示例#1
0
ALERROR CUniverse::LoadSound (SDesignLoadCtx &Ctx, CXMLElement *pElement)

//	LoadSound
//
//	Load a sound element

	{
	ALERROR error;

	if (Ctx.bNoResources)
		return NOERROR;

	DWORD dwUNID = LoadUNID(Ctx, pElement->GetAttribute(UNID_ATTRIB));
	CString sFilename = pElement->GetAttribute(FILENAME_ATTRIB);

	//	Load the image
	int iChannel;
	if (error = Ctx.pResDb->LoadSound(*m_pSoundMgr, NULL_STR, sFilename, &iChannel))
		{
		Ctx.sError = strPatternSubst(CONSTLIT("Unable to load sound: %s"), sFilename.GetASCIIZPointer());
		return error;
		}

	if (error = m_Sounds.AddEntry((int)dwUNID, (CObject *)iChannel))
		{
		Ctx.sError = CONSTLIT("Unable to add sound");
		return error;
		}

#ifdef DEBUG_SOURCE_LOAD_TRACE
	kernelDebugLogMessage("Loaded sound: %x", dwUNID);
#endif

	return NOERROR;
	}
示例#2
0
ALERROR CExtension::LoadSoundElement (SDesignLoadCtx &Ctx, CXMLElement *pDesc)

//	LoadSoundElement
//
//	Loads <Sound> element

	{
	ALERROR error;

	if (Ctx.bNoResources || g_pUniverse->GetSoundMgr() == NULL)
		return NOERROR;

	DWORD dwUNID;
	if (error = LoadUNID(Ctx, pDesc->GetAttribute(UNID_ATTRIB), &dwUNID))
		return error;

	CString sFilename = pDesc->GetAttribute(FILENAME_ATTRIB);

	//	Load the sound

	int iChannel;
	if (error = Ctx.pResDb->LoadSound(*g_pUniverse->GetSoundMgr(), Ctx.sFolder, sFilename, &iChannel))
		{
		Ctx.sError = strPatternSubst(CONSTLIT("Unable to load sound: %s"), sFilename);
		return error;
		}

	g_pUniverse->AddSound(dwUNID, iChannel);

	return NOERROR;
	}
ALERROR CObjectImageArray::InitFromXML (SDesignLoadCtx &Ctx, CXMLElement *pDesc, bool bResolveNow)

//	InitFromXML
//
//	Create from XML description

	{
	//	Initialize basic info

	m_rcImage.left = pDesc->GetAttributeInteger(CONSTLIT(g_ImageXAttrib));
	m_rcImage.top = pDesc->GetAttributeInteger(CONSTLIT(g_ImageYAttrib));
	m_rcImage.right = m_rcImage.left + pDesc->GetAttributeInteger(CONSTLIT(g_ImageWidthAttrib));
	m_rcImage.bottom = m_rcImage.top + pDesc->GetAttributeInteger(CONSTLIT(g_ImageHeightAttrib));
	m_iFrameCount = pDesc->GetAttributeInteger(CONSTLIT(g_ImageFrameCountAttrib));
	m_iRotationCount = pDesc->GetAttributeInteger(ROTATION_COUNT_ATTRIB);
	if (m_iRotationCount <= 0)
		m_iRotationCount = 1;
	m_iTicksPerFrame = pDesc->GetAttributeInteger(CONSTLIT(g_ImageTicksPerFrameAttrib));
	if (m_iTicksPerFrame <= 0 && m_iFrameCount > 1)
		m_iTicksPerFrame = 1;
	m_iFlashTicks = pDesc->GetAttributeInteger(FLASH_TICKS_ATTRIB);

	CString sBlending = pDesc->GetAttribute(BLENDING_ATTRIB);
	if (strEquals(sBlending, LIGHTEN_BLENDING))
		m_iBlending = blendLighten;
	else
		m_iBlending = blendNormal;

	//	Compute rotation offsets

	m_iRotationOffset = pDesc->GetAttributeInteger(ROTATE_OFFSET_ATTRIB);
	if (m_iRotationOffset)
		ComputeRotationOffsets();
	else
		{
		int xOffset = pDesc->GetAttributeInteger(X_OFFSET_ATTRIB);
		int yOffset = pDesc->GetAttributeInteger(Y_OFFSET_ATTRIB);
		if (xOffset != 0 || yOffset != 0)
			ComputeRotationOffsets(xOffset, yOffset);
		}

