
case DIF_LEVEL_INSANE:
uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance ));
break;
}
*/
uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
if( !giReinforcementPool )
{ //Queen has run out of reinforcements. Simulate recruiting and training new troops
{
//Queen has run out of reinforcements. Simulate recruiting and training new troops
uiOffset *= 10;
//Madd: don't need an unlimited troops check here, since they can never run out like this
giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
//giReinforcementPool += ( gGameExternalOptions.guiBaseQueenPoolIncrement * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
return;
@@ -3711,27 +3642,6 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
gfUnlimitedTroops = gGameExternalOptions.gfEasyUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfEasyAggressiveQueen;
break;
case DIF_LEVEL_MEDIUM:
gfUnlimitedTroops = gGameExternalOptions.gfNormalUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfNormalAggressiveQueen;
break;
case DIF_LEVEL_HARD:
gfUnlimitedTroops = gGameExternalOptions.gfHardUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfHardAggressiveQueen;
break;
case DIF_LEVEL_INSANE:
gfUnlimitedTroops = gGameExternalOptions.gfInsaneUnlimitedTroops;
gfAggressiveQueen = gGameExternalOptions.gfInsaneAggressiveQueen;
break;
}
*/
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic6");
FileRead( hFile, gbPadding2, 3, &uiNumBytesRead );
@@ -5477,23 +5387,6 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
case NPC_ACTION_GIVE_KNOWLEDGE_OF_ALL_MERCS:
//temporarily make the queen's forces more aware (high alert)
gubNumAwareBattles = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
gubNumAwareBattles = gGameExternalOptions.ubEasyNumAwareBattles;
break;
case DIF_LEVEL_MEDIUM:
gubNumAwareBattles = gGameExternalOptions.ubNormalNumAwareBattles;
break;
case DIF_LEVEL_HARD:
gubNumAwareBattles = gGameExternalOptions.ubHardNumAwareBattles;
break;
case DIF_LEVEL_INSANE:
gubNumAwareBattles = gGameExternalOptions.ubInsaneNumAwareBattles;
break;
}
*/
break;
default:
@@ -5911,8 +5804,7 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
if (value9 == 0) value9 = 1;
}
if( pSector->ubInvestigativeState >= ( 4 * value9 ) && zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector == FALSE )
//if( pSector->ubInvestigativeState >= ( 4 * gGameOptions.ubDifficultyLevel ) && gGameOptions.ubDifficultyLevel < DIF_LEVEL_INSANE )
if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
{
//This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore.
return;
@@ -6470,8 +6362,7 @@ void UpgradeAdminsToTroops()
while ( ubAdminsToCheck > 0)
{
// chance to upgrade at each check is random, and also dependant on the garrison's priority
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops == TRUE )
//if ( Chance ( bPriority ) || gGameOptions.ubDifficultyLevel > DIF_LEVEL_HARD ) // Madd: Always happens on Insane
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops )
{
pSector->ubNumAdmins--;
pSector->ubNumTroops++;
@@ -6526,8 +6417,7 @@ void UpgradeAdminsToTroops()
while ( ubAdminsToCheck > 0)
{
// chance to upgrade at each check is random, and also dependant on the group's priority
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 == TRUE )
//if ( Chance ( bPriority ) || gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )// Madd: Always happens on Expert and Insane
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 )
{
pGroup->pEnemyGroup->ubNumAdmins--;
pGroup->pEnemyGroup->ubNumTroops++;
@@ -6767,23 +6657,7 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
if( iPatrolID != -1 )
{
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
/*
switch( gGameOptions.ubDifficultyLevel ) {
case DIF_LEVEL_EASY:
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubEasyPatrolGracePeriodInDays) % 100);
break;
case DIF_LEVEL_MEDIUM:
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubNormalPatrolGracePeriodInDays) % 100);
break;
case DIF_LEVEL_HARD:
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubHardPatrolGracePeriodInDays) % 100);
break;
case DIF_LEVEL_INSANE:
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubInsanePatrolGracePeriodInDays) % 100);
break;
}
*/
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
}
}
}
+9 -60
View File
@@ -187,9 +187,8 @@ void AddExtraItems(UINT8 x, UINT8 y, UINT8 z, bool sectorIsLoaded)
int baseFNLength = strlen(fileName);
// Append a suffix based on the difficulty
switch (gGameOptions.ubDifficultyLevel) {
case DIF_LEVEL_ZERO:
break;
switch (gGameOptions.ubDifficultyLevel)
