#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 "weapons.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" #endif struct { PARSE_STAGE curElement; CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1]; ARMOURTYPE curArmour; ARMOURTYPE * curArray; UINT32 maxArraySize; UINT32 currentDepth; UINT32 maxReadDepth; } typedef armourParseData; static void XMLCALL armourStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts) { armourParseData * pData = (armourParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element? { if(strcmp(name, "ARMOURLIST") == 0 && pData->curElement == ELEMENT_NONE) { pData->curElement = ELEMENT_LIST; memset(pData->curArray,0,sizeof(ARMOURTYPE)*pData->maxArraySize); pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "ARMOUR") == 0 && pData->curElement == ELEMENT_LIST) { pData->curElement = ELEMENT; memset(&pData->curArmour,0,sizeof(ARMOURTYPE)); pData->maxReadDepth++; //we are not skipping this element } else if(pData->curElement == ELEMENT && (strcmp(name, "uiIndex") == 0 || strcmp(name, "ubArmourClass") == 0 || strcmp(name, "ubProtection") == 0 || strcmp(name, "ubCoverage") == 0 || strcmp(name, "ubDegradePercent") == 0 )) { pData->curElement = ELEMENT_PROPERTY; pData->maxReadDepth++; //we are not skipping this element } pData->szCharData[0] = '\0'; } pData->currentDepth++; } static void XMLCALL armourCharacterDataHandle(void *userData, const XML_Char *str, int len) { armourParseData * pData = (armourParseData *)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 armourEndElementHandle(void *userData, const XML_Char *name) { armourParseData * pData = (armourParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading { if(strcmp(name, "ARMOURLIST") == 0) { pData->curElement = ELEMENT_NONE; } else if(strcmp(name, "ARMOUR") == 0) { pData->curElement = ELEMENT_LIST; if(pData->curArmour.uiIndex < pData->maxArraySize) { pData->curArray[pData->curArmour.uiIndex] = pData->curArmour; //write the armour into the table } } else if(strcmp(name, "uiIndex") == 0) { pData->curElement = ELEMENT; pData->curArmour.uiIndex = (UINT32) atol(pData->szCharData); } else if(strcmp(name, "ubArmourClass") == 0) { pData->curElement = ELEMENT; pData->curArmour.ubArmourClass = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubProtection") == 0) { pData->curElement = ELEMENT; pData->curArmour.ubProtection = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubCoverage") == 0) { pData->curElement = ELEMENT; if ( gGameExternalOptions.fEnableArmorCoverage ) pData->curArmour.ubCoverage = (UINT8) atol(pData->szCharData); else pData->curArmour.ubCoverage = 100; } else if(strcmp(name, "ubDegradePercent") == 0) { pData->curElement = ELEMENT; pData->curArmour.ubDegradePercent = (UINT8) atol(pData->szCharData); } pData->maxReadDepth--; } pData->currentDepth--; } BOOLEAN ReadInArmourStats(STR fileName) { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8 * lpcBuffer; XML_Parser parser = XML_ParserCreate(NULL); armourParseData pData; DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading Armours.xml" ); // Open armour 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, armourStartElementHandle, armourEndElementHandle); XML_SetCharacterDataHandler(parser, armourCharacterDataHandle); memset(&pData,0,sizeof(pData)); pData.curArray = Armour; pData.maxArraySize = MAXITEMS; XML_SetUserData(parser, &pData); if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE)) { CHAR8 errorBuf[511]; sprintf(errorBuf, "XML Parser Error in Armours.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 WriteArmourStats() { //DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"writearmourstats"); 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( "TABLEDATA\\Armour out.xml", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE ); if ( !hFile ) return( FALSE ); { UINT32 cnt; FilePrintf(hFile,"\r\n"); for(cnt = 0;cnt < MAXITEMS;cnt++) { FilePrintf(hFile,"\t\r\n"); FilePrintf(hFile,"\t\t%d\r\n", cnt ); FilePrintf(hFile,"\t\t%d\r\n", Armour[cnt].ubArmourClass ); FilePrintf(hFile,"\t\t%d\r\n", Armour[cnt].ubProtection ); FilePrintf(hFile,"\t\t%d\r\n", Armour[cnt].ubCoverage ); FilePrintf(hFile,"\t\t%d\r\n", Armour[cnt].ubDegradePercent ); FilePrintf(hFile,"\t\r\n"); } FilePrintf(hFile,"\r\n"); } FileClose( hFile ); return( TRUE ); }