	//	Get the image from the universe

	m_dwBitmapUNID = LoadUNID(Ctx, pDesc->GetAttribute(CONSTLIT(g_ImageIDAttrib)));
	if (bResolveNow)
		m_pImage = g_pUniverse->FindLibraryImage(m_dwBitmapUNID);
	else
		m_pImage = NULL;

	return NOERROR;
	}
示例#4
0
ALERROR CWeaponFireDesc::InitFromXML (SDesignLoadCtx &Ctx, CXMLElement *pDesc, const CString &sUNID, bool bDamageOnly)

//	InitFromXML
//
//	Loads shot data from an element

	{
	ALERROR error;
	int i;

	m_pExtension = Ctx.pExtension;
	m_fVariableInitialSpeed = false;
	m_bFragment = false;

	//	Load basic attributes

	m_sUNID = sUNID;
	m_Lifetime.LoadFromXML(pDesc->GetAttribute(LIFETIME_ATTRIB));
	int iMaxLifetime = m_Lifetime.GetMaxValue();
	m_bCanDamageSource = pDesc->GetAttributeBool(CAN_HIT_SOURCE_ATTRIB);
	m_bAutoTarget = pDesc->GetAttributeBool(AUTO_TARGET_ATTRIB);
	m_bNoFriendlyFire = pDesc->GetAttributeBool(NO_FRIENDLY_FIRE_ATTRIB);
	m_InitialDelay.LoadFromXML(pDesc->GetAttribute(INITIAL_DELAY_ATTRIB));

	//	Load missile speed

	CString sData;
	if (pDesc->FindAttribute(MISSILE_SPEED_ATTRIB, &sData))
		{
		if (error = m_MissileSpeed.LoadFromXML(sData))
			{
			Ctx.sError = CONSTLIT("Invalid missile speed attribute");
			return ERR_FAIL;
			}

		m_fVariableInitialSpeed = !m_MissileSpeed.IsConstant();
		m_rMissileSpeed = (double)m_MissileSpeed.GetAveValue() * LIGHT_SPEED / 100;
		}
	else
		{
		m_fVariableInitialSpeed = false;
		m_rMissileSpeed = LIGHT_SPEED;
		}

	//	Load the effect to use

	if (error = m_pEffect.LoadEffect(Ctx, 
			strPatternSubst("%s:e", sUNID),
			pDesc->GetContentElementByTag(EFFECT_TAG),
			pDesc->GetAttribute(EFFECT_ATTRIB)))
		return error;

	//	Load stealth

	m_iStealth = pDesc->GetAttributeInteger(STEALTH_ATTRIB);
	if (m_iStealth == 0)
		m_iStealth = CSpaceObject::stealthNormal;

	//	Other properties

	m_iSplashChance = pDesc->GetAttributeIntegerBounded(PARTICLE_SPLASH_CHANCE_ATTRIB, 0, 100, 0);
	m_iMissChance = pDesc->GetAttributeIntegerBounded(PARTICLE_MISS_CHANCE_ATTRIB, 0, 100, 0);

	//	Load specific properties

	CString sValue = pDesc->GetAttribute(FIRE_TYPE_ATTRIB);
	if (strEquals(sValue, FIRE_TYPE_MISSILE) || strEquals(sValue, FIRE_TYPE_BEAM))
		{
		m_iFireType = (strEquals(sValue, FIRE_TYPE_BEAM) ? ftBeam : ftMissile);

		//	For backwards compatibility, if we don't have an effect, assume
		//	a beam effect.

		if (m_iFireType == ftBeam && m_pEffect == NULL)
			{
			if (error = m_pEffect.CreateBeamEffect(Ctx, pDesc, strPatternSubst("%s:e", sUNID)))
				return error;

			//	Backwards compatibility in case a CBeam object is loaded from
			//	an old save file.

			m_iBeamType = beamLaser;
			m_wPrimaryColor = CG16bitImage::RGBValue(0xf1, 0x5f, 0x2a);
			m_wSecondaryColor = CG16bitImage::RGBValue(0xff, 0x00, 0x00);
			m_iIntensity = 1;
			}

		//	Load the image for the missile

		CXMLElement *pImage = pDesc->GetContentElementByTag(IMAGE_TAG);
		if (pImage)
			if (error = m_Image.InitFromXML(Ctx, pImage))
				return error;

		m_bDirectional = pDesc->GetAttributeBool(DIRECTIONAL_ATTRIB);
		if (m_bDirectional && m_pEffect)
			m_pEffect->SetVariants(g_RotationRange);

		m_iAccelerationFactor = pDesc->GetAttributeInteger(ACCELERATION_FACTOR_ATTRIB);
		int iMaxSpeed = pDesc->GetAttributeInteger(MAX_MISSILE_SPEED_ATTRIB);
		if (iMaxSpeed == 0)
			m_rMaxMissileSpeed = m_rMissileSpeed;
		else
			m_rMaxMissileSpeed = (Metric)iMaxSpeed * LIGHT_SPEED / 100.0;

