- Bugfix: WF and DG merc speech was not working

o The file "SoundProfiles.xml" was referenced in the wrong directory
- XML file reference cleanup and check
- Deleted unused files

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5814 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-01-26 18:33:26 +00:00
parent c0c291e5dc
commit 3c9b43ebef
5 changed files with 60 additions and 393 deletions
-8
View File
@@ -1136,14 +1136,6 @@ if ( ReadXMLEmail == TRUE )
}
#endif
// WANNE: The file "TableData/Text/TacticalMessages.xml" is not yet used
#if 0
strcpy(fileName, directoryName);
strcat(fileName, TEXTFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInLanguageLocation(fileName,FALSE,zlanguageText,0), TEXTFILENAME);
#endif
#ifndef ENGLISH
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
+60 -118
View File
@@ -61,23 +61,21 @@ typedef PARSE_STAGE;
#define COMPATIBLEFACEITEMSFILENAME "Items\\CompatibleFaceItems.xml"
#define MERGESFILENAME "Items\\Merges.xml"
#define ATTACHMENTCOMBOMERGESFILENAME "Items\\AttachmentComboMerges.xml"
// HEADROCK HAM 5: Item Transformations Filename
#define ITEMTRANSFORMATIONSFILENAME "Items\\Item_Transformations.xml"
#define MAGAZINESFILENAME "Items\\Magazines.xml"
#define ARMOURSFILENAME "Items\\Armours.xml"
#define EXPLOSIVESFILENAME "Items\\Explosives.xml"
#define DRUGSFILENAME "Items\\Drugs.xml"
#define FOODFILENAME "Items\\Food.xml"
#define MERCHANTSFILENAME "NPCInventory\\Merchants.xml"
#define CLOTHESFILENAME "Items\\Clothes.xml"
#define RANDOMITEMFILENAME "Items\\RandomItem.xml"
#define AMMOFILENAME "Items\\AmmoStrings.xml"
#define AMMOTYPESFILENAME "Items\\AmmoTypes.xml"
#define INCOMPATIBLEATTACHMENTSFILENAME "Items\\IncompatibleAttachments.xml"
#define ATTACHMENTSLOTSFILENAME "Items\\AttachmentSlots.xml"
#define IMPITEMCHOICESFILENAME "Inventory\\IMPItemChoices.xml"
#define LOADBEARINGEQUIPMENTFILENAME "Items\\LoadBearingEquipment.xml"
#define EXPLOSIONDATAFILENAME "Items\\ExplosionData.xml"
// Flugente: added new gun and item choices for different soldier classes
#define ENEMYGUNCHOICESFILENAME "Inventory\\EnemyGunChoices.xml" // default selection
#define GUNCHOICESFILENAME_ENEMY_ADMIN "Inventory\\GunChoices_Enemy_Admin.xml"
#define GUNCHOICESFILENAME_ENEMY_REGULAR "Inventory\\GunChoices_Enemy_Regular.xml"
@@ -85,7 +83,6 @@ typedef PARSE_STAGE;
#define GUNCHOICESFILENAME_MILITIA_GREEN "Inventory\\GunChoices_Militia_Green.xml"
#define GUNCHOICESFILENAME_MILITIA_REGULAR "Inventory\\GunChoices_Militia_Regular.xml"
#define GUNCHOICESFILENAME_MILITIA_ELITE "Inventory\\GunChoices_Militia_Elite.xml"
#define ENEMYITEMCHOICESFILENAME "Inventory\\EnemyItemChoices.xml" // default selection
#define ITEMCHOICESFILENAME_ENEMY_ADMIN "Inventory\\ItemChoices_Enemy_Admin.xml"
#define ITEMCHOICESFILENAME_ENEMY_REGULAR "Inventory\\ItemChoices_Enemy_Regular.xml"
@@ -93,19 +90,21 @@ typedef PARSE_STAGE;
#define ITEMCHOICESFILENAME_MILITIA_GREEN "Inventory\\ItemChoices_Militia_Green.xml"
#define ITEMCHOICESFILENAME_MILITIA_REGULAR "Inventory\\ItemChoices_Militia_Regular.xml"
#define ITEMCHOICESFILENAME_MILITIA_ELITE "Inventory\\ItemChoices_Militia_Elite.xml"
// CHRISL:
#define LOADBEARINGEQUIPMENTFILENAME "Items\\LoadBearingEquipment.xml"
#define IMPITEMCHOICESFILENAME "Inventory\\IMPItemChoices.xml"
#define LBEPOCKETFILENAME "Inventory\\Pockets.xml"
// THE_BOB : added for pocket popup definitions
