- Added Kaiden's Vehicle Inventory code

-> VEHICLE_INVENTORY = TRUE (Ja2_Options.ini)
- Bug fix: Vehicles sharing same animations
- Added additional enemy item drop system
    -> New XML-Drop files (EnemyWeaponDrops.xml, ...)
    -> Set ENEMIES_ITEM_DROP = 1 (Ja2_Options.ini) to use the new drop system
    -> Disable "Enemies drop all items" to use the new drop system


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@466 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-08-25 08:06:11 +00:00
parent 944df34a9e
commit c4c355f4b6
18 changed files with 1842 additions and 194 deletions
+254
View File
@@ -0,0 +1,254 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "overhead types.h"
#include "Sound Control.h"
#include "Soldier 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 "Soldier Profile.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"
#include "EnemyItemDrops.h"
#endif
struct
{
PARSE_STAGE curElement;
INT8 szCharData[MAX_CHAR_DATA_LENGTH+1];
ARMOUR_DROPS curArmourDrop;
ARMOUR_DROPS * curArray;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
}
typedef armourDropParseData;
static void XMLCALL
armourDropStartElementHandle(void *userData, const char *name, const char **atts)
{
armourDropParseData * pData = (armourDropParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "ARMOURDROPLIST") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
memset(pData->curArray,0,sizeof(ARMOUR_DROPS)*pData->maxArraySize);
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "DROPITEM") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
memset(&pData->curArmourDrop,0,sizeof(ARMOUR_DROPS));
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "ubArmourClass") == 0 ||
strcmp(name, "ubDropRate") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
armourDropCharacterDataHandle(void *userData, const char *str, int len)
{
armourDropParseData * pData = (armourDropParseData *)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
armourDropEndElementHandle(void *userData, const char *name)
{
armourDropParseData * pData = (armourDropParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
if(strcmp(name, "ARMOURDROPLIST") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if(strcmp(name, "DROPITEM") == 0)
{
pData->curElement = ELEMENT_LIST;
if(pData->curArmourDrop.uiIndex < pData->maxArraySize)
{
pData->curArray[pData->curArmourDrop.uiIndex] = pData->curArmourDrop; //write the inventory into the table
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = ELEMENT;
pData->curArmourDrop.uiIndex = (UINT32) atol(pData->szCharData);
}
else if(strcmp(name, "ubArmourClass") == 0)
{
pData->curElement = ELEMENT;
pData->curArmourDrop.ubArmourClass = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubDropRate") == 0)
{
pData->curElement = ELEMENT;
pData->curArmourDrop.ubDropRate = (UINT8) atol(pData->szCharData);
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInEnemyArmourDropsStats(ARMOUR_DROPS *pEnemyArmourDrops, STR fileName)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
armourDropParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading EnemyArmourDrops.xml" );
// Open inventory file
hFile = FileOpen( fileName, 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, armourDropStartElementHandle, armourDropEndElementHandle);
XML_SetCharacterDataHandler(parser, armourDropCharacterDataHandle);
memset(&pData,0,sizeof(pData));
pData.curArray = pEnemyArmourDrops;
pData.maxArraySize = MAX_DROP_ITEMS;
XML_SetUserData(parser, &pData);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in EnemyArmourDrops.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
return( TRUE );
}
BOOLEAN WriteEnemyArmourDropsStats(ARMOUR_DROPS *pEnemyArmourDrops, STR fileName)
{
HWFILE hFile;
//Debug code; make sure that what we got from the file is the same as what's there
// Open a new file
hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if ( !hFile )
return( FALSE );
{
UINT32 cnt;
FilePrintf(hFile,"<ARMOURDROPLIST>\r\n");
for(cnt = 0;cnt < MAXITEMS;cnt++)
{
FilePrintf(hFile,"\t<DROPITEM>\r\n");
FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt);
FilePrintf(hFile,"\t\t<ubArmourClass>%d</ubArmourClass>\r\n", pEnemyArmourDrops[cnt].ubArmourClass);
FilePrintf(hFile,"\t\t<ubDropRate>%d</ubDropRate>\r\n", pEnemyArmourDrops[cnt].ubDropRate);
FilePrintf(hFile,"\t</DROPITEM>\r\n");
}
FilePrintf(hFile,"</ARMOURDROPLIST>\r\n");
}
FileClose( hFile );
return( TRUE );
}