		//	Hit points and interaction

		m_iHitPoints = pDesc->GetAttributeInteger(HIT_POINTS_ATTRIB);
		CString sInteraction;
		if (pDesc->FindAttribute(INTERACTION_ATTRIB, &sInteraction))
			m_iInteraction = strToInt(sInteraction, 100);
		else
			m_iInteraction = (m_iFireType == ftBeam ? 0 : 100);

		//	Load exhaust data

		CXMLElement *pExhaust = pDesc->GetContentElementByTag(MISSILE_EXHAUST_TAG);
		if (pExhaust)
			{
			m_iExhaustRate = pExhaust->GetAttributeInteger(EXHAUST_RATE_ATTRIB);
			m_iExhaustLifetime = pExhaust->GetAttributeInteger(EXHAUST_LIFETIME_ATTRIB);
			m_rExhaustDrag = pExhaust->GetAttributeInteger(EXHAUST_DRAG_ATTRIB) / 100.0;

			CXMLElement *pImage = pExhaust->GetContentElementByTag(IMAGE_TAG);
			if (error = m_ExhaustImage.InitFromXML(Ctx, pImage))
				return error;
			}
		else
			{
			m_iExhaustRate = 0;
			m_iExhaustLifetime = 0;
			m_rExhaustDrag = 0.0;
			}
		}
	else if (strEquals(sValue, FIRE_TYPE_AREA))
		{
		m_iFireType = ftArea;

		m_rMaxMissileSpeed = m_rMissileSpeed;

		//	Load expansion speed

		if (pDesc->FindAttribute(EXPANSION_SPEED_ATTRIB, &sData))
			{
			if (error = m_ExpansionSpeed.LoadFromXML(sData))
				{
				Ctx.sError = CONSTLIT("Invalid expansionSpeed attribute");
				return ERR_FAIL;
				}
			}
		else
			m_ExpansionSpeed.SetConstant(20);

		//	Area damage density

		if (pDesc->FindAttribute(AREA_DAMAGE_DENSITY_ATTRIB, &sData))
			{
			if (error = m_AreaDamageDensity.LoadFromXML(sData))
				{
				Ctx.sError = CONSTLIT("Invalid areaDamageDensity attribute");
				return ERR_FAIL;
				}
			}
		else
			m_AreaDamageDensity.SetConstant(32);

		//	Must have effect

		if (m_pEffect == NULL)
			{
			Ctx.sError = CONSTLIT("Must have <Effect> for area damage.");
			return ERR_FAIL;
			}
		}
	else if (strEquals(sValue, FIRE_TYPE_PARTICLES))
		{
		m_iFireType = ftParticles;

		m_rMaxMissileSpeed = m_rMissileSpeed;

		if (error = m_ParticleCount.LoadFromXML(pDesc->GetAttribute(PARTICLE_COUNT_ATTRIB)))
			{
			Ctx.sError = CONSTLIT("Invalid particle count.");
			return error;
			}

		if (error = m_ParticleEmitTime.LoadFromXML(pDesc->GetAttribute(PARTICLE_EMIT_TIME_ATTRIB)))
			{
			Ctx.sError = CONSTLIT("Invalid particle emit time.");
			return error;
			}

		m_iParticleSpread = pDesc->GetAttributeInteger(PARTICLE_SPREAD_ANGLE_ATTRIB);
		m_iParticleSpreadWidth = pDesc->GetAttributeInteger(PARTICLE_SPREAD_WIDTH_ATTRIB);
		}
	else if (strEquals(sValue, FIRE_TYPE_RADIUS))
		{
		m_iFireType = ftRadius;

		m_rMaxMissileSpeed = m_rMissileSpeed;

		m_rMinRadius = LIGHT_SECOND * (Metric)pDesc->GetAttributeInteger(MIN_RADIUS_ATTRIB);
		m_rMaxRadius = LIGHT_SECOND * (Metric)pDesc->GetAttributeInteger(MAX_RADIUS_ATTRIB);

		//	For radius, lifetime attribute is not required. We always set the lifetime
		//	to the effect lifetime.

		if (m_pEffect && iMaxLifetime == 0)
			{
			int iEffectLifetime = m_pEffect->GetLifetime();

			//	If the effect lifetime is infinite then change it
			//	to something more finite (this is technically an error condition)

			if (iEffectLifetime == -1)
				iEffectLifetime = 666;

			m_Lifetime.SetConstant(iEffectLifetime);
			iMaxLifetime = iEffectLifetime;
			}
		}
	else if (!bDamageOnly)
		{
		Ctx.sError = CONSTLIT("Invalid weapon fire type");
		return ERR_FAIL;
		}