#define LBEPOCKETPOPUPFILENAME "Inventory\\PocketPopups.xml"
#define MERCSTARTINGGEARFILENAME "Inventory\\MercStartingGear.xml"
#define ENEMYWEAPONDROPSFILENAME "Inventory\\EnemyWeaponDrops.xml"
#define ENEMYAMMODROPSFILENAME "Inventory\\EnemyAmmoDrops.xml"
#define ENEMYEXPLOSIVEDROPSFILENAME "Inventory\\EnemyExplosiveDrops.xml"
#define ENEMYARMOURDROPSFILENAME "Inventory\\EnemyArmourDrops.xml"
#define ENEMYMISCDROPSFILENAME "Inventory\\EnemyMiscDrops.xml"
#ifdef JA2UB
#define MERCSTARTINGGEAR25FILENAME "Inventory\\MercStartingGear25.xml" //ja25 ub
#define MERCSTARTINGGEAR25FILENAME "Inventory\\MercStartingGear25.xml"
#endif
#define MERCHANTSFILENAME "NPCInventory\\Merchants.xml"
#define TONYINVENTORYFILENAME "NPCInventory\\TonyInventory.xml"
#define DEVININVENTORYFILENAME "NPCInventory\\DevinInventory.xml"
#define FRANZINVENTORYFILENAME "NPCInventory\\FranzInventory.xml"
@@ -148,18 +147,15 @@ typedef PARSE_STAGE;
#define ADITIONALDEALER_20_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_20_Inventory.xml"
#ifdef JA2UB
#define BETTYINVENTORYFILENAME "NPCInventory\\BettyInventory.xml"
#define RAULINVENTORYFILENAME "NPCInventory\\RaulInventory.xml"
#define BETTYINVENTORYFILENAME "NPCInventory\\BettyInventory.xml"
#define RAULINVENTORYFILENAME "NPCInventory\\RaulInventory.xml"
#endif
#define BOBBYRAYSTRINGSFILENAME "BobbyRayStrings.xml"
#define AMMOCALIBERSTRINGSFILENAME "AmmoCaliberStrings.xml"
#define SOUNDSFILENAME "Sounds\\Sounds.xml"
#define BURSTSOUNDSFILENAME "Sounds\\BurstSounds.xml"
#define SOUNDPROFILE "Sounds\\SoundsProfiles.xml"
#define EXPLOSIONDATAFILENAME "Items\\ExplosionData.xml"
#define SECTORLOADSCREENSFILENAME "Map\\SectorLoadscreens.xml"
#define CITYTABLEFILENAME "Map\\Cities.xml"
#define MOVEMENTCOSTFILENAME "Map\\MovementCosts.xml"
#define ALTSECTORSFILENAME "Map\\AltSectors.xml"
@@ -167,124 +163,73 @@ typedef PARSE_STAGE;
#define ROAMINGMILITIAFILENAME "Map\\RestrictedRoamingMilitia.xml"
#define EXTRAITEMSFILENAME "Map\\A9_0_ExtraItems" // ".xml" will be added @runtime
#define EXTRAITEMSFILENAME2 "Map\\A11_0_ExtraItems" // ".xml" will be added @runtime
#define SHIPPINGDESTINATIONSFILENAME "Map\\ShippingDestinations.xml"
#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
#define SECTORFACILITIESFILENAME "Map\\Facilities.xml"
#define DYNAMICROAMINGFILENAME "Map\\DynamicRestrictions.xml"
#define FACILITYTYPESFILENAME "Map\\FacilityTypes.xml"
#define SECTORNAMESFILENAME "Map\\SectorNames.xml"
#define COOLNESSBYSECTORFILENAME "Map\\CoolnessBySector.xml"
#define BLOODCATPLACEMENTSFILENAME "Map\\BloodcatPlacements.xml"
#define SECTORLEVEL1NAMESFILENAME "Map\\SectorNamesLevel_1.xml"
#define SECTORLEVEL2NAMESFILENAME "Map\\SectorNamesLevel_2.xml"
#define SECTORLEVEL3NAMESFILENAME "Map\\SectorNamesLevel_3.xml"
#define GARRISONFILENAME "Army\\GarrisonGroups.xml"
#define PATROLFILENAME "Army\\PatrolGroups.xml"
#define COMPOSITIONFILENAME "Army\\ArmyComposition.xml"
#define UNIFORMCOLORSFILENAME "Army\\UniformColors.xml"
// WANNE: drops filename
#define ENEMYWEAPONDROPSFILENAME "Inventory\\EnemyWeaponDrops.xml"
#define ENEMYAMMODROPSFILENAME "Inventory\\EnemyAmmoDrops.xml"
#define ENEMYEXPLOSIVEDROPSFILENAME "Inventory\\EnemyExplosiveDrops.xml"
#define ENEMYARMOURDROPSFILENAME "Inventory\\EnemyArmourDrops.xml"
#define ENEMYMISCDROPSFILENAME "Inventory\\EnemyMiscDrops.xml"
// WANNE: Sector loadscreens [2007-05-18]
