Enemy Taunts

- Added support for localized version of the EnemyTaunts.xml file
- Added <uiIndex> tag

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6579 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-11-11 09:46:50 +00:00
parent 6ac2d94e5f
commit 294b67ce22
2 changed files with 90 additions and 65 deletions
+16 -17
View File
@@ -1002,22 +1002,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
strcat(fileName, BACKGROUNDSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInBackgrounds(fileName,FALSE), BACKGROUNDSFILENAME);
// Externalised taunts
strcpy(fileName, directoryName);
strcat(fileName, TAUNTSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,FALSE), TAUNTSFILENAME);
//Madd: Simple localization
// The idea here is that we can have a separate xml file that's named differently
// but only contains the relevant tags that need to be localized
// then when the file is read in using the same xml reader code, it will only overwrite
// the tags that are contained in the localized file. This only works for items.xml
// since I tweaked the xml_items.cpp to make it work :p
// So for instance, the german file would be called German.Items.xml and would only contain
// the uiIndex (for reference), szItemName, szLongItemName, szItemDesc, szBRName, and szBRDesc tags
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
@@ -1026,8 +1011,22 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
SGP_THROW_IFFALSE(ReadInBackgrounds(fileName,TRUE), BACKGROUNDSFILENAME);
}
#endif
//////////////////
// Externalised taunts
strcpy(fileName, directoryName);
strcat(fileName, TAUNTSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,FALSE), TAUNTSFILENAME);
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInTaunts(fileName,TRUE), TAUNTSFILENAME);
}
#endif
// IMP Portraits List by Jazz
strcpy(fileName, directoryName);
strcat(fileName, IMPPORTRAITS);
+74 -48
View File
@@ -23,6 +23,8 @@ struct
}
typedef enemyRankParseData;
BOOLEAN localizedTextOnly_Taunts;
UINT16 num_found_taunt = 0; // the correct number is set on reading the xml
static void XMLCALL
@@ -35,15 +37,24 @@ tauntStartElementHandle(void *userData, const XML_Char *name, const XML_Char **a
if(strcmp(name, "TAUNTS") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
if ( !localizedTextOnly_Taunts )
memset(pData->curArray,0,sizeof(TAUNT_VALUES)*pData->maxArraySize);
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "TAUNT") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
if ( !localizedTextOnly_Taunts )
memset(&pData->curTaunt,0,sizeof(TAUNT_VALUES));
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT &&
(strcmp(name, "szText") == 0 ||
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "szText") == 0 ||
strcmp(name, "aggressive") == 0 ||
strcmp(name, "defensive") == 0 ||
strcmp(name, "cunning") == 0 ||
@@ -148,62 +159,75 @@ tauntEndElementHandle(void *userData, const XML_Char *name)
//if(pData->curTaunt.uiIndex < pData->maxArraySize)
if(num_found_taunt < pData->maxArraySize)
{
// no attitude specified -> set all
if( !(pData->curTaunt.uiFlags & TAUNT_A_AGGRESSIVE) &&
!(pData->curTaunt.uiFlags & TAUNT_A_DEFENSIVE) &&
!(pData->curTaunt.uiFlags & TAUNT_A_BRAVE_AID) &&
!(pData->curTaunt.uiFlags & TAUNT_A_BRAVE_SOLO) &&
!(pData->curTaunt.uiFlags & TAUNT_A_CUNNING_AID) &&
!(pData->curTaunt.uiFlags & TAUNT_A_CUNNING_SOLO) )
{
pData->curTaunt.uiFlags |= TAUNT_A_AGGRESSIVE;
pData->curTaunt.uiFlags |= TAUNT_A_DEFENSIVE;
pData->curTaunt.uiFlags |= TAUNT_A_BRAVE_AID;
pData->curTaunt.uiFlags |= TAUNT_A_BRAVE_SOLO;
pData->curTaunt.uiFlags |= TAUNT_A_CUNNING_AID;
pData->curTaunt.uiFlags |= TAUNT_A_CUNNING_SOLO;
if ( localizedTextOnly_Taunts )
{
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curArray[pData->curTaunt.uiIndex].szText, sizeof(pData->curTaunt.szText)/sizeof(pData->curTaunt.szText[0]) );
