#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 "Handle UI.h" #include "Isometric Utils.h" #include "math.h" #include "ai.h" #include "los.h" #include "renderworld.h" #include "interface.h" #include "message.h" #include "campaign.h" #include "items.h" #include "text.h" #include "Soldier Profile.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 "SkillCheck.h" #include "gamesettings.h" #include "SaveLoadMap.h" #include "Debug Control.h" #include "expat.h" #include "XML.h" struct { PARSE_STAGE curElement; CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1]; UINT32 maxArraySize; UINT32 curIndex; UINT32 currentDepth; UINT32 maxReadDepth; } typedef burstSoundParseData; static void XMLCALL burstSoundStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts) { burstSoundParseData * pData = (burstSoundParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element? { if(strcmp(name, "SOUNDLIST") == 0 && pData->curElement == ELEMENT_NONE) { pData->curElement = ELEMENT_LIST; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "SOUND") == 0 && pData->curElement == ELEMENT_LIST) { pData->curElement = ELEMENT; pData->maxReadDepth++; //we are not skipping this element pData->curIndex++; } pData->szCharData[0] = '\0'; } pData->currentDepth++; } static void XMLCALL burstSoundCharacterDataHandle(void *userData, const XML_Char *str, int len) { burstSoundParseData * pData = (burstSoundParseData *)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 burstSoundEndElementHandle(void *userData, const XML_Char *name) { burstSoundParseData * pData = (burstSoundParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading { if(strcmp(name, "SOUNDLIST") == 0) { pData->curElement = ELEMENT_NONE; } else if(strcmp(name, "SOUND") == 0) { pData->curElement = ELEMENT_LIST; if(pData->curIndex < pData->maxArraySize) { char temp; for(int i=0;iszCharData),128);i++) { temp = pData->szCharData[i]; gzBurstSndStrings[pData->curIndex][i] = temp; } } } pData->maxReadDepth--; } pData->currentDepth--; } BOOLEAN ReadInBurstSoundArray(STR fileName) { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8 * lpcBuffer; XML_Parser parser = XML_ParserCreate(NULL); burstSoundParseData pData; DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("Loading %s",SOUNDSFILENAME ) ); // Open sounds 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, burstSoundStartElementHandle, burstSoundEndElementHandle); XML_SetCharacterDataHandler(parser, burstSoundCharacterDataHandle); memset(&pData,0,sizeof(pData)); pData.maxArraySize = MAX_SAMPLES; pData.curIndex = -1; 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", SOUNDSFILENAME, XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser)); LiveMessage(errorBuf); MemFree(lpcBuffer); return FALSE; } MemFree(lpcBuffer); XML_ParserFree(parser); return( TRUE ); } BOOLEAN WriteBurstSoundArray() { HWFILE hFile; DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("WriteSoundArray")); //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\\BurstSounds out.xml", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE ); if ( !hFile ) return( FALSE ); { UINT32 cnt; FilePrintf(hFile,"\r\n"); for(cnt = 0;cnt < 19;cnt++) { FilePrintf(hFile,"\t"); STR8 szRemainder = gzBurstSndStrings[cnt]; //the remaining string to be output (for making valid XML) while(szRemainder[0] != '\0') { UINT32 uiCharLoc = strcspn(szRemainder,"&<>\'\"\0"); char invChar = szRemainder[uiCharLoc]; if(uiCharLoc) { szRemainder[uiCharLoc] = '\0'; FilePrintf(hFile,"%s",szRemainder); szRemainder[uiCharLoc] = invChar; } szRemainder += uiCharLoc; switch(invChar) { case '&': FilePrintf(hFile,"&"); szRemainder++; break; case '<': FilePrintf(hFile,"<"); szRemainder++; break; case '>': FilePrintf(hFile,">"); szRemainder++; break; case '\'': FilePrintf(hFile,"'"); szRemainder++; break; case '\"': FilePrintf(hFile,"""); szRemainder++; break; } } // FilePrintf(hFile,"\t\t%s\r\n", szSoundEffects[cnt]); FilePrintf(hFile,"\r\n"); } FilePrintf(hFile,"\r\n"); } FileClose( hFile ); return( TRUE ); }