{
case DIF_LEVEL_EASY:
strcat(fileName, "_Novice");
break;
@@ -202,65 +201,15 @@ void AddExtraItems(UINT8 x, UINT8 y, UINT8 z, bool sectorIsLoaded)
case DIF_LEVEL_INSANE:
strcat(fileName, "_Insane");
break;
case DIF_LEVEL_FIVE:
strcat(fileName, "_Diff_5");
break;
case 6:
strcat(fileName, "_Diff_6");
break;
case 7:
strcat(fileName, "_Diff_7");
break;
case 8:
strcat(fileName, "_Diff_8");
break;
case 9:
strcat(fileName, "_Diff_9");
break;
case 10:
strcat(fileName, "_Diff_10");
break;
case 11:
strcat(fileName, "_Diff_11");
break;
case 12:
strcat(fileName, "_Diff_12");
break;
case 13:
strcat(fileName, "_Diff_13");
break;
case 14:
strcat(fileName, "_Diff_14");
break;
case 15:
strcat(fileName, "_Diff_15");
break;
default:
break;
{
CHAR8 str[20];
sprintf( str, "_Diff_%d", gGameOptions.ubDifficultyLevel );
strcat( fileName, str );
}
break;
}
/*
switch (gGameOptions.ubDifficultyLevel) {
case DIF_LEVEL_ZERO:
break;
case DIF_LEVEL_EASY:
strcat(fileName, "_Novice");
break;
case DIF_LEVEL_MEDIUM:
strcat(fileName, "_Experienced");
break;
case DIF_LEVEL_HARD:
strcat(fileName, "_Expert");
break;
case DIF_LEVEL_INSANE:
strcat(fileName, "_Insane");
break;
case DIF_LEVEL_FIVE:
break;
default:
break;
}
*/
strcat(fileName, ".xml");
if(!FileExists(fileName))//dnl ch75 261013 just to avoid sdd::exception under debug from VFS when file not exist
return;
+1 -3
View File
@@ -15403,9 +15403,7 @@ void DumpSectorDifficultyInfo( void )
// NOTE: This operates on the selected map sector!
CHAR16 wSectorName[ 128 ];
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT + gGameOptions.ubDifficultyLevel ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Highest Progress (0-100) = %d%%", HighestPlayerProgressPercentage() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Player Kills = %d", gStrategicStatus.usPlayerKills );
+1 -2
View File
@@ -512,8 +512,7 @@ void AirRaidLookForDive( )
{
// If we are are beginning game, only do gun dives..
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive == FALSE)
//if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && gGameOptions.ubDifficultyLevel < DIF_LEVEL_HARD )
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
{
if ( gbNumDives == 0 )
{
+4 -47
View File
@@ -1288,7 +1288,6 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
INT16 sChance;
MERCPROFILESTRUCT *pProfile = &(gMercProfiles[ iProfileID ]);
// if the player has never yet had the chance to hire this merc
if ( !( pProfile->ubMiscFlags3 & PROFILE_MISC_FLAG3_PLAYER_HAD_CHANCE_TO_HIRE) )
{
@@ -1296,36 +1295,14 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
return;
}
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
/*
// how many in total can be killed like this depends on player's difficulty setting
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY: //Kaiden Externalized ubMaxDeaths Values
ubMaxDeaths = gGameExternalOptions.giEasyMercDeaths;
break;
case DIF_LEVEL_MEDIUM:
ubMaxDeaths = gGameExternalOptions.giExperiencedMercDeaths;
break;
case DIF_LEVEL_HARD:
ubMaxDeaths = gGameExternalOptions.giExpertMercDeaths;
break;
case DIF_LEVEL_INSANE:
ubMaxDeaths = gGameExternalOptions.giInsaneMercDeaths;
break;
default:
Assert(FALSE);
ubMaxDeaths = 0;
break;
}
*/
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
// if we've already hit the limit in this game, skip these checks
if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
{
return;
}
// calculate this merc's (small) chance to get killed today (out of 1000)
sChance = 10 - pProfile->bExpLevel;
@@ -1617,28 +1594,8 @@ UINT8 CurrentPlayerProgressPercentage(void)
// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointNovice;
break;
case DIF_LEVEL_MEDIUM:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExperienced;
break;
case DIF_LEVEL_HARD:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExpert;
break;
case DIF_LEVEL_INSANE:
ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointInsane;
break;
default:
Assert(FALSE);
ubKillsPerPoint = 10;
break;
}
*/
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
if (usKillsProgress > usMaxKillsProgress)
{
+2 -5
View File
@@ -1821,11 +1821,8 @@ void HandleInitialEventsInHeliCrash()
UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
{
UINT32 uiNumTurns = PGF__NUM_TURNS_TILL_START_FAN_BACK_UP_EASY;
uiNumTurns = zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
return( uiNumTurns );
{
return( zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
}
+2 -45
View File
@@ -2063,34 +2063,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