#define SECTORLOADSCREENSFILENAME "Map\\SectorLoadscreens.xml"
//zilpin: pellet spread patterns externalized in XML
#define SPREADPATTERNSFILENAME "SpreadPatterns.xml"
#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
// Dealtar: Shipping destinations and delivery methods
#define SHIPPINGDESTINATIONSFILENAME "Map\\ShippingDestinations.xml"
#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
// Gotthard: Laptop Text files [2007-10-16]
#define LAPTOPFLORISTTEXTFILENAME "Laptop\\Florist.xml"
#define LAPTOPFUNERALTEXTFILENAME "Laptop\\Funeral.xml"
#define LAPTOPBOBBYRAYSTEXTFILENAME "Laptop\\BobbyRays.xml"
// Gotthard: Website Picture/Text Locations [2007-11-04]
#define LAPTOPFLORISTLOCATIONFILENAME "Laptop\\FloristPositions.xml"
#define LAPTOPFUNERALLOCATIONFILENAME "Laptop\\FuneralPositions.xml"
#define EMAILSENDERNAMELIST "Email\\EmailSenderNameList.xml"
#define EMAILMERCAVAILABLE "Email\\EmailMercAvailable.xml"
#define EMAILMERCLEVELUP "Email\\EmailMercLevelUp.xml"
#define EMAILOTHER "Email\\EmailOther.xml"
#define EMAILINSURANCE "Email\\EmailInsurance.xml"
#define ENCYCLOPEDIALOCATIONFILENAME "Encyclopedia\\EncyclopediaLocations.xml"
#define ENCYCLOPEDIAPROFILEFILENAME "Encyclopedia\\EncyclopediaProfiles.xml"
#define ENCYCLOPEDIAINVENTORYFILENAME "Encyclopedia\\EncyclopediaInventory.xml"
#define ENCYCLOPEDIAOTHERFILENAME "Encyclopedia\\EncyclopediaOthers.xml"
#define ENCYCLOPEDIAQUESTSFILENAME "Encyclopedia\\EncyclopediaQuests.xml"
#define BRIEFINGROOMFILENAME "BriefingRoom\\BriefingRoom.xml"
#define MULTIPLAYERTEAMSFILENAME "Multiplayer\\RandomTeams.xml"
// HEADROCK HAM 3.4: Facility Locations [2009-05-19]
#define SECTORFACILITIESFILENAME "Map\\Facilities.xml"
// HEADROCK HAM 3.4: Dynamic Roaming Restrictions [2009-05-19]
#define DYNAMICROAMINGFILENAME "Map\\DynamicRestrictions.xml"
// HEADROCK HAM 3.5: Facility Types [2009-06-14]
#define FACILITYTYPESFILENAME "Map\\FacilityTypes.xml"
// HEADROCK HAM 3.6: Sector Names [2009-07-27]
#define SECTORNAMESFILENAME "Map\\SectorNames.xml"
// HEADROCK HAM 5: Coolness by Sector [2011-11-19]
#define COOLNESSBYSECTORFILENAME "Map\\CoolnessBySector.xml"
// HEADROCK PROFEX: Merc Profiles [2009-07-27]
#define MERCPROFILESFILENAME "MercProfiles.xml"
// HEADROCK PROFEX: Merc Opinions [2009-07-27]
#define MERCOPINIONSFILENAME "MercOpinions.xml"
// WANNE: The merc quotes
#define MERCQUOTEFILENAME "MercQuote.xml"
// HEADROCK HAM 3.6: Bloodcat Placements [2009-07-31]
#define BLOODCATPLACEMENTSFILENAME "Map\\BloodcatPlacements.xml"
// HEADROCK HAM 3.6: Uniform Colors [2009-09-29]
#define UNIFORMCOLORSFILENAME "Army\\UniformColors.xml"
#define ACTIONITEMSFILENAME "MapAction\\Actionitems.xml"
//SMALL FACES
#define RPCFACESSMALLFILENAME "RPCFacesSmall.xml"
#define LAYOUTMAINMENU "Layout\\LayoutMainMenu.xml"
//Hidden Names
#define HIDDENNAMESFILENAME "HiddenNames.xml"
//Enemy Names
#define ENEMYNAMESFILENAME "EnemyNames.xml"
//Enemy RANK
#define ENEMYRANKFILENAME "EnemyRank.xml"
//CIV Names
#define AIMAVAILABILITY "AimAvailability.xml"
#define CIVGROUPNAMESFILENAME "CivGroupNames.xml"
#define ACTIONITEMSFILENAME "MapAction\\Actionitems.xml"
#define IMPPORTRAITS "IMPPortraits.xml"
#define ENEMYNAMESFILENAME "EnemyNames.xml"
#define ENEMYRANKFILENAME "EnemyRank.xml"
#define FACEGEARFILENAME "FaceGear.xml"
#define HIDDENNAMESFILENAME "HiddenNames.xml"
#define IMPPORTRAITS "IMPPortraits.xml"
#define MERCAVAILABILITY "MercAvailability.xml"
