#include "types.h" #define WEAPONSFILENAME "TABLEDATA\\Weapons.dat" #define MAX_CHAR_DATA_LENGTH 500 enum { ELEMENT_NONE = 0, ELEMENT_LIST, ELEMENT, ELEMENT_PROPERTY, } typedef PARSE_STAGE; struct { PARSE_STAGE curElement; INT8 szCharData[MAX_CHAR_DATA_LENGTH+1]; WEAPONTYPE curWeapon; WEAPONTYPE * curWeaponList; UINT32 maxWeapons; UINT32 currentDepth; UINT32 maxReadDepth; } typedef ParseData; static void XMLCALL StartElementHandle(void *userData, const char *name, const char **atts) { ParseData * pData = (ParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element? { if(strcmp(name, "LIST") == 0 && pData->curElement == ELEMENT_NONE) { pData->curElement = ELEMENTLIST; memset(pData->curWeaponList,0,sizeof(WEAPONTYPE)*pData->maxWeapons); pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "WEAPON") == 0 && pData->curElement == ELEMENTLIST) { pData->curElement = ELEMENT; memset(&pData->curWeapon,0,sizeof(WEAPONTYPE)); pData->maxReadDepth++; //we are not skipping this element } else if(pData->curElement == ELEMENT && (strcmp(name, "uiIndex") == 0 || strcmp(name, "szWeaponName") == 0 || strcmp(name, "ubWeaponClass") == 0 || strcmp(name, "ubWeaponType") == 0 || strcmp(name, "ubCalibre") == 0 || strcmp(name, "ubReadyTime") == 0 || strcmp(name, "ubShotsPer4Turns") == 0 || strcmp(name, "ubShotsPerBurst") == 0 || strcmp(name, "ubBurstPenalty") == 0 || strcmp(name, "ubBulletSpeed") == 0 || strcmp(name, "ubImpact") == 0 || strcmp(name, "ubDeadliness") == 0 || strcmp(name, "bAccuracy") == 0 || strcmp(name, "ubMagSize") == 0 || strcmp(name, "usRange") == 0 || strcmp(name, "usReloadDelay") == 0 || strcmp(name, "ubAttackVolume") == 0 || strcmp(name, "ubHitVolume") == 0 || strcmp(name, "sSound") == 0 || strcmp(name, "sBurstSound") == 0 || strcmp(name, "sReloadSound") == 0 || strcmp(name, "sLocknLoadSound") == 0 || strcmp(name, "bBaseAutofireCost") == 0 || strcmp(name, "bAutofireShotsPerFiveAP") == 0)) { pData->curElement = ELEMENT_PROPERY; pData->maxReadDepth++; //we are not skipping this element } pData->szCharData[0] = '\0'; } pData->currentDepth++; } static void XMLCALL weaponCharacterDataHandle(void *userData, const char *str, int len) { weaponParseData * pData = (weaponParseData *)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 weaponEndElementHandle(void *userData, const char *name) { weaponParseData * pData = (weaponParseData *)userData; if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading { if(strcmp(name, "WEAPONLIST") == 0) { pData->curElement = ELEMENT_NONE; } else if(strcmp(name, "WEAPON") == 0) { pData->curElement = ELEMENTLIST; if(pData->curWeapon.uiIndex < pData->maxWeapons) { pData->curWeaponList[pData->curWeapon.uiIndex] = pData->curWeapon; //write the weapon into the table } } else if(strcmp(name, "uiIndex") == 0) { pData->curElement = ELEMENT; pData->curWeapon.uiIndex = atol(pData->szCharData); } else if(strcmp(name, "szWeaponName") == 0) { pData->curElement = ELEMENT; if(MAX_NAME_LENGTH >= strlen(pData->szCharData)) strcpy(pData->curWeapon.szWeaponName,pData->szCharData); else { strncpy(pData->curWeapon.szWeaponName,pData->szCharData,MAX_NAME_LENGTH); pData->curWeapon.szWeaponName[MAX_NAME_LENGTH] = '\0'; } } else if(strcmp(name, "ubWeaponClass") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubWeaponClass = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubWeaponType") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubWeaponType = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubCalibre") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubCalibre = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubReadyTime") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubReadyTime = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubShotsPer4Turns") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubShotsPer4Turns = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubShotsPerBurst") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubShotsPerBurst = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubBurstPenalty") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubBurstPenalty = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubBulletSpeed") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubBulletSpeed = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubImpact") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubImpact = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubDeadliness") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubDeadliness = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "bAccuracy") == 0) { pData->curElement = ELEMENT; pData->curWeapon.bAccuracy = (INT8) atol(pData->szCharData); } else