	//	The effect should have the same lifetime as the shot
	//	Note: For radius damage it is the other way around (we set iMaxLifetime based on
	//	the effect--see above)

	if (m_pEffect)
		m_pEffect->SetLifetime(iMaxLifetime);

	//	We initialize this with the UNID, and later resolve the reference
	//	during OnDesignLoadComplete

	m_pAmmoType.LoadUNID(Ctx, pDesc->GetAttribute(AMMO_ID_ATTRIB));

	//	Maneuverability

	m_iManeuverability = pDesc->GetAttributeInteger(MANEUVERABILITY_ATTRIB);
	m_iManeuverRate = pDesc->GetAttributeIntegerBounded(MANEUVER_RATE_ATTRIB, 1, 180, -1);
	if (m_iManeuverRate == -1 && m_iManeuverability > 0)
		m_iManeuverRate = g_RotationAngle;
	else if (m_iManeuverability == 0 && m_iManeuverRate > 0)
		m_iManeuverability = 1;

	//	Load continuous and passthrough

	m_iContinuous = pDesc->GetAttributeInteger(BEAM_CONTINUOUS_ATTRIB);
	if (pDesc->FindAttributeInteger(PASSTHROUGH_ATTRIB, &m_iPassthrough))
		{
		//	In previous versions passthrough was a boolean value, so for backwards
		//	compatibility we treat 0 as 50%.
		//
		//	Note: We don't do this for ftArea because we need a way to specify
		//	passthrough=0 (since ftArea defaults to non-zero passthrough). Also,
		//	ftArea has no backwards compatibility issues (passthrough is only
		//	supported for 1.1 and above).

		if (m_iPassthrough == 0 && m_iFireType != ftArea)
			m_iPassthrough = 50;
		}
	else
		{
		//	If this is an area weapon, we set passthrough to a default value
		//	(for backwards compatibility)

		if (m_iFireType == ftArea)
			m_iPassthrough = 80;
		else
			m_iPassthrough = 0;
		}

	//	Load damage

	if (error = m_Damage.LoadFromXML(Ctx, pDesc->GetAttribute(DAMAGE_ATTRIB)))
		{
		Ctx.sError = strPatternSubst(CONSTLIT("Invalid damage specification: %s"), pDesc->GetAttribute(DAMAGE_ATTRIB));
		return error;
		}

	//	Fragments

	m_pFirstFragment = NULL;
	SFragmentDesc *pLastFragment = NULL;
	int iFragCount = 0;
	for (i = 0; i < pDesc->GetContentElementCount(); i++)
		{
		CXMLElement *pFragDesc = pDesc->GetContentElement(i);
		if (!strEquals(FRAGMENT_TAG, pFragDesc->GetTag()))
			continue;

		//	Create a new fragmentation descriptor

		SFragmentDesc *pNewDesc = new SFragmentDesc;
		pNewDesc->pNext = NULL;
		if (pLastFragment)
			pLastFragment->pNext = pNewDesc;
		else
			m_pFirstFragment = pNewDesc;

		pLastFragment = pNewDesc;

		//	Load fragment data

		pNewDesc->pDesc = new CWeaponFireDesc;
		CString sFragUNID = strPatternSubst("%s/f%d", sUNID, iFragCount++);
		if (error = pNewDesc->pDesc->InitFromXML(Ctx, pFragDesc, sFragUNID))
			return error;

		pNewDesc->pDesc->m_bFragment = true;

		//	Set the fragment count

		CString sCount = pFragDesc->GetAttribute(COUNT_ATTRIB);
		if (sCount.IsBlank())
			sCount = pDesc->GetAttribute(FRAGMENT_COUNT_ATTRIB);
		pNewDesc->Count.LoadFromXML(sCount);

		//	Set MIRV flag

		pNewDesc->bMIRV = (pFragDesc->GetAttributeBool(MULTI_TARGET_ATTRIB) 
				|| pDesc->GetAttributeBool(FRAGMENT_TARGET_ATTRIB));
		}

	//	If we have fragments, then set proximity appropriately
	//	NOTE: We set the fail safe value even if we don't set the proximity
	//	blast because we might set m_bProximityBlast later if there
	//	is an OnFragment event.

	m_bProximityBlast = (iFragCount != 0);
	m_iProximityFailsafe = pDesc->GetAttributeInteger(FAILSAFE_ATTRIB);

