Files
source/Utils/XMLAccess.cpp
T

411 lines
12 KiB
C++

#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,"<WEAPONLIST>\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<WEAPON>\r\n");
FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", Weapon[cnt].uiIndex);
FilePrintf(hFile,"\t\t<szWeaponName>");
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,"&amp;");
szRemainder++;
break;
case '<':
FilePrintf(hFile,"&lt;");
szRemainder++;
break;
case '>':
FilePrintf(hFile,"&gt;");
szRemainder++;
break;
case '\'':
FilePrintf(hFile,"&apos;");
szRemainder++;
break;
case '\"':
FilePrintf(hFile,"&quot;");
szRemainder++;
break;
}
}
FilePrintf(hFile,"</szWeaponName>\r\n");
FilePrintf(hFile,"\t\t<ubWeaponClass>%d</ubWeaponClass>\r\n", Weapon[cnt].ubWeaponClass);
FilePrintf(hFile,"\t\t<ubWeaponType>%d</ubWeaponType>\r\n", Weapon[cnt].ubWeaponType);
FilePrintf(hFile,"\t\t<ubCalibre>%d</ubCalibre>\r\n", Weapon[cnt].ubCalibre);
FilePrintf(hFile,"\t\t<ubReadyTime>%d</ubReadyTime>\r\n", Weapon[cnt].ubReadyTime);
FilePrintf(hFile,"\t\t<ubShotsPer4Turns>%d</ubShotsPer4Turns>\r\n", Weapon[cnt].ubShotsPer4Turns);
FilePrintf(hFile,"\t\t<ubShotsPerBurst>%d</ubShotsPerBurst>\r\n", Weapon[cnt].ubShotsPerBurst);
FilePrintf(hFile,"\t\t<ubBurstPenalty>%d</ubBurstPenalty>\r\n", Weapon[cnt].ubBurstPenalty);
FilePrintf(hFile,"\t\t<ubBulletSpeed>%d</ubBulletSpeed>\r\n", Weapon[cnt].ubBulletSpeed);
FilePrintf(hFile,"\t\t<ubImpact>%d</ubImpact>\r\n", Weapon[cnt].ubImpact);
FilePrintf(hFile,"\t\t<ubDeadliness>%d</ubDeadliness>\r\n", Weapon[cnt].ubDeadliness);
FilePrintf(hFile,"\t\t<bAccuracy>%d</bAccuracy>\r\n", Weapon[cnt].bAccuracy);
FilePrintf(hFile,"\t\t<ubMagSize>%d</ubMagSize>\r\n", Weapon[cnt].ubMagSize);
FilePrintf(hFile,"\t\t<usRange>%d</usRange>\r\n", Weapon[cnt].usRange);
FilePrintf(hFile,"\t\t<usReloadDelay>%d</usReloadDelay>\r\n", Weapon[cnt].usReloadDelay);
FilePrintf(hFile,"\t\t<ubAttackVolume>%d</ubAttackVolume>\r\n", Weapon[cnt].ubAttackVolume);
FilePrintf(hFile,"\t\t<ubHitVolume>%d</ubHitVolume>\r\n", Weapon[cnt].ubHitVolume);
FilePrintf(hFile,"\t\t<sSound>%d</sSound>\r\n", Weapon[cnt].sSound);
FilePrintf(hFile,"\t\t<sBurstSound>%d</sBurstSound>\r\n", Weapon[cnt].sBurstSound);
FilePrintf(hFile,"\t\t<sReloadSound>%d</sReloadSound>\r\n", Weapon[cnt].sReloadSound);
FilePrintf(hFile,"\t\t<sLocknLoadSound>%d</sLocknLoadSound>\r\n", Weapon[cnt].sLocknLoadSound);
FilePrintf(hFile,"\t\t<bBaseAutofireCost>%d</bBaseAutofireCost>\r\n", Weapon[cnt].bBaseAutofireCost);
FilePrintf(hFile,"\t\t<bAutofireShotsPerFiveAP>%d</bAutofireShotsPerFiveAP>\r\n", Weapon[cnt].bAutofireShotsPerFiveAP);
FilePrintf(hFile,"\t</WEAPON>\r\n");
}
FilePrintf(hFile,"</WEAPONLIST>\r\n");
}
FileClose( hFile );
#endif
XML_ParserFree(parser);
return( TRUE );
}