mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
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:
@@ -5656,29 +5656,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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if ( range < 1 )
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return;
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UINT8 normalgroupsize = 0;
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normalgroupsize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
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break;
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case DIF_LEVEL_MEDIUM:
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normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
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break;
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case DIF_LEVEL_HARD:
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normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
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break;
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case DIF_LEVEL_INSANE:
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default:
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normalgroupsize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
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break;
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}
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*/
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normalgroupsize *= 2;
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UINT16 normalgroupsize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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FLOAT detect_basechance = 1.0f - pow(0.5f, numberofradiooperators);
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FLOAT detect_rangefactor = .0f;
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@@ -6006,28 +5984,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
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}
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}
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UINT16 usNormalGroupSize = 0;
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usNormalGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
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break;
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case DIF_LEVEL_MEDIUM:
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usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
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break;
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case DIF_LEVEL_HARD:
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usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
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break;
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case DIF_LEVEL_INSANE:
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default:
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usNormalGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
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break;
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}
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*/
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usNormalGroupSize *= 2;
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UINT16 usNormalGroupSize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f;
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@@ -431,43 +431,20 @@ void BuildUndergroundSectorInfoList()
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//J9
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curr = NewUndergroundNode( 9, 10, 1 );
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curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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curr->ubNumTroops = 8;
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break;
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case DIF_LEVEL_MEDIUM:
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curr->ubNumTroops = 11;
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break;
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case DIF_LEVEL_HARD:
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curr->ubNumTroops = 15;
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break;
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case DIF_LEVEL_INSANE:
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curr->ubNumTroops = 20;
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break;
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}
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*/
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//J9 feeding zone
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curr = NewUndergroundNode( 9, 10, 2 );
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curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
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//curr->ubNumCreatures = (UINT8)(2 + gGameOptions.ubDifficultyLevel*2 + Random( 2 ));
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curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
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//K4
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curr = NewUndergroundNode( 4, 11, 1 );
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curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
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//curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
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//curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
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//O3
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curr = NewUndergroundNode( 3, 15, 1 );
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curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
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//curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
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//curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
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//P3
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curr = NewUndergroundNode( 3, 16, 1 );
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@@ -479,23 +456,7 @@ void BuildUndergroundSectorInfoList()
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curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
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else
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curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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curr->ubNumElites = (UINT8)(8 + Random( 3 ));
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break;
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case DIF_LEVEL_MEDIUM:
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curr->ubNumElites = (UINT8)(10 + Random( 5 ));
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break;
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case DIF_LEVEL_HARD:
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curr->ubNumElites = (UINT8)(14 + Random( 6 ));
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break;
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case DIF_LEVEL_INSANE:
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curr->ubNumElites = 20;
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break;
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}
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*/
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//Do all of the mandatory underground mine sectors
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//Drassen's mine
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@@ -348,24 +348,7 @@ void InitCreatureQuest()
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giHabitatedDistance = 0;
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giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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giPopulationModifier = EASY_POPULATION_MODIFIER;
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break;
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case DIF_LEVEL_MEDIUM:
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giPopulationModifier = NORMAL_POPULATION_MODIFIER;
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break;
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case DIF_LEVEL_HARD:
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giPopulationModifier = HARD_POPULATION_MODIFIER;
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break;
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case DIF_LEVEL_INSANE:
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giPopulationModifier = INSANE_POPULATION_MODIFIER;
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break;
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}
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*/
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//Determine which of the maps are infectible by creatures. Infectible mines
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//are those that are player controlled and unlimited. We don't want the creatures to
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//infect the mine that runs out.
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@@ -410,7 +393,7 @@ void InitCreatureQuest()
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*/
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// determine mine infectible status in initmines.lua script
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for (x = 0; x < MAX_NUMBER_OF_MINES; x++)
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for (x = 0; x < MAX_NUMBER_OF_MINES; ++x)
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{
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if( gMineStatus[ x ].fInfectible )
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{
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@@ -436,7 +419,7 @@ void InitCreatureQuest()
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//iNumMinesInfectible = fMineInfectible[0] + fMineInfectible[1] + fMineInfectible[2] + fMineInfectible[3];
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//count actual infectible sites, use min of infectible sites defined in xml and initmines.lua script in case they do not tally
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for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); x++)
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for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x)
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{
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iNumMinesInfectible += fMineInfectible[x];
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}
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@@ -455,14 +438,14 @@ void InitCreatureQuest()
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iChosenMine = 0;
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for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); x++ )
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for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x )
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{
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if( iRandom )
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{
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iChosenMine++;
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if( fMineInfectible[x] )
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{
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iRandom--;
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--iRandom;
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}
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}
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}
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@@ -514,30 +497,9 @@ void InitCreatureQuest()
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//Now determine how often we will spread the creatures.