	//	Compute max effective range

	if (m_iFireType == ftArea)
		m_rMaxEffectiveRange = (m_ExpansionSpeed.GetAveValue() * LIGHT_SECOND / 100.0) * Ticks2Seconds(iMaxLifetime) * 0.75;
	else
		{
		Metric rEffectiveLifetime;
		if (m_iManeuverability > 0)
			rEffectiveLifetime = Ticks2Seconds(iMaxLifetime) * 0.75;
		else
			rEffectiveLifetime = Min(Ticks2Seconds(iMaxLifetime), 100.0);

		Metric rSpeed = (m_rMissileSpeed + m_rMaxMissileSpeed) / 2;
		m_rMaxEffectiveRange = rSpeed * rEffectiveLifetime;

		//	If we have fragments, add to the effective range

		if (m_pFirstFragment)
			m_rMaxEffectiveRange += m_pFirstFragment->pDesc->m_rMaxEffectiveRange;
		}

	//	Effects

	if (error = m_pHitEffect.LoadEffect(Ctx,
			strPatternSubst("%s:h", sUNID),
			pDesc->GetContentElementByTag(HIT_EFFECT_TAG),
			pDesc->GetAttribute(HIT_EFFECT_ATTRIB)))
		return error;

	if (error = m_pFireEffect.LoadEffect(Ctx,
			strPatternSubst("%s:f", sUNID),
			pDesc->GetContentElementByTag(FIRE_EFFECT_TAG),
			pDesc->GetAttribute(FIRE_EFFECT_ATTRIB)))
		return error;

	//	Vapor trail

	if (!pDesc->FindAttributeInteger(VAPOR_TRAIL_WIDTH_ATTRIB, &m_iVaporTrailWidth))
		m_iVaporTrailWidth = 100 * pDesc->GetAttributeInteger(VAPOR_TRAIL_ATTRIB);

	if (m_iVaporTrailWidth)
		{
		m_wVaporTrailColor = LoadRGBColor(pDesc->GetAttribute(VAPOR_TRAIL_COLOR_ATTRIB));
		m_iVaporTrailLength = pDesc->GetAttributeInteger(VAPOR_TRAIL_LENGTH_ATTRIB);
		if (m_iVaporTrailLength <= 0)
			m_iVaporTrailLength = 64;

		if (!pDesc->FindAttributeInteger(VAPOR_TRAIL_WIDTH_INC_ATTRIB, &m_iVaporTrailWidthInc))
			m_iVaporTrailWidthInc = 25;
		}
	else
		m_iVaporTrailLength = 0;

	//	Sound

	DWORD dwSoundID = LoadUNID(Ctx, pDesc->GetAttribute(SOUND_ATTRIB));
	if (dwSoundID)
		m_iFireSound = g_pUniverse->FindSound(dwSoundID);
	else
		m_iFireSound = -1;

	//	Events

	CXMLElement *pEventsDesc = pDesc->GetContentElementByTag(EVENTS_TAG);
	if (pEventsDesc)
		{
		if (error = m_Events.InitFromXML(Ctx, pEventsDesc))
			return error;
		}

	//	Check to see if this element has an enhanced sub-element. If so, then we
	//	recurse.

	CXMLElement *pEnhanced = pDesc->GetContentElementByTag(ENHANCED_TAG);
	if (pEnhanced)
		{
		m_pEnhanced = new CWeaponFireDesc(*this);
		if (error = m_pEnhanced->OverrideDesc(Ctx, pEnhanced))
			return error;
		}
	else
		m_pEnhanced = NULL;

	return NOERROR;
	}
示例#5
0
ALERROR CPlayerSettings::InitFromXML (SDesignLoadCtx &Ctx, CShipClass *pClass, CXMLElement *pDesc)

//	InitFromXML
//
//	Initialize from an XML element

	{
	ALERROR error;
	int i;

	m_sDesc = pDesc->GetAttribute(DESC_ATTRIB);
	m_dwLargeImage = LoadUNID(Ctx, pDesc->GetAttribute(LARGE_IMAGE_ATTRIB));
	m_fDebug = pDesc->GetAttributeBool(DEBUG_ONLY_ATTRIB);
	m_fInitialClass = pDesc->GetAttributeBool(INITIAL_CLASS_ATTRIB);

	m_fHasArmorDesc = false;
	m_fHasReactorDesc = false;
	m_fHasShieldDesc = false;

	//	Some ship capabilities

	bool bValue;
	if (pDesc->FindAttributeBool(AUTOPILOT_ATTRIB, &bValue))
		m_fAutopilot = bValue;
	else
		m_fAutopilot = true;

