440 * Q: disasters |
440 * Q: disasters |
441 * R: area restructuring (0 = permissive, 2 = hostile) |
441 * R: area restructuring (0 = permissive, 2 = hostile) |
442 */ |
442 */ |
443 static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /* |
443 static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /* |
444 A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R*/ |
444 A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R*/ |
445 {2, 2, 1, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy |
445 {2, 2, 2, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy |
446 {4, 1, 1, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium |
446 {4, 1, 2, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium |
447 {7, 0, 0, 2, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard |
447 {7, 0, 3, 3, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard |
448 }; |
448 }; |
449 |
449 |
450 void SetDifficultyLevel(int mode, GameOptions *gm_opt) |
450 void SetDifficultyLevel(int mode, GameOptions *gm_opt) |
451 { |
451 { |
452 int i; |
452 int i; |