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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i = EASY_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, EASY_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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case DIF_LEVEL_MEDIUM:
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i = NORMAL_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, NORMAL_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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case DIF_LEVEL_HARD:
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i = HARD_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, HARD_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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case DIF_LEVEL_INSANE:
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i = INSANE_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, INSANE_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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}
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*/
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
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//Set things up so that the creatures can plan attacks on helpless miners and civilians while
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//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
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//during the night.
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@@ -686,8 +648,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
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void SpreadCreatures()
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{
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UINT16 usNewCreatures=0;
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if( giLairID == -1 )
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{
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DecayCreatures();
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@@ -695,25 +655,8 @@ void SpreadCreatures()
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}
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//queen just produced a litter of creature larvae. Let's do some spreading now.
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usNewCreatures = (UINT16)( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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usNewCreatures = (UINT16)(EASY_QUEEN_REPRODUCTION_BASE + Random( 1 + EASY_QUEEN_REPRODUCTION_BONUS ));
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break;
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case DIF_LEVEL_MEDIUM:
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usNewCreatures = (UINT16)(NORMAL_QUEEN_REPRODUCTION_BASE + Random( 1 + NORMAL_QUEEN_REPRODUCTION_BONUS ));
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break;
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case DIF_LEVEL_HARD:
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usNewCreatures = (UINT16)(HARD_QUEEN_REPRODUCTION_BASE + Random( 1 + HARD_QUEEN_REPRODUCTION_BONUS ));
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break;
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case DIF_LEVEL_INSANE:
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usNewCreatures = (UINT16)(INSANE_QUEEN_REPRODUCTION_BASE + Random( 1 + INSANE_QUEEN_REPRODUCTION_BONUS ));
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break;
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}
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*/
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UINT16 usNewCreatures = (UINT16)(zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
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while( usNewCreatures-- )
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{
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//Note, this function can and will fail if the population gets dense. This is a necessary
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@@ -1721,81 +1664,17 @@ BOOLEAN PrepareCreaturesForBattle()
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void CreatureNightPlanning()
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{
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//Check the populations of the mine exits, and factor a chance for them to attack at night.
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UINT8 ubNumCreatures;
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INT32 i;
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/* // externalize to xml data
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ubNumCreatures = CreaturesInUndergroundSector( SEC_H3, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_H3 );
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}
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ubNumCreatures = CreaturesInUndergroundSector( SEC_D13, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_D13 );
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}
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ubNumCreatures = CreaturesInUndergroundSector( SEC_I14, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_I14 );
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}
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ubNumCreatures = CreaturesInUndergroundSector( SEC_H8, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 +PreRandom( 429 ), SEC_H8 );
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}
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*/
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UINT8 ubSectorID = SECTOR( gCreaturePlacements[ giLairID ].sAttackSourceX, gCreaturePlacements[ giLairID ].sAttackSourceY );
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// Attacksource B1 underground sector must be a valid creature habitat!
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ubNumCreatures = CreaturesInUndergroundSector( ubSectorID , 1 );
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UINT8 ubNumCreatures = CreaturesInUndergroundSector( ubSectorID, 1 );
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//10% chance for each creature with difficulty modifier to decide it's time to attack.
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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//10% chance for each creature with difficulty modifier to decide it's time to attack.
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if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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i = EASY_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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case DIF_LEVEL_MEDIUM:
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i = NORMAL_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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case DIF_LEVEL_HARD:
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i = HARD_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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case DIF_LEVEL_INSANE:
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i = INSANE_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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}
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*/
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//if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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//{ //10% chance for each creature to decide it's time to attack.
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// AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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//}
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}
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+2
-34
@@ -747,40 +747,8 @@ fFirstTimeInMapScreen = TRUE;
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}
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// ATE: Set starting cash....
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iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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iStartingCash = gGameExternalOptions.iStartingCashNovice;
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//iStartingCash = 45000;
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break;
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case DIF_LEVEL_MEDIUM:
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iStartingCash = gGameExternalOptions.iStartingCashExperienced;
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//iStartingCash = 35000;
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break;
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case DIF_LEVEL_HARD:
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iStartingCash = gGameExternalOptions.iStartingCashExpert;
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//iStartingCash = 30000;
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break;
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case DIF_LEVEL_INSANE:
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iStartingCash = gGameExternalOptions.iStartingCashInsane;
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// iStartingCash = 15000;
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break;
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default:
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Assert(0);
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return( FALSE );
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}
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*/
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iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
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// Setup initial money
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AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
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#endif
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@@ -12964,33 +12964,9 @@ static int l_SetStartingCashDifLevel (lua_State *L)
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||||
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;
|
||||
}
|
||||
@@ -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 );
|
||||
|
||||
@@ -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 ) );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 )
|
||||
|
||||
@@ -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 ] ) ) )
|
||||
{
|
||||
|
||||
@@ -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
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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 );
|
||||
|
||||
Reference in New Issue
Block a user