pData->curArray[pData->curTaunt.uiIndex].szText[sizeof(pData->curTaunt.szText)/sizeof(pData->curTaunt.szText[0]) - 1] = '\0';
}
// no gender specified -> set all
if( !(pData->curTaunt.uiFlags & TAUNT_G_FEMALE) &&
!(pData->curTaunt.uiFlags & TAUNT_G_MALE) )
else
{
pData->curTaunt.uiFlags |= TAUNT_G_FEMALE;
pData->curTaunt.uiFlags |= TAUNT_G_MALE;
}
if( !(pData->curTaunt.uiFlags & TAUNT_T_FEMALE) &&
!(pData->curTaunt.uiFlags & TAUNT_T_MALE) )
{
pData->curTaunt.uiFlags |= TAUNT_T_FEMALE;
pData->curTaunt.uiFlags |= TAUNT_T_MALE;
}
// no attitude specified -> set all
if( !(pData->curTaunt.uiFlags & TAUNT_A_AGGRESSIVE) &&
!(pData->curTaunt.uiFlags & TAUNT_A_DEFENSIVE) &&
!(pData->curTaunt.uiFlags & TAUNT_A_BRAVE_AID) &&
!(pData->curTaunt.uiFlags & TAUNT_A_BRAVE_SOLO) &&
!(pData->curTaunt.uiFlags & TAUNT_A_CUNNING_AID) &&
!(pData->curTaunt.uiFlags & TAUNT_A_CUNNING_SOLO) )
{
pData->curTaunt.uiFlags |= TAUNT_A_AGGRESSIVE;
pData->curTaunt.uiFlags |= TAUNT_A_DEFENSIVE;
pData->curTaunt.uiFlags |= TAUNT_A_BRAVE_AID;
pData->curTaunt.uiFlags |= TAUNT_A_BRAVE_SOLO;
pData->curTaunt.uiFlags |= TAUNT_A_CUNNING_AID;
pData->curTaunt.uiFlags |= TAUNT_A_CUNNING_SOLO;
}
// no gender specified -> set all
if( !(pData->curTaunt.uiFlags & TAUNT_G_FEMALE) &&
!(pData->curTaunt.uiFlags & TAUNT_G_MALE) )
{
pData->curTaunt.uiFlags |= TAUNT_G_FEMALE;
pData->curTaunt.uiFlags |= TAUNT_G_MALE;
}
if( !(pData->curTaunt.uiFlags & TAUNT_T_FEMALE) &&
!(pData->curTaunt.uiFlags & TAUNT_T_MALE) )
{
pData->curTaunt.uiFlags |= TAUNT_T_FEMALE;
pData->curTaunt.uiFlags |= TAUNT_T_MALE;
}
// no class specified -> set all enemies
if( !(pData->curTaunt.uiFlags & TAUNT_C_ADMIN) &&
!(pData->curTaunt.uiFlags & TAUNT_C_ARMY) &&
!(pData->curTaunt.uiFlags & TAUNT_C_ELITE) &&
!(pData->curTaunt.uiFlags & TAUNT_C_GREEN) &&
!(pData->curTaunt.uiFlags & TAUNT_C_REGULAR) &&
!(pData->curTaunt.uiFlags & TAUNT_C_VETERAN) )
{
pData->curTaunt.uiFlags |= TAUNT_C_ADMIN;
pData->curTaunt.uiFlags |= TAUNT_C_ARMY;
pData->curTaunt.uiFlags |= TAUNT_C_ELITE;
pData->curTaunt.uiFlags |= TAUNT_C_GREEN;
pData->curTaunt.uiFlags |= TAUNT_C_REGULAR;
pData->curTaunt.uiFlags |= TAUNT_C_VETERAN;
}
//pData->curArray[pData->curTaunt.uiIndex] = pData->curTaunt;
pData->curArray[num_found_taunt-1] = pData->curTaunt;
pData->curTaunt.uiFlags = 0;
for(UINT16 i = 0; i < TAUNT_MAX; i++)
{
pData->curTaunt.value[i] = (-1);
// no class specified -> set all enemies
if( !(pData->curTaunt.uiFlags & TAUNT_C_ADMIN) &&
!(pData->curTaunt.uiFlags & TAUNT_C_ARMY) &&
!(pData->curTaunt.uiFlags & TAUNT_C_ELITE) &&
!(pData->curTaunt.uiFlags & TAUNT_C_GREEN) &&
!(pData->curTaunt.uiFlags & TAUNT_C_REGULAR) &&
!(pData->curTaunt.uiFlags & TAUNT_C_VETERAN) )
{
pData->curTaunt.uiFlags |= TAUNT_C_ADMIN;
pData->curTaunt.uiFlags |= TAUNT_C_ARMY;
pData->curTaunt.uiFlags |= TAUNT_C_ELITE;
pData->curTaunt.uiFlags |= TAUNT_C_GREEN;
pData->curTaunt.uiFlags |= TAUNT_C_REGULAR;
pData->curTaunt.uiFlags |= TAUNT_C_VETERAN;
}
//pData->curArray[pData->curTaunt.uiIndex] = pData->curTaunt;
pData->curArray[num_found_taunt-1] = pData->curTaunt;
pData->curTaunt.uiFlags = 0;
for(UINT16 i = 0; i < TAUNT_MAX; i++)
{
pData->curTaunt.value[i] = (-1);
}
}
}
num_found_taunt++;
//num_found_taunt = pData->curTaunt.uiIndex;
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = ELEMENT;
pData->curTaunt.uiIndex = (UINT16) atol(pData->szCharData);
}
else if(strcmp(name, "szText") == 0 )
{
pData->curElement = ELEMENT;
@@ -579,6 +603,8 @@ BOOLEAN ReadInTaunts(STR fileName, BOOLEAN localizedVersion)
enemyRankParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading EnemyTaunts.xml" );
localizedTextOnly_Taunts = localizedVersion;
// Open file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );