#ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else #include "sgp.h" #include "Debug Control.h" #include "expat.h" #include "XML.h" #include "Interface.h" #include "Text.h" #include "GameInitOptionsScreen.h" #endif struct { PARSE_STAGE curElement; CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1]; DIFFICULTY_SETTINGS_VALUES curDifficultySettings; DIFFICULTY_SETTINGS_VALUES * curArray; UINT32 maxArraySize; UINT32 curIndex; UINT32 currentDepth; UINT32 maxReadDepth; } typedef difficultySettingsParseData; BOOLEAN DifficultySettings_TextOnly; static void XMLCALL DifficultySettingsParseDataStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts) { difficultySettingsParseData * pData = (difficultySettingsParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element? { if(strcmp(name, "DIFFICULTY_SETTINGS") == 0 && pData->curElement == ELEMENT_NONE) { pData->curElement = ELEMENT_LIST; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "DIFFICULTY") == 0 && pData->curElement == ELEMENT_LIST) { pData->curElement = ELEMENT; pData->maxReadDepth++; //we are not skipping this element } else if(pData->curElement == ELEMENT && (strcmp(name, "uiIndex") == 0 || strcmp(name, "Name") == 0 || strcmp(name, "ConfirmText") == 0 || strcmp(name, "StartingCash") == 0 || strcmp(name, "EnemyAPBonus") == 0 || strcmp(name, "NumKillsPerProgressPoint") == 0 || strcmp(name, "InitialGarrisonPercentages") == 0 || strcmp(name, "MinEnemyGroupSize") == 0 || strcmp(name, "UnlimitedPoolOfTroops") == 0 || strcmp(name, "QueensInitialPoolOfTroops") == 0 || strcmp(name, "QueenPoolIncrementPerDifficultyLevel") == 0 || strcmp(name, "EnemyStartingAlertLevel") == 0 || strcmp(name, "EnemyAlertDecay") == 0 || strcmp(name, "NumAwareBattles") == 0 || strcmp(name, "BaseDelayInMinutesBetweenEvaluations") == 0 || strcmp(name, "EvaluationDelayVariance") == 0 || strcmp(name, "GracePeriodInHoursAfterSectorLiberation") == 0 || strcmp(name, "GracePeriodInDaysAfterPatrolDestroyed") == 0 || strcmp(name, "AggressiveQueenAi") == 0 || strcmp(name, "MaxMercDeaths") == 0 || strcmp(name, "CreatureSpreadTime") == 0 || strcmp(name, "QueenReproductionBase") == 0 || strcmp(name, "QueenReproductionBonus") == 0 || strcmp(name, "QueenInitBonusSpread") == 0 || strcmp(name, "CreaturePopulationModifier") == 0 || strcmp(name, "CreatureTownAggressiveness") == 0 || strcmp(name, "SectorJ9B1NumTroops") == 0 || strcmp(name, "SectorJ9B2NumCreatures") == 0 || strcmp(name, "SectorK4B1NumTroops") == 0 || strcmp(name, "SectorK4B2NumElites") == 0 || strcmp(name, "SectorO3B1NumTroops") == 0 || strcmp(name, "SectorO3B2NumElites") == 0 || strcmp(name, "SectorP3B1NumElites") == 0 || strcmp(name, "StrategicAiActionWakeQueen") == 0 || strcmp(name, "UpdateLastDayOfPlayerActivity") == 0 || strcmp(name, "ChanceOfEnemyAmbushes") == 0 || strcmp(name, "AllowReinforcements") == 0 || strcmp(name, "AllowReinforcementsOmerta") == 0 || strcmp(name, "PopulationLevel2") == 0 || strcmp(name, "PopulationLevel3") == 0 || strcmp(name, "PercentElitesBonus") == 0 || strcmp(name, "WeaponCacheTroops1") == 0 || strcmp(name, "WeaponCacheTroops2") == 0 || strcmp(name, "WeaponCacheTroops3") == 0 || strcmp(name, "WeaponCacheTroops4") == 0 || strcmp(name, "WeaponCacheTroops5") == 0 || strcmp(name, "UpgradeAdminsToTroops") == 0 || strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0 || strcmp(name, "QueenAttackLosingControlOfSector") == 0 || strcmp(name, "BloodcatAmbushSectors") == 0 || strcmp(name, "AirRaidLookForDive") == 0 || strcmp(name, "NumberOfTurnsPowerGenFanWillBeStoppedFor") == 0 || strcmp(name, "RadioSightings") == 0 || strcmp(name, "RadioSightings2") == 0 || strcmp(name, "EnemyMoraleWorried") == 0 || strcmp(name, "CthConstantsAimDifficulty") == 0 || strcmp(name, "CthConstantsBaseDifficulty") == 0 )) { pData->curElement = ELEMENT_PROPERTY; pData->maxReadDepth++; //we are not skipping this element } pData->szCharData[0] = '\0'; } pData->currentDepth++; } static void XMLCALL DifficultySettingsDataHandle(void *userData, const XML_Char *str, int len) { difficultySettingsParseData * pData = (difficultySettingsParseData *)userData; if( (pData->currentDepth <= pData->maxReadDepth) && (strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH) ){ strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData))); } } static void XMLCALL difficultySettingsEndElementHandle(void *userData, const XML_Char *name) { difficultySettingsParseData * pData = (difficultySettingsParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading { if(strcmp(name, "DIFFICULTY_SETTINGS") == 0) { pData->curElement = ELEMENT_NONE; } else if(strcmp(name, "DIFFICULTY") == 0) { pData->curElement = ELEMENT_LIST; if (!DifficultySettings_TextOnly) { wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName); wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText); zDeffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash; zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus; zDeffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint; zDeffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages; zDeffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize; zDeffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops; zDeffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops; zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel; zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel; zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay; zDeffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles; zDeffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations; zDeffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance; zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation; zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed; zDeffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi; zDeffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths; //Creatures Settings zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime; zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase; zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus; zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread; zDeffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier; zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness; //sectors zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops; zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures; zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops; zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites; zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops; zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites; zDeffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites; //Other zDeffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen; zDeffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity; zDeffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes; zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements; zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta; zDeffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus; zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2; zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3; zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1; zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2; zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3; zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4; zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5; zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops; zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2; zDeffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector; zDeffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush; zDeffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive; zDeffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings; zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2; zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY; zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY; zDeffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried; } else { wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName); wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText); } } else if(strcmp(name, "uiIndex") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.uiIndex = (UINT16) atol(pData->szCharData); MaxDifficultySettingsValues++; } else if(strcmp(name, "Name") == 0 ) { pData->curElement = ELEMENT; MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szDeffName, sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) ); pData->curDifficultySettings.szDeffName[sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) - 1] = '\0'; } else if(strcmp(name, "ConfirmText") == 0 ) { pData->curElement = ELEMENT; MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szConfirmText, sizeof(pData->curDifficultySettings.szConfirmText)/sizeof(pData->curDifficultySettings.szConfirmText[0]) ); pData->curDifficultySettings.szConfirmText[sizeof(pData->curDifficultySettings.szConfirmText)/sizeof(pData->curDifficultySettings.szConfirmText[0]) - 1] = '\0'; } else if(strcmp(name, "StartingCash") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iStartingCash = (INT32) atol(pData->szCharData); } else if(strcmp(name, "EnemyAPBonus") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iEnemyAPBonus = (INT8) atol(pData->szCharData); } else if(strcmp(name, "NumKillsPerProgressPoint") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iNumKillsPerProgressPoint = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "InitialGarrisonPercentages") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iInitialGarrisonPercentages = (INT32) atol(pData->szCharData); } else if(strcmp(name, "MinEnemyGroupSize") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iMinEnemyGroupSize = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "PercentElitesBonus") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iPercentElitesBonus = (INT32) atol(pData->szCharData); } else if(strcmp(name, "UnlimitedPoolOfTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bUnlimitedPoolOfTroops = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "QueensInitialPoolOfTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iQueensInitialPoolOfTroops = (INT32) atol(pData->szCharData); } else if(strcmp(name, "QueenPoolIncrementPerDifficultyLevel") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "EnemyStartingAlertLevel") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iEnemyStartingAlertLevel = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "EnemyAlertDecay") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iEnemyAlertDecay = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "NumAwareBattles") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iNumAwareBattles = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "BaseDelayInMinutesBetweenEvaluations") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "EvaluationDelayVariance") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iEvaluationDelayVariance = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "GracePeriodInHoursAfterSectorLiberation") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "GracePeriodInDaysAfterPatrolDestroyed") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "AggressiveQueenAi") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bAggressiveQueenAi = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "MaxMercDeaths") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iMaxMercDeaths = (INT32) atol(pData->szCharData); } //Creatures Settings else if(strcmp(name, "CreatureSpreadTime") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iCreatureSpreadTime = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "QueenReproductionBase") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iQueenReproductionBase = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "QueenReproductionBonus") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iQueenReproductionBonus = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "QueenInitBonusSpread") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iQueenInitBonusSpread = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "CreaturePopulationModifier") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iCreaturePopulationModifier = (INT8) atol(pData->szCharData); } else if(strcmp(name, "CreatureTownAggressiveness") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iCreatureTownAggressiveness = (INT8) atol(pData->szCharData); } //sectors else if(strcmp(name, "SectorJ9B1NumTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iJ9B1NumTroops = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "SectorJ9B2NumCreatures") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iJ9B2NumCreatures = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "SectorK4B1NumTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iK4B1NumTroops = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "SectorK4B1NumElites") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iK4B1NumElites = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "SectorO3B1NumTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iO3B1NumTroops = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "SectorO3B1NumElites") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iO3B1NumElites = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "SectorP3B1NumElites") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iP3B1NumElites = (UINT8) atol(pData->szCharData); } //Sector else if(strcmp(name, "StrategicAiActionWakeQueen") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bStrategicAiActionWakeQueen = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "UpdateLastDayOfPlayerActivity") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "ChanceOfEnemyAmbushes") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iChanceOfEnemyAmbushes = (INT32) atol(pData->szCharData); } else if(strcmp(name, "AllowReinforcements") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bAllowReinforcements = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "AllowReinforcementsOmerta") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bAllowReinforcementsOmerta = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "PopulationLevel2") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iDesiredPopulationL2 = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "PopulationLevel3") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iDesiredPopulationL3 = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "WeaponCacheTroops1") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iWeaponCacheTroops1 = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "WeaponCacheTroops2") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iWeaponCacheTroops2 = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "WeaponCacheTroops3") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iWeaponCacheTroops3 = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "WeaponCacheTroops4") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iWeaponCacheTroops4 = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "WeaponCacheTroops5") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iWeaponCacheTroops5 = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "UpgradeAdminsToTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bUpgradeAdminsToTroops2 = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bUpgradeAdminsToTroops = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bQueenLosingControlOfSector = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "BloodcatAmbushSectors") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bBloodcatAmbush = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "AirRaidLookForDive") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bAirRaidLookForDive = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "NumberOfTurnsPowerGenFanWillBeStoppedFor") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "RadioSightings") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bRadioSightings = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "RadioSightings2") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bRadioSightings2 = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "EnemyMoraleWorried") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.bEnemyMoraleWorried = (BOOLEAN) atol(pData->szCharData); } else if(strcmp(name, "CthConstantsAimDifficulty") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData); } else if(strcmp(name, "CthConstantsBaseDifficulty") == 0) { pData->curElement = ELEMENT; pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData); } pData->maxReadDepth--; } pData->currentDepth--; } BOOLEAN ReadInDifficultySettings( STR fileName, BOOLEAN localizedVersion) { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8 * lpcBuffer; XML_Parser parser = XML_ParserCreate(NULL); difficultySettingsParseData pData; MaxDifficultySettingsValues = 0; DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading DifficultySettings.xml" ); DifficultySettings_TextOnly = localizedVersion; // Open file hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE ); if ( !hFile ) return( localizedVersion ); uiFSize = FileGetSize(hFile); lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1); //Read in block if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) ) { MemFree(lpcBuffer); return( FALSE ); } lpcBuffer[uiFSize] = 0; //add a null terminator FileClose( hFile ); XML_SetElementHandler(parser, DifficultySettingsParseDataStartElementHandle, difficultySettingsEndElementHandle); XML_SetCharacterDataHandler(parser, DifficultySettingsDataHandle); memset(&pData,0,sizeof(pData)); XML_SetUserData(parser, &pData); if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE)) { CHAR8 errorBuf[511]; sprintf(errorBuf, "XML Parser Error in DifficultySettings.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser)); LiveMessage(errorBuf); MemFree(lpcBuffer); return FALSE; } MemFree(lpcBuffer); XML_ParserFree(parser); MaxDifficultySettingsValues--; return( TRUE ); }