#define MERCOPINIONSFILENAME "MercOpinions.xml"
#define MERCPROFILESFILENAME "MercProfiles.xml"
#ifdef JA2UB
// UB
#define MERCPROFILESFILENAME25 "MercProfiles25.xml"
// UB
#define MERCOPINIONSFILENAME25 "MercOpinions25.xml"
#define MERCPROFILESFILENAME25 "MercProfiles25.xml"
#define MERCOPINIONSFILENAME25 "MercOpinions25.xml"
#endif
#define SOUNDPROFILE "SoundsProfiles.xml"
#define RANDOMSTATS "RandomStats.xml"
#define SECTORLEVEL1NAMESFILENAME "Map\\SectorNamesLevel_1.xml"
#define SECTORLEVEL2NAMESFILENAME "Map\\SectorNamesLevel_2.xml"
#define SECTORLEVEL3NAMESFILENAME "Map\\SectorNamesLevel_3.xml"
#define LAYOUTMAINMENU "Layout\\LayoutMainMenu.xml"
#define INTROFILESFILENAME "IntroFiles.xml"
#define MERCAVAILABILITY "MercAvailability.xml"
#define AIMAVAILABILITY "AimAvailability.xml"
#define QUOTEARRAYFILENAME "MercQuote.xml"
#define FACEGEARFILENAME "FaceGear.xml"
//Sender Name List
#define EMAILSENDERNAMELIST "Email\\EmailSenderNameList.xml"
#define EMAILMERCAVAILABLE "Email\\EmailMercAvailable.xml"
#define EMAILMERCLEVELUP "Email\\EmailMercLevelUp.xml"
#define EMAILOTHER "Email\\EmailOther.xml"
#define EMAILINSURANCE "Email\\EmailInsurance.xml"
#define VEHICLESFILENAME "Vehicles.xml"
#define TEXTFILENAME "Text\\TacticalMessages.xml"
#define ENCYCLOPEDIALOCATIONFILENAME "Encyclopedia\\EncyclopediaLocations.xml"
#define ENCYCLOPEDIAPROFILEFILENAME "Encyclopedia\\EncyclopediaProfiles.xml"
#define ENCYCLOPEDIAINVENTORYFILENAME "Encyclopedia\\EncyclopediaInventory.xml"
#define ENCYCLOPEDIAOTHERFILENAME "Encyclopedia\\EncyclopediaOthers.xml"
#define ENCYCLOPEDIAQUESTSFILENAME "Encyclopedia\\EncyclopediaQuests.xml"
#define BRIEFINGROOMFILENAME "BriefingRoom\\BriefingRoom.xml"
#define OLDAIMARCHIVEFILENAME "OldAIMArchive.xml"
#define MERCQUOTEFILENAME "MercQuote.xml"
#define OLDAIMARCHIVEFILENAME "OldAIMArchive.xml"
#define RANDOMSTATS "RandomStats.xml"
#define RPCFACESSMALLFILENAME "RPCFacesSmall.xml"
#define SPREADPATTERNSFILENAME "SpreadPatterns.xml"
#define VEHICLESFILENAME "Vehicles.xml"
extern BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteItemStats();
@@ -295,9 +240,6 @@ extern BOOLEAN WriteAttachmentStats();
extern BOOLEAN ReadInAttachmentInfoStats(STR fileName);
extern BOOLEAN WriteAttachmentInfoStats();
extern BOOLEAN ReadInStringArray(STR fileName);
extern BOOLEAN WriteStringArray();
extern BOOLEAN ReadInMagazineStats(STR fileName);
extern BOOLEAN WriteMagazineStats();
-4
View File
@@ -773,10 +773,6 @@
RelativePath=".\XML_SenderNameList.cpp"
>
</File>
<File
RelativePath=".\XML_Strings.cpp"
>
</File>
<File
RelativePath=".\XMLProperties.cpp"
>
-263
View File
@@ -1,263 +0,0 @@
#ifdef JA2_PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "overhead types.h"
#include "Sound Control.h"
#include "overhead.h"
#include "Event Pump.h"
#include "weapons.h"
#include "Animation Control.h"
#include "sys globals.h"
#include "Handle UI.h"
#include "Isometric Utils.h"
#include "worldman.h"
#include "math.h"
#include "points.h"
#include "ai.h"
#include "los.h"
#include "renderworld.h"
#include "opplist.h"
#include "interface.h"
#include "message.h"
#include "campaign.h"
#include "items.h"
#include "text.h"
#include "tile animation.h"
#include "Dialogue Control.h"
#include "SkillCheck.h"
#include "explosion control.h"
#include "Quests.h"
#include "Physics.h"
#include "Random.h"
#include "Vehicles.h"
#include "bullets.h"
