コード例 #1
0
ファイル: damagetype.c プロジェクト: GunioRobot/naev
/**
 * @brief Parses an xml node containing a DTYPE.
 *
 *    @param temp Address to load DTYPE into.
 *    @param parent XML Node containing the DTYPE data.
 *    @return 0 on success.
 */
static int DTYPE_parse( DTYPE *temp, const xmlNodePtr parent )
{
   xmlNodePtr node;

   /* Clear data. */
   memset( temp, 0, sizeof(DTYPE) );

   /* Get the name (mallocs). */
   temp->name = xml_nodeProp(parent,"name");

   /* Extract the data. */
   node = parent->xmlChildrenNode;
   do {
      xml_onlyNodes(node);

      xmlr_float(node, "shield", temp->sdam);
      xmlr_float(node, "armour", temp->adam);
      xmlr_float(node, "knockback", temp->knock);

      WARN("Unknown node of type '%s' in damage node '%s'.", node->name, temp->name);
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
   if (o) WARN("DTYPE '%s' invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->sdam<0.,"shield");
   MELEMENT(temp->adam<0.,"armour");
   MELEMENT(temp->knock<0.,"knockback");
#undef MELEMENT

   return 0;
}
コード例 #2
0
ファイル: spfx.c プロジェクト: zid/naev
/**
 * @brief Parses an xml node containing a SPFX.
 *
 *    @param temp Address to load SPFX into.
 *    @param parent XML Node containing the SPFX data.
 *    @return 0 on success.
 */
static int spfx_base_parse( SPFX_Base *temp, const xmlNodePtr parent )
{
   xmlNodePtr node;

   /* Clear data. */
   memset( temp, 0, sizeof(SPFX_Base) );

   /* Get the name (mallocs). */
   temp->name = xml_nodeProp(parent,"name");

   /* Extract the data. */
   node = parent->xmlChildrenNode;
   do {
      xmlr_float(node, "anim", temp->anim);
      xmlr_float(node, "ttl", temp->ttl);
      if (xml_isNode(node,"gfx"))
         temp->gfx = xml_parseTexture( node,
               SPFX_GFX_PRE"%s"SPFX_GFX_SUF, 6, 5, 0 );
   } while (xml_nextNode(node));

   /* Convert from ms to s. */
   temp->anim /= 1000.;
   temp->ttl  /= 1000.;
   if (temp->ttl == 0.)
      temp->ttl = temp->anim;

#define MELEMENT(o,s) \
   if (o) WARN("SPFX '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->anim==0.,"anim");
   MELEMENT(temp->ttl==0.,"ttl");
   MELEMENT(temp->gfx==NULL,"gfx");
#undef MELEMENT

   return 0;
}
コード例 #3
0
ファイル: economy.c プロジェクト: Arakash/naev
/**
 * @brief Loads a commodity.
 *
 *    @param temp Commodity to load data into.
 *    @param parent XML node to load from.
 *    @return Commodity loaded from parent.
 */
static int commodity_parse( Commodity *temp, xmlNodePtr parent )
{
   xmlNodePtr node;

   /* Clear memory. */
   memset( temp, 0, sizeof(Commodity) );

   temp->name = (char*)xmlGetProp(parent,(xmlChar*)"name");
   if (temp->name == NULL) WARN("Commodity from "COMMODITY_DATA" has invalid or no name");

   node = parent->xmlChildrenNode;

   do {
      xmlr_strd(node, "description", temp->description);
      xmlr_int(node, "price", temp->price);
   } while (xml_nextNode(node));

#if 0 /* shouldn't be needed atm */
#define MELEMENT(o,s)   if (o) WARN("Commodity '%s' missing '"s"' element", temp->name)
   MELEMENT(temp->description==NULL,"description");
   MELEMENT(temp->high==0,"high");
   MELEMENT(temp->medium==0,"medium");
   MELEMENT(temp->low==0,"low");
#undef MELEMENT
#endif

   return 0;
}
コード例 #4
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the specific area for a launcher and loads it into Outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSLauncher( Outfit* temp, const xmlNodePtr parent )
{
   xmlNodePtr node;

   node  = parent->xmlChildrenNode;
   do { /* load all the data */
      xmlr_int(node,"delay",temp->u.lau.delay);
      xmlr_strd(node,"ammo",temp->u.lau.ammo_name);
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->u.lau.ammo_name==NULL,"ammo");
   MELEMENT(temp->u.lau.delay==0,"delay");
#undef MELEMENT
}
コード例 #5
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the fighter bay tidbits of the outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSFighterBay( Outfit *temp, const xmlNodePtr parent )
{
   xmlNodePtr node;
   node = parent->children;

