Files
source/Tactical/XML_EnemyWeaponDrops.cpp
T
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00

249 lines
6.3 KiB
C++

#include "sgp.h"
#include "Overhead Types.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 "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"
#include "EnemyItemDrops.h"
struct
{
PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
WEAPON_DROPS curWeaponDrop;
WEAPON_DROPS * curArray;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
}
typedef weaponDropParseData;
static void XMLCALL
weaponDropStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
weaponDropParseData * pData = (weaponDropParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "WEAPONDROPLIST") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
memset(pData->curArray,0,sizeof(WEAPON_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->curWeaponDrop,0,sizeof(WEAPON_DROPS));
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "ubWeaponType") == 0 ||
strcmp(name, "ubEnemyDropRate") == 0 ||
strcmp(name, "ubMilitiaDropRate") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
weaponDropCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
weaponDropParseData * pData = (weaponDropParseData *)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
weaponDropEndElementHandle(void *userData, const XML_Char *name)
{
weaponDropParseData * pData = (weaponDropParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
if(strcmp(name, "WEAPONDROPLIST") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if(strcmp(name, "DROPITEM") == 0)
{
pData->curElement = ELEMENT_LIST;
if(pData->curWeaponDrop.uiIndex < pData->maxArraySize)
{
pData->curArray[pData->curWeaponDrop.uiIndex] = pData->curWeaponDrop; //write the inventory into the table
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = ELEMENT;
pData->curWeaponDrop.uiIndex = (UINT32) strtoul(pData->szCharData, NULL, 0);
}
else if(strcmp(name, "ubWeaponType") == 0)
{
pData->curElement = ELEMENT;
pData->curWeaponDrop.ubWeaponType = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubEnemyDropRate") == 0)
{
pData->curElement = ELEMENT;
pData->curWeaponDrop.ubEnemyDropRate = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubMilitiaDropRate") == 0)
{
pData->curElement = ELEMENT;
pData->curWeaponDrop.ubMilitiaDropRate = (UINT8) atol(pData->szCharData);
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
weaponDropParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading EnemyWeaponDrops.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, weaponDropStartElementHandle, weaponDropEndElementHandle);
XML_SetCharacterDataHandler(parser, weaponDropCharacterDataHandle);
memset(&pData,0,sizeof(pData));
pData.curArray = pEnemyWeaponDrops;
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 EnemyWeaponDrops.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 WriteEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, 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,"<WEAPONDROPLIST>\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<ubWeaponType>%d</ubWeaponType>\r\n", pEnemyWeaponDrops[cnt].ubWeaponType);
FilePrintf(hFile,"\t\t<ubEnemyDropRate>%d</ubEnemyDropRate>\r\n", pEnemyWeaponDrops[cnt].ubEnemyDropRate);
FilePrintf(hFile,"\t\t<ubMilitiaDropRate>%d</ubMilitiaDropRate>\r\n", pEnemyWeaponDrops[cnt].ubMilitiaDropRate);
FilePrintf(hFile,"\t</DROPITEM>\r\n");
}
FilePrintf(hFile,"</WEAPONDROPLIST>\r\n");
}
FileClose( hFile );
return( TRUE );
}