#include "morale.h"
#include "meanwhile.h"
#include "SkillCheck.h"
#include "gamesettings.h"
#include "SaveLoadMap.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#endif
struct
{
PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
}
typedef stringParseData;
static void XMLCALL
stringStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
stringParseData * pData = (stringParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "STRINGLIST") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "STRING") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
pData->curIndex++;
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
stringCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
stringParseData * pData = (stringParseData *)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
stringEndElementHandle(void *userData, const XML_Char *name)
{
stringParseData * pData = (stringParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
if(strcmp(name, "STRINGLIST") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if(strcmp(name, "STRING") == 0)
{
pData->curElement = ELEMENT;
if(pData->curIndex < pData->maxArraySize)
{
swprintf(AmmoCaliber[pData->curIndex], L"%S", pData->szCharData);
}
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInStringArray()
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
stringParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("Loading %s",AMMOCALIBERSTRINGSFILENAME ) );
// Open strings file
hFile = FileOpen( AMMOCALIBERSTRINGSFILENAME, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( FALSE );
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, stringStartElementHandle, stringEndElementHandle);
XML_SetCharacterDataHandler(parser, stringCharacterDataHandle);
memset(&pData,0,sizeof(pData));
pData.maxArraySize = MAXITEMS;
pData.curIndex = 0xffffffff;
XML_SetUserData(parser, &pData);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in %s.xml: %s at line %d", AMMOCALIBERSTRINGSFILENAME, XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
return( TRUE );
}
BOOLEAN WriteStringArray()
{
HWFILE hFile;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("WriteStringArray"));
//Debug code; make sure that what we got from the file is the same as what's there
// Open a new file
hFile = FileOpen( "TABLEDATA\\AmmoCaliberStrings out.xml", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if ( !hFile )
return( FALSE );
{
UINT32 cnt;
FilePrintf(hFile,"<STRINGLIST>\r\n");
for(cnt = 0;cnt < 29;cnt++)
{
FilePrintf(hFile,"\t<STRING>");
STR16 szRemainder = AmmoCaliber[cnt]; //the remaining string to be output (for making valid XML)
while(szRemainder[0] != '\0')
{
UINT32 uiCharLoc = wcscspn(szRemainder,L"&<>\'\"\0");
CHAR16 invChar = szRemainder[uiCharLoc];
if(uiCharLoc)
{
szRemainder[uiCharLoc] = '\0';
FilePrintf(hFile,"%S",szRemainder);
szRemainder[uiCharLoc] = invChar;
}
szRemainder += uiCharLoc;
switch(invChar)
{
case '&':
FilePrintf(hFile,"&amp;");
szRemainder++;
break;
case '<':
FilePrintf(hFile,"&lt;");
szRemainder++;
break;
case '>':
FilePrintf(hFile,"&gt;");
szRemainder++;
break;
case '\'':
FilePrintf(hFile,"&apos;");
szRemainder++;
break;
case '\"':
FilePrintf(hFile,"&quot;");
szRemainder++;
break;
}
}
// FilePrintf(hFile,"\t\t<STRING>%s</STRING>\r\n", AmmoCaliber[cnt]);
FilePrintf(hFile,"</STRING>\r\n");
}
FilePrintf(hFile,"</STRINGLIST>\r\n");
}
FileClose( hFile );
return( TRUE );
}
View File