	//	Load some miscellaneous data

	CString sAttrib;
	if (!pDesc->FindAttribute(STARTING_CREDITS_ATTRIB, &sAttrib))
		sAttrib = CONSTLIT("5d20+200");

	if (error = m_StartingCredits.InitFromXML(Ctx, sAttrib))
		return error;

	m_sStartNode = pDesc->GetAttribute(STARTING_SYSTEM_ATTRIB);
	m_sStartPos = pDesc->GetAttribute(STARTING_POS_ATTRIB);
	if (m_sStartPos.IsBlank())
		m_sStartPos = CONSTLIT("Start");

	//	Load the ship screen

	CString sShipScreenUNID = pDesc->GetAttribute(SHIP_SCREEN_ATTRIB);
	if (sShipScreenUNID.IsBlank())
		sShipScreenUNID = strFromInt(DEFAULT_SHIP_SCREEN_UNID, FALSE);
	m_pShipScreen.LoadUNID(Ctx, sShipScreenUNID);

	//	Load the armor display data

	CXMLElement *pArmorDisplay = pDesc->GetContentElementByTag(ARMOR_DISPLAY_TAG);
	if (pArmorDisplay && pArmorDisplay->GetContentElementCount() > 0)
		{
		m_iArmorDescCount = pArmorDisplay->GetContentElementCount();
		m_pArmorDesc = new SArmorImageDesc [m_iArmorDescCount];
		for (i = 0; i < m_iArmorDescCount; i++)
			{
			SArmorImageDesc &ArmorDesc = m_pArmorDesc[i];
			CXMLElement *pSegment = pArmorDisplay->GetContentElement(i);

			if (error = ArmorDesc.Image.InitFromXML(Ctx, pSegment))
				return ComposeLoadError(Ctx, ERR_ARMOR_DISPLAY_NEEDED);

			ArmorDesc.sName = pSegment->GetAttribute(NAME_ATTRIB);
			ArmorDesc.xDest = pSegment->GetAttributeInteger(DEST_X_ATTRIB);
			ArmorDesc.yDest = pSegment->GetAttributeInteger(DEST_Y_ATTRIB);
			ArmorDesc.xHP = pSegment->GetAttributeInteger(HP_X_ATTRIB);
			ArmorDesc.yHP = pSegment->GetAttributeInteger(HP_Y_ATTRIB);
			ArmorDesc.yName = pSegment->GetAttributeInteger(NAME_Y_ATTRIB);
			ArmorDesc.cxNameBreak = pSegment->GetAttributeInteger(NAME_BREAK_WIDTH);
			ArmorDesc.xNameDestOffset = pSegment->GetAttributeInteger(NAME_DEST_X_ATTRIB);
			ArmorDesc.yNameDestOffset = pSegment->GetAttributeInteger(NAME_DEST_Y_ATTRIB);
			}

		m_fHasArmorDesc = true;
		}
	else
		{
		m_fHasArmorDesc = false;
		m_iArmorDescCount = 0;
		m_pArmorDesc = NULL;
		}

	//	Load shield display data

	CXMLElement *pShieldDisplay = pDesc->GetContentElementByTag(SHIELD_DISPLAY_TAG);
	if (pShieldDisplay)
		{
		if (error = m_ShieldDesc.Image.InitFromXML(Ctx, 
				pShieldDisplay->GetContentElementByTag(IMAGE_TAG)))
			return ComposeLoadError(Ctx, ERR_SHIELD_DISPLAY_NEEDED);

		m_fHasShieldDesc = true;
		}

	//	Load reactor display data

	CXMLElement *pReactorDisplay = pDesc->GetContentElementByTag(REACTOR_DISPLAY_TAG);
	if (pReactorDisplay)
		{
		if (error = m_ReactorDesc.ReactorImage.InitFromXML(Ctx,
				pReactorDisplay->GetContentElementByTag(IMAGE_TAG)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		CXMLElement *pImage = pReactorDisplay->GetContentElementByTag(POWER_LEVEL_IMAGE_TAG);
		if (pImage == NULL || (error = m_ReactorDesc.PowerLevelImage.InitFromXML(Ctx, pImage)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		m_ReactorDesc.xPowerLevelImage = pImage->GetAttributeInteger(DEST_X_ATTRIB);
		m_ReactorDesc.yPowerLevelImage = pImage->GetAttributeInteger(DEST_Y_ATTRIB);

		pImage = pReactorDisplay->GetContentElementByTag(FUEL_LEVEL_IMAGE_TAG);
		if (pImage == NULL || (error = m_ReactorDesc.FuelLevelImage.InitFromXML(Ctx, pImage)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		m_ReactorDesc.xFuelLevelImage = pImage->GetAttributeInteger(DEST_X_ATTRIB);
		m_ReactorDesc.yFuelLevelImage = pImage->GetAttributeInteger(DEST_Y_ATTRIB);

		pImage = pReactorDisplay->GetContentElementByTag(FUEL_LOW_LEVEL_IMAGE_TAG);
		if (pImage == NULL || (error = m_ReactorDesc.FuelLowLevelImage.InitFromXML(Ctx, pImage)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		if (error = InitRectFromElement(pReactorDisplay->GetContentElementByTag(REACTOR_TEXT_TAG),
				&m_ReactorDesc.rcReactorText))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		if (error = InitRectFromElement(pReactorDisplay->GetContentElementByTag(POWER_LEVEL_TEXT_TAG),
				&m_ReactorDesc.rcPowerLevelText))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		if (error = InitRectFromElement(pReactorDisplay->GetContentElementByTag(FUEL_LEVEL_TEXT_TAG),
				&m_ReactorDesc.rcFuelLevelText))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		m_fHasReactorDesc = true;
		}

	//	Done

	return NOERROR;
	}
ALERROR CPlayerSettings::InitFromXML (SDesignLoadCtx &Ctx, CShipClass *pClass, CXMLElement *pDesc)

//	InitFromXML
//
//	Initialize from an XML element

	{
	ALERROR error;
	int i;

	m_sDesc = pDesc->GetAttribute(DESC_ATTRIB);
	if (error = LoadUNID(Ctx, pDesc->GetAttribute(LARGE_IMAGE_ATTRIB), &m_dwLargeImage))
		return error;

	m_fDebug = pDesc->GetAttributeBool(DEBUG_ONLY_ATTRIB);
	CString sInitialClass = pDesc->GetAttribute(INITIAL_CLASS_ATTRIB);
	if (strEquals(sInitialClass, CONSTLIT("always")))
		{
		m_fInitialClass = true;
		m_fIncludeInAllAdventures = true;
		}
	else
		{
		m_fInitialClass = CXMLElement::IsBoolTrueValue(sInitialClass);
		m_fIncludeInAllAdventures = false;
		}

	m_fHasArmorDesc = false;
	m_fHasReactorDesc = false;
	m_fHasShieldDesc = false;

	//	Some ship capabilities

	bool bValue;
	if (pDesc->FindAttributeBool(AUTOPILOT_ATTRIB, &bValue))
		m_fAutopilot = bValue;
	else
		m_fAutopilot = true;

	//	Load some miscellaneous data

	CString sAttrib;
	if (!pDesc->FindAttribute(STARTING_CREDITS_ATTRIB, &sAttrib))
		sAttrib = CONSTLIT("5d20+200");

	if (error = m_StartingCredits.InitFromXML(Ctx, sAttrib))
		return error;

	m_sStartNode = pDesc->GetAttribute(STARTING_SYSTEM_ATTRIB);
	m_sStartPos = pDesc->GetAttribute(STARTING_POS_ATTRIB);
	if (m_sStartPos.IsBlank())
		m_sStartPos = CONSTLIT("Start");

	//	Load the ship screen

	CString sShipScreenUNID = pDesc->GetAttribute(SHIP_SCREEN_ATTRIB);
	if (sShipScreenUNID.IsBlank())
		sShipScreenUNID = strFromInt(DEFAULT_SHIP_SCREEN_UNID, false);
	m_pShipScreen.LoadUNID(Ctx, sShipScreenUNID);

	//	Load the armor display data

	CXMLElement *pArmorDisplay = pDesc->GetContentElementByTag(ARMOR_DISPLAY_TAG);
	if (pArmorDisplay && pArmorDisplay->GetContentElementCount() > 0)
		{
		//	Loop over all sub elements

		for (i = 0; i < pArmorDisplay->GetContentElementCount(); i++)
			{
			CXMLElement *pSub = pArmorDisplay->GetContentElement(i);

			if (strEquals(pSub->GetTag(), ARMOR_SECTION_TAG))
				{
				SArmorSegmentImageDesc &ArmorDesc = *m_ArmorDesc.Segments.Insert();

				if (error = ArmorDesc.Image.InitFromXML(Ctx, pSub))
					return ComposeLoadError(Ctx, ERR_ARMOR_DISPLAY_NEEDED);