//if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum)
if ( this->bTeam == ENEMY_TEAM )
{
ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubPoints += gGameExternalOptions.iEasyAPBonus;
break;
case DIF_LEVEL_MEDIUM:
ubPoints += gGameExternalOptions.iExperiencedAPBonus;
break;
case DIF_LEVEL_HARD:
ubPoints += gGameExternalOptions.iExpertAPBonus;
break;
case DIF_LEVEL_INSANE:
ubPoints += gGameExternalOptions.iInsaneAPBonus;
break;
default:
ubPoints += 0;
}
*/
ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
}
// Bonus to Militia APs
else if ( this->bTeam == MILITIA_TEAM )
@@ -2197,26 +2170,10 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
// +5% APs per trait (+15% is max)
usMaxActionPnts += (usMaxActionPnts * gSkillTraitValues.ubSLBonusAPsPercent * GetSquadleadersCountInVicinity( this, FALSE, FALSE ) / 100);
}
if ( this->bTeam == ENEMY_TEAM )
{
usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
/*
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
usMaxActionPnts += gGameExternalOptions.iEasyAPBonus;
break;
case DIF_LEVEL_MEDIUM:
usMaxActionPnts += gGameExternalOptions.iExperiencedAPBonus;
break;
case DIF_LEVEL_HARD:
usMaxActionPnts += gGameExternalOptions.iExpertAPBonus;
break;
case DIF_LEVEL_INSANE:
usMaxActionPnts += gGameExternalOptions.iInsaneAPBonus;
break;
}
*/
}
// Bonus to Militia APs
else if ( this->bTeam == MILITIA_TEAM )
-4
View File
@@ -5934,7 +5934,6 @@ else
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
//iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
// Percentage based-modifier from the weapon and its attachments
@@ -6268,7 +6267,6 @@ else
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
//iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
// Percent modifier from the weapon and its attachments
@@ -12869,7 +12867,6 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
//fBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
return fBaseModifier;
@@ -13169,7 +13166,6 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
//fAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
}
return fAimModifier;
+2 -4
View File
@@ -933,8 +933,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
}
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings == TRUE )
//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
{
// don't allow admins to radio
//Madd: Huh? why not admins? removed.
@@ -981,8 +980,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
}
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 == TRUE )
//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
{
// don't allow admins to radio
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
+16 -19
View File
@@ -2266,13 +2266,13 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier)
bMoraleCategory++;
// if adjustments made it outside the allowed limits
if (bMoraleCategory < MORALE_HOPELESS)
bMoraleCategory = MORALE_HOPELESS;
else
// if adjustments made it outside the allowed limits
if (bMoraleCategory < MORALE_HOPELESS)
bMoraleCategory = MORALE_HOPELESS;
else
{
if (bMoraleCategory > MORALE_FEARLESS)
bMoraleCategory = MORALE_FEARLESS;
if (bMoraleCategory > MORALE_FEARLESS)
bMoraleCategory = MORALE_FEARLESS;
}
// if only 1/4 of side left, reduce morale
@@ -2286,24 +2286,21 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier)
}
*/
// brave guys never get hopeless, at worst they get worried
if (bMoraleCategory == MORALE_HOPELESS &&
(pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID))
bMoraleCategory = MORALE_WORRIED;
// SANDRO - on Insane difficulty enemy morale cannot go below worried
if (bMoraleCategory == MORALE_HOPELESS && zDeffSetting[gGameOptions.ubDifficultyLevel].bEnemyMoraleWorried == TRUE )
//if (bMoraleCategory == MORALE_HOPELESS && gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
bMoraleCategory = MORALE_WORRIED;
// brave guys never get hopeless, at worst they get worried
// SANDRO - on Insane difficulty enemy morale cannot go below worried
if ( bMoraleCategory == MORALE_HOPELESS )
{
if ( pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID || zDeffSetting[gGameOptions.ubDifficultyLevel].bEnemyMoraleWorried )
bMoraleCategory = MORALE_WORRIED;
}
#ifdef DEBUGDECISIONS
STR tempstr;
sprintf( tempstr, "Morale = %d (category %d)\n",
pSoldier->aiData.bMorale,bMoraleCategory);
STR tempstr;
sprintf( tempstr, "Morale = %d (category %d)\n", pSoldier->aiData.bMorale,bMoraleCategory);
DebugAI (tempstr);
#endif
return(bMoraleCategory);
return(bMoraleCategory);
}
INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForCover, SOLDIERTYPE * pMe )