Files
source/Strategic/XML_Bloodcats.cpp
T
00fb898600 Delete builddefines.h
Nothing was left in it but the include of profiler.h, and 132 translation units
were including it for that alone. Fifteen files were leaning on profiler.h to
drag in <set>, <vector> and <ostream> for them; those now include what they use.

This is the commit that moves line numbers. Removing an include line shifts
__LINE__ by one for everything below it, and __LINE__ is an immediate operand in
every Assert() and DebugMsg() call, so the four game executables differ from
their predecessors by roughly a thousand 32-bit constants each. Every one of
those is accounted for: each is a single immediate that moved by -1 where the
builddefines.h include went away, or +1 where a <set>/<vector> include was
added. Nothing else in .text, .rdata or .data moves, no object file's section
sizes change, and symbolize_crash and Ja2Export stay bit-identical.

The one non-immediate difference is that the 24 Editor translation units of the
non-editor apps stop emitting __Avx2WmemEnabledWeakValue, a 4-byte weak COMDAT
they only ever instantiated through profiler.h's <vector>. It is a UCRT weak
default that other translation units still provide.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 01:07:26 -03:00

339 lines
11 KiB
C++

#include <stdio.h>
#include "XML.h"
#include "expat.h"
#include "string.h"
#include "Campaign Types.h"
#include "FileMan.h"
#include "MemMan.h"
#include "Debug Control.h"
#define MAX_CHAR_DATA_LENGTH 500
// This array stores all XML-read placement data. There are four arrays for each sector, one array for each difficulty
// level. Please note that the Placement Type is only stored in array 0 (gBloodcatPlacements[x][0].PlacementType). It
// is not possible to have different placement types at different difficulty levels. Yet.
BLOODCATPLACEMENT gBloodcatPlacements[256][4];
// Location of the Bloodcat Lair. There can be only one, as there's a quest that relies on its location. This is a
// sectorID, 0-255.
UINT8 gubBloodcatLairSectorId;
typedef enum
{
BLOODCAT_ELEMENT_NONE = 0,
BLOODCAT_ELEMENT_PLACEMENTS,
BLOODCAT_ELEMENT_SECTOR,
BLOODCAT_ELEMENT,
BLOODCAT_ELEMENT_DIFFICULTY,
BLOODCAT_ELEMENT_DIFFICULTY_DATA,
} BLOODCAT_PARSE_STAGE;
typedef struct
{
BLOODCAT_PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
UINT8 sCurSectorX;
UINT8 sCurSectorY;
BLOODCATPLACEMENT CurPlacement[4];
UINT8 ubCurDifficulty;
UINT32 currentDepth;
UINT32 maxReadDepth;
} BloodcatsParseData;
static void XMLCALL
BloodcatsStartElementHandle(void *userData, const XML_Char *name, const char **atts)
{
BloodcatsParseData * pData = (BloodcatsParseData *) userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "BLOODCAT_PLACEMENTS") == 0 && pData->curElement == BLOODCAT_ELEMENT_NONE)
{
pData->curElement = BLOODCAT_ELEMENT_PLACEMENTS;
pData->maxReadDepth++; //we are not skipping this element
// Initiate Array by setting first character to 0.
for (UINT16 x = 0; x < 256; x++)
{
for (UINT16 y = 0; y < 4; y++)
{
gBloodcatPlacements[x][y].ubFactionAffiliation = 0;
gBloodcatPlacements[x][y].fRespawn = 0;
gBloodcatPlacements[x][y].PlacementType = 0;
gBloodcatPlacements[x][y].ubAmbushChance = 0;
gBloodcatPlacements[x][y].ubMaxBloodcats = 0;
gBloodcatPlacements[x][y].ubMinBloodcats = 0;
}
}
}
else if(strcmp(name, "SECTOR") == 0 && pData->curElement == BLOODCAT_ELEMENT_PLACEMENTS)
{
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == BLOODCAT_ELEMENT_SECTOR &&
(strcmp(name, "SectorGrid") == 0 ||
strcmp(name, "ubPlacementType") == 0) )
{
pData->curElement = BLOODCAT_ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == BLOODCAT_ELEMENT_SECTOR &&
strcmp(name, "NOVICE") == 0)
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->ubCurDifficulty = 0;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == BLOODCAT_ELEMENT_SECTOR &&
strcmp(name, "EXPERIENCED") == 0)
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->ubCurDifficulty = 1;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == BLOODCAT_ELEMENT_SECTOR &&
strcmp(name, "EXPERT") == 0)
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->ubCurDifficulty = 2;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == BLOODCAT_ELEMENT_SECTOR &&
strcmp(name, "INSANE") == 0)
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->ubCurDifficulty = 3;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == BLOODCAT_ELEMENT_DIFFICULTY &&
(strcmp(name, "ubMinBloodcats") == 0 ||
strcmp(name, "ubMaxBloodcats") == 0 ||
strcmp(name, "ubAmbushChance") == 0 ||
strcmp(name, "ubFactionAffiliation") == 0 ||
strcmp(name, "fRespawn") == 0 ))
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY_DATA;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
BloodcatsCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
BloodcatsParseData * pData = (BloodcatsParseData *) 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