				ArmorDesc.sName = pSub->GetAttribute(NAME_ATTRIB);
				ArmorDesc.xDest = pSub->GetAttributeInteger(DEST_X_ATTRIB);
				ArmorDesc.yDest = pSub->GetAttributeInteger(DEST_Y_ATTRIB);
				ArmorDesc.xHP = pSub->GetAttributeInteger(HP_X_ATTRIB);
				ArmorDesc.yHP = pSub->GetAttributeInteger(HP_Y_ATTRIB);
				ArmorDesc.yName = pSub->GetAttributeInteger(NAME_Y_ATTRIB);
				ArmorDesc.cxNameBreak = pSub->GetAttributeInteger(NAME_BREAK_WIDTH);
				ArmorDesc.xNameDestOffset = pSub->GetAttributeInteger(NAME_DEST_X_ATTRIB);
				ArmorDesc.yNameDestOffset = pSub->GetAttributeInteger(NAME_DEST_Y_ATTRIB);
				}
			else if (strEquals(pSub->GetTag(), SHIP_IMAGE_TAG))
				{
				if (error = m_ArmorDesc.ShipImage.InitFromXML(Ctx, pSub))
					return ComposeLoadError(Ctx, ERR_SHIP_IMAGE_NEEDED);
				}
			else
				return ComposeLoadError(Ctx, strPatternSubst(CONSTLIT("Unknown ArmorDisplay element: "), pSub->GetTag()));
			}

		m_fHasArmorDesc = true;
		}
	else
		m_fHasArmorDesc = false;

	//	Load shield display data

	CXMLElement *pShieldDisplay = pDesc->GetContentElementByTag(SHIELD_DISPLAY_TAG);
	if (pShieldDisplay)
		{
		//	Load the new shield effect

		if (error = m_ShieldDesc.pShieldEffect.LoadEffect(Ctx,
				strPatternSubst(CONSTLIT("%d:p:s"), pClass->GetUNID()),
				pShieldDisplay->GetContentElementByTag(SHIELD_EFFECT_TAG),
				pShieldDisplay->GetAttribute(SHIELD_EFFECT_ATTRIB)))
			return error;

		//	If we don't have the new effect, load the backwards compatibility
		//	image.

		if (m_ShieldDesc.pShieldEffect.IsEmpty())
			{
			if (error = m_ShieldDesc.Image.InitFromXML(Ctx, 
					pShieldDisplay->GetContentElementByTag(IMAGE_TAG)))
				return ComposeLoadError(Ctx, ERR_SHIELD_DISPLAY_NEEDED);
			}

		m_fHasShieldDesc = true;
		}

	//	If we have a shield effect then we must have an armor image

	if (!m_ShieldDesc.pShieldEffect.IsEmpty() && m_ArmorDesc.ShipImage.GetBitmapUNID() == 0)
		return ComposeLoadError(Ctx, ERR_MUST_HAVE_SHIP_IMAGE);

	//	Load reactor display data

	CXMLElement *pReactorDisplay = pDesc->GetContentElementByTag(REACTOR_DISPLAY_TAG);
	if (pReactorDisplay)
		{
		if (error = m_ReactorDesc.ReactorImage.InitFromXML(Ctx,
				pReactorDisplay->GetContentElementByTag(IMAGE_TAG)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		CXMLElement *pImage = pReactorDisplay->GetContentElementByTag(POWER_LEVEL_IMAGE_TAG);
		if (pImage == NULL || (error = m_ReactorDesc.PowerLevelImage.InitFromXML(Ctx, pImage)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		m_ReactorDesc.xPowerLevelImage = pImage->GetAttributeInteger(DEST_X_ATTRIB);
		m_ReactorDesc.yPowerLevelImage = pImage->GetAttributeInteger(DEST_Y_ATTRIB);

		pImage = pReactorDisplay->GetContentElementByTag(FUEL_LEVEL_IMAGE_TAG);
		if (pImage == NULL || (error = m_ReactorDesc.FuelLevelImage.InitFromXML(Ctx, pImage)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		m_ReactorDesc.xFuelLevelImage = pImage->GetAttributeInteger(DEST_X_ATTRIB);
		m_ReactorDesc.yFuelLevelImage = pImage->GetAttributeInteger(DEST_Y_ATTRIB);

		pImage = pReactorDisplay->GetContentElementByTag(FUEL_LOW_LEVEL_IMAGE_TAG);
		if (pImage == NULL || (error = m_ReactorDesc.FuelLowLevelImage.InitFromXML(Ctx, pImage)))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		if (error = InitRectFromElement(pReactorDisplay->GetContentElementByTag(REACTOR_TEXT_TAG),
				&m_ReactorDesc.rcReactorText))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		if (error = InitRectFromElement(pReactorDisplay->GetContentElementByTag(POWER_LEVEL_TEXT_TAG),
				&m_ReactorDesc.rcPowerLevelText))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		if (error = InitRectFromElement(pReactorDisplay->GetContentElementByTag(FUEL_LEVEL_TEXT_TAG),
				&m_ReactorDesc.rcFuelLevelText))
			return ComposeLoadError(Ctx, ERR_REACTOR_DISPLAY_NEEDED);

		m_fHasReactorDesc = true;
		}

	//	Done

	return NOERROR;
	}