   do {
      xmlr_int(node,"delay",temp->u.bay.delay);
      xmlr_strd(node,"ammo",temp->u.bay.ammo_name);
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->u.bay.delay==0,"delay");
   MELEMENT(temp->u.bay.ammo_name==NULL,"ammo");
#undef MELEMENT
}
コード例 #6
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the jammer tidbits of the outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSJammer( Outfit *temp, const xmlNodePtr parent )
{
   xmlNodePtr node;
   node = parent->children;

   do {
      xmlr_float(node,"range",temp->u.jam.range);
      xmlr_float(node,"chance",temp->u.jam.chance);
      xmlr_float(node,"energy",temp->u.jam.energy);
   } while (xml_nextNode(node));

   temp->u.jam.chance /= 100.; /* Put in per one, instead of percent */
   temp->u.jam.energy /= 60.; /* It's per minute */

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->u.jam.range==0.,"range");
   MELEMENT(temp->u.jam.chance==0.,"chance");
#undef MELEMENT
}
コード例 #7
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the fighter tidbits of the outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSFighter( Outfit *temp, const xmlNodePtr parent )
{
   xmlNodePtr node;
   node = parent->children;

   do {
      xmlr_strd(node,"ship",temp->u.fig.ship);
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name)
/**< Define to help check for data errors. */
   MELEMENT(temp->u.fig.ship==NULL,"ship");
#undef MELEMENT
}
コード例 #8
0
ファイル: event.c プロジェクト: Arakash/naev
/**
 * @brief Loads up an event from an XML node.
 *
 *    @param temp Event to load up.
 *    @param parent Event parent node.
 *    @return 0 on success.
 */
static int event_parse( EventData_t *temp, const xmlNodePtr parent )
{
   xmlNodePtr node, cur;
   char str[PATH_MAX] = "\0";
   char *buf;

#ifdef DEBUGGING
   /* To check if mission is valid. */
   lua_State *L;
   int ret;
   uint32_t len;
#endif /* DEBUGGING */

   memset( temp, 0, sizeof(EventData_t) );

   /* get the name */
   temp->name = xml_nodeProp(parent,"name");
   if (temp->name == NULL)
      WARN("Event in "EVENT_DATA" has invalid or no name");

   node = parent->xmlChildrenNode;

   do { /* load all the data */

      /* Only check nodes. */
      xml_onlyNodes(node);

      if (xml_isNode(node,"lua")) {
         snprintf( str, PATH_MAX, EVENT_LUA_PATH"%s.lua", xml_get(node) );
         temp->lua = strdup( str );
         str[0] = '\0';

#ifdef DEBUGGING
         /* Check to see if syntax is valid. */
         L = luaL_newstate();
         buf = ndata_read( temp->lua, &len );
         ret = luaL_loadbuffer(L, buf, len, temp->name );
         if (ret == LUA_ERRSYNTAX) {
            WARN("Event Lua '%s' of mission '%s' syntax error: %s",
                  temp->name, temp->lua, lua_tostring(L,-1) );
         }
         free(buf);
         lua_close(L);
#endif /* DEBUGGING */

         continue;
      }

      /* Trigger. */
      else if (xml_isNode(node,"trigger")) {
         buf = xml_get(node);
         if (buf == NULL)
            WARN("Event '%s': Null trigger type.", temp->name);
         else if (strcmp(buf,"enter")==0)
            temp->trigger = EVENT_TRIGGER_ENTER;
         else if (strcmp(buf,"land")==0)
            temp->trigger = EVENT_TRIGGER_LAND;
         else
            WARN("Event '%s' has invalid 'trigger' parameter: %s", temp->name, buf);

         continue;
      }

      /* Flags. */
      else if (xml_isNode(node,"flags")) { /* set the various flags */
         cur = node->children;
         do {
            if (xml_isNode(cur,"unique"))
               temp->flags |= EVENT_FLAG_UNIQUE;
         } while (xml_nextNode(cur));
         continue;
      }

      /* Condition. */
      xmlr_strd(node,"cond",temp->cond);

      /* Get chance. */
      xmlr_float(node,"chance",temp->chance);

      DEBUG("Unknown node '%s' in event '%s'", node->name, temp->name);
   } while (xml_nextNode(node));

   /* Process. */
   temp->chance /= 100.;

#define MELEMENT(o,s) \
   if (o) WARN("Mission '%s' missing/invalid '"s"' element", temp->name)
   MELEMENT(temp->lua==NULL,"lua");
   MELEMENT(temp->chance==0.,"chance");
   MELEMENT(temp->trigger==EVENT_TRIGGER_NULL,"trigger");
#undef MELEMENT

   return 0;
}
コード例 #9
0
/**
 * @brief Loads the module start data.
 *
 *    @return 0 on success.
 */
int start_load (void)
{
   uint32_t bufsize;
   char *buf;
   xmlNodePtr node, cur, tmp;
   xmlDocPtr doc;
   int scