Files
source/XML_DifficultySettings.cpp
T

674 lines
31 KiB
C++

#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, "CounterAttackGroupSize") == 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, "LootStatusModifier") == 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, "AlwaysUpGradeAdminsToTroopsProgress" ) == 0 ||
strcmp(name, "LevelModifierLowLimit" ) == 0 ||
strcmp(name, "LevelModifierHighLimit" ) == 0 ||
strcmp(name, "AllowUnrestrictedXPLevels" ) == 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, "MaxMortarsPerTeam" ) == 0 ||
strcmp(name, "CthConstantsAimDifficulty") == 0 ||
strcmp(name, "CthConstantsBaseDifficulty") == 0 ||
strcmp(name, "CthConstantsAimDifficultyMilitia") == 0 ||
strcmp(name, "CthConstantsBaseDifficultyMilitia") == 0 ||
strcmp(name, "CthConstantsAimDifficultyPlayer") == 0 ||
strcmp(name, "CthConstantsBaseDifficultyPlayer") == 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(zDiffSetting[pData->curDifficultySettings.uiIndex].szDiffName, pData->curDifficultySettings.szDiffName);
wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
zDiffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash;
zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus;
zDiffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint;
zDiffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages;
zDiffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize;
zDiffSetting[pData->curDifficultySettings.uiIndex].iCounterAttackGroupSize = pData->curDifficultySettings.iCounterAttackGroupSize;
zDiffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel;
zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel;
zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay;
zDiffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles;
zDiffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations;
zDiffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance;
zDiffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation;
zDiffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed;
zDiffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi;
zDiffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths;
zDiffSetting[pData->curDifficultySettings.uiIndex].usLootStatusModifier = pData->curDifficultySettings.usLootStatusModifier;
//Creatures Settings
zDiffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime;
zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase;
zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus;
zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread;
zDiffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier;
zDiffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness;
//sectors
zDiffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures;
zDiffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites;
zDiffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites;
zDiffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites;
//Other
zDiffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen;
zDiffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity;
zDiffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes;
zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements;
zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta;
zDiffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus;
zDiffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2;
zDiffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3;
zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1;
zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2;
zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3;
zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4;
zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5;
zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeGarrisonsAdminsToTroops = pData->curDifficultySettings.bUpgradeGarrisonsAdminsToTroops;
zDiffSetting[pData->curDifficultySettings.uiIndex].usAlwaysUpGradeAdminsToTroopsProgress = pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress;
zDiffSetting[pData->curDifficultySettings.uiIndex].usLevelModifierLowLimit = pData->curDifficultySettings.usLevelModifierLowLimit;
zDiffSetting[pData->curDifficultySettings.uiIndex].usLevelModifierHighLimit = pData->curDifficultySettings.usLevelModifierHighLimit;
zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowUnrestrictedXPLevels = pData->curDifficultySettings.bAllowUnrestrictedXPLevels;
zDiffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector;
zDiffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush;
zDiffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive;
zDiffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings;
zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2;
zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsAimDifficultyEnemy = pData->curDifficultySettings.fCTHSettingsAimDifficultyEnemy;
zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsBaseDifficultyEnemy = pData->curDifficultySettings.fCTHSettingsBaseDifficultyEnemy;
zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsAimDifficultyMilitia = pData->curDifficultySettings.fCTHSettingsAimDifficultyMilitia;
zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsBaseDifficultyMilitia = pData->curDifficultySettings.fCTHSettingsBaseDifficultyMilitia;
zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsAimDifficultyPlayer = pData->curDifficultySettings.fCTHSettingsAimDifficultyPlayer;
zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsBaseDifficultyPlayer = pData->curDifficultySettings.fCTHSettingsBaseDifficultyPlayer;
zDiffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried;
zDiffSetting[pData->curDifficultySettings.uiIndex].usMaxMortarsPerTeam = pData->curDifficultySettings.usMaxMortarsPerTeam;
}
else
{
wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szDiffName, pData->curDifficultySettings.szDiffName);
wcscpy(zDiffSetting[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.szDiffName, sizeof(pData->curDifficultySettings.szDiffName)/sizeof(pData->curDifficultySettings.szDiffName[0]) );
pData->curDifficultySettings.szDiffName[sizeof(pData->curDifficultySettings.szDiffName)/sizeof(pData->curDifficultySettings.szDiffName[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, "CounterAttackGroupSize") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.iCounterAttackGroupSize = (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);
}
else if(strcmp(name, "LootStatusModifier") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.usLootStatusModifier = (UINT8) 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.bUpgradeAdminsToTroops = (BOOLEAN) atol(pData->szCharData);
}
else if(strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.bUpgradeGarrisonsAdminsToTroops = (BOOLEAN)atol( pData->szCharData );
}
else if ( strcmp( name, "AlwaysUpGradeAdminsToTroopsProgress" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress = (UINT8)atol( pData->szCharData );
pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress = min( pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress, 100 );
}
else if ( strcmp( name, "LevelModifierLowLimit" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.usLevelModifierLowLimit = (UINT8)atol( pData->szCharData );
pData->curDifficultySettings.usLevelModifierLowLimit = min( pData->curDifficultySettings.usLevelModifierLowLimit, 5 );
}
else if ( strcmp( name, "LevelModifierHighLimit" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.usLevelModifierHighLimit = (UINT8)atol( pData->szCharData );
pData->curDifficultySettings.usLevelModifierHighLimit = min( pData->curDifficultySettings.usLevelModifierHighLimit, 5 );
}
else if(strcmp(name, "AllowUnrestrictedXPLevels") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.bAllowUnrestrictedXPLevels = (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, "MaxMortarsPerTeam" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.usMaxMortarsPerTeam = (UINT8)atol( pData->szCharData );
}
else if(strcmp(name, "CthConstantsAimDifficulty") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.fCTHSettingsAimDifficultyEnemy = (FLOAT) atol(pData->szCharData);
}
else if(strcmp(name, "CthConstantsBaseDifficulty") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.fCTHSettingsBaseDifficultyEnemy = (FLOAT) atol(pData->szCharData);
}
else if(strcmp(name, "CthConstantsAimDifficultyMilitia") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.fCTHSettingsAimDifficultyMilitia = (FLOAT) atol(pData->szCharData);
}
else if(strcmp(name, "CthConstantsBaseDifficultyMilitia") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.fCTHSettingsBaseDifficultyMilitia = (FLOAT) atol(pData->szCharData);
}
else if(strcmp(name, "CthConstantsAimDifficultyPlayer") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.fCTHSettingsAimDifficultyPlayer = (FLOAT) atol(pData->szCharData);
}
else if(strcmp(name, "CthConstantsBaseDifficultyPlayer") == 0)
{
pData->curElement = ELEMENT;
pData->curDifficultySettings.fCTHSettingsBaseDifficultyPlayer = (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 );
}