BloodcatsEndElementHandle(void *userData, const XML_Char *name)
{
BloodcatsParseData * pData = (BloodcatsParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
if(strcmp(name, "BLOODCAT_PLACEMENTS") == 0)
{
pData->curElement = BLOODCAT_ELEMENT_NONE;
}
else if(strcmp(name, "SECTOR") == 0)
{
pData->curElement = BLOODCAT_ELEMENT_PLACEMENTS;
UINT8 ubSectorId = SECTOR(pData->sCurSectorX, pData->sCurSectorY);
if (ubSectorId >= 0 && ubSectorId < 256)
{
// Set placement type for this sector. Only first array has this set, as it is not difficulty-dependent.
gBloodcatPlacements[ ubSectorId ][0].PlacementType = pData->CurPlacement[0].PlacementType;
for (UINT8 x = 0; x < 4; x++)
{
if (pData->CurPlacement[0].PlacementType == 0)
{
// Ambush placement. Bloodcats will appear in this sector randomly.
gBloodcatPlacements[ ubSectorId ][x].ubMinBloodcats = pData->CurPlacement[x].ubMinBloodcats;
gBloodcatPlacements[ ubSectorId ][x].ubMaxBloodcats = pData->CurPlacement[x].ubMaxBloodcats;
gBloodcatPlacements[ ubSectorId ][x].ubAmbushChance = pData->CurPlacement[x].ubAmbushChance;
gBloodcatPlacements[ ubSectorId ][x].ubFactionAffiliation = 0;
gBloodcatPlacements[ ubSectorId ][x].fRespawn = 0;
}
else if (pData->CurPlacement[0].PlacementType == 1)
{
// Static placement. Bloodcats always appear here, but never respawn, and may be unaggressive
// to enemies.
gBloodcatPlacements[ ubSectorId ][x].ubMinBloodcats = 0;
gBloodcatPlacements[ ubSectorId ][x].ubMaxBloodcats = pData->CurPlacement[x].ubMaxBloodcats;
gBloodcatPlacements[ ubSectorId ][x].ubAmbushChance = 0;
gBloodcatPlacements[ ubSectorId ][x].ubFactionAffiliation = pData->CurPlacement[x].ubFactionAffiliation;
gBloodcatPlacements[ ubSectorId ][x].fRespawn = 0;
}
else if (pData->CurPlacement[0].PlacementType == 2)
{
// Lair sector. There can be only one, and it is affected by the Quest. Bloodcats can regenerate
// their numbers here over time.
gubBloodcatLairSectorId = ubSectorId;
gBloodcatPlacements[ ubSectorId ][x].ubMinBloodcats = 0;
gBloodcatPlacements[ ubSectorId ][x].ubMaxBloodcats = pData->CurPlacement[x].ubMaxBloodcats;
gBloodcatPlacements[ ubSectorId ][x].ubAmbushChance = 0;
gBloodcatPlacements[ ubSectorId ][x].ubFactionAffiliation = 0;
gBloodcatPlacements[ ubSectorId ][x].fRespawn = pData->CurPlacement[x].fRespawn;
}
}
}
}
else if(strcmp(name, "SectorGrid") == 0 )
{
UINT8 x, y;
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
y = (UINT8)pData->szCharData[0] & 0x1F;
x = (UINT8)atol(&pData->szCharData[1]);
if ( x > 0 && x <= 16 && y > 0 && y <= 16 )
{
pData->sCurSectorX = x;
pData->sCurSectorY = y;
}
SGP_THROW_IFFALSE( (SECTOR(x,y) >= 0 && SECTOR(x,y) < 256) , L"Illegal sector number in BloodcatPlacements.XML" );
}
else if(strcmp(name, "ubPlacementType") == 0 )
{
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
// Only set for first array (Difficulty Irrelevant)
pData->CurPlacement[0].PlacementType = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "NOVICE") == 0 )
{
// Just return to sector data.
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
}
else if(strcmp(name, "EXPERIENCED") == 0 )
{
// Just return to sector data.
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
}
else if(strcmp(name, "EXPERT") == 0 )
{
// Just return to sector data.
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
}
else if(strcmp(name, "INSANE") == 0 )
{
// Just return to sector data.
pData->curElement = BLOODCAT_ELEMENT_SECTOR;
}
else if(strcmp(name, "ubMinBloodcats") == 0 )
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->CurPlacement[pData->ubCurDifficulty].ubMinBloodcats = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubMaxBloodcats") == 0 )
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->CurPlacement[pData->ubCurDifficulty].ubMaxBloodcats = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubAmbushChance") == 0 )
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->CurPlacement[pData->ubCurDifficulty].ubAmbushChance = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubFactionAffiliation") == 0 )
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->CurPlacement[pData->ubCurDifficulty].ubFactionAffiliation = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "fRespawn") == 0 )
{
pData->curElement = BLOODCAT_ELEMENT_DIFFICULTY;
pData->CurPlacement[pData->ubCurDifficulty].fRespawn = (UINT8) atol(pData->szCharData);
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInBloodcatPlacements(STR fileName)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
BloodcatsParseData pData;
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, BloodcatsStartElementHandle, BloodcatsEndElementHandle);
XML_SetCharacterDataHandler(parser, BloodcatsCharacterDataHandle);
memset(&pData,0,sizeof(pData));
XML_SetUserData(parser, &pData);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in BloodcatPlacements.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;
}