Files
source/XML_DifficultySettings.cpp
T
Wanne 684e1d6148 Externalized Difficulty Settings
- Removed #ifdef DIFFICULTY_SETTING. Now the new difficulty settings code is always active (by Jazz)
- Removed unused INI reading settings

These parameters were moved to the file DifficultySettings.xml.
** Ja2_Options.INI **
ENEMY_AP_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
NUM_KILLS_PER_PROGRESS_POINT_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
INITIAL_GARRISON_PERCENTAGES_NOVICE  , _EXPERIENCED, _EXPERT, _INSANE
MIN_ENEMY_GROUP_SIZE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
UNLIMITED_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
ENEMY_STARTING_ALERT_LEVEL_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
ENEMY_ALERT_DECAY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
NUM_AWARE_BATTLES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
EVALUATION_DELAY_VARIANCE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
AGGRESSIVE_QUEEN_AI_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL
PERCENT_EXTRA_ELITES_EXPERIENCED , _EXPERT, _INSANE
MAX_MERC_DEATHS_EASY , _EXPERIENCED, _EXPERT, _INSANE
		
** Creatures_Settings.INI **
CREATURE_SPREAD_TIME_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_REPRODUCTION_BASE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_REPRODUCTION_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_INIT_BONUS_SPREAD_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
CREATURE_POPULATION_MODIFIER_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
CREATURE_TOWN_AGGRESSIVENESS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL
		
** CTHConstants.ini **
BASE_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
AIM_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7461 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-08-31 13:39:23 +00:00

594 lines
26 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, "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 );
}