if(strcmp(name, "ubMagSize") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubMagSize = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "usRange") == 0) { pData->curElement = ELEMENT; pData->curWeapon.usRange = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "usReloadDelay") == 0) { pData->curElement = ELEMENT; pData->curWeapon.usReloadDelay = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "ubAttackVolume") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubAttackVolume = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "ubHitVolume") == 0) { pData->curElement = ELEMENT; pData->curWeapon.ubHitVolume = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "sSound") == 0) { pData->curElement = ELEMENT; pData->curWeapon.sSound = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "sBurstSound") == 0) { pData->curElement = ELEMENT; pData->curWeapon.sBurstSound = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "sReloadSound") == 0) { pData->curElement = ELEMENT; pData->curWeapon.sReloadSound = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "sLocknLoadSound") == 0) { pData->curElement = ELEMENT; pData->curWeapon.sLocknLoadSound = (UINT16) atol(pData->szCharData); } else if(strcmp(name, "bBaseAutofireCost") == 0) { pData->curElement = ELEMENT; pData->curWeapon.bBaseAutofireCost = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "bAutofireShotsPerFiveAP") == 0) { pData->curElement = ELEMENT; pData->curWeapon.bAutofireShotsPerFiveAP = (UINT8) atol(pData->szCharData); } pData->maxReadDepth--; } pData->currentDepth--; } BOOLEAN ReadInWeaponStats() { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8 * lpcBuffer; XML_Parser parser = XML_ParserCreate(NULL); weaponParseData pData; DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading weapons.dat" ); // Open weapons file hFile = FileOpen( WEAPONSFILENAME, 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, weaponStartElementHandle, weaponEndElementHandle); XML_SetCharacterDataHandler(parser, weaponCharacterDataHandle); memset(&pData,0,sizeof(pData)); pData.curWeaponList = Weapon; pData.maxWeapons = MAXITEMS; XML_SetUserData(parser, &pData); if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE)) { CHAR8 errorBuf[511]; sprintf(errorBuf, "XML Parser Error in Weapons.dat: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser)); LiveMessage(errorBuf); MemFree(lpcBuffer); return FALSE; } MemFree(lpcBuffer); #ifdef JA2TESTVERSION //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\\~Weapons.dat", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE ); if ( !hFile ) return( FALSE ); { UINT32 cnt; FilePrintf(hFile,"\r\n"); for(cnt = 0;cnt < MAXITEMS;cnt++) { INT8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML) FilePrintf(hFile,"\t\r\n"); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].uiIndex); FilePrintf(hFile,"\t\t"); while(szRemainder[0] != '\0') { UINT32 uiCharLoc = strcspn(szRemainder,"&<>\'\"\0"); INT8 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,"\r\n"); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubWeaponClass); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubWeaponType); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubCalibre); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubReadyTime); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubShotsPer4Turns); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubShotsPerBurst); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubBurstPenalty); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubBulletSpeed); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubImpact); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubDeadliness); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].bAccuracy); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubMagSize); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].usRange); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].usReloadDelay); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubAttackVolume); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubHitVolume); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].sSound); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].sBurstSound); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].sReloadSound); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].sLocknLoadSound); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].bBaseAutofireCost); FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].bAutofireShotsPerFiveAP); FilePrintf(hFile,"\t\r\n"); } FilePrintf(hFile,"\r\n"); } FileClose( hFile ); #endif XML_ParserFree(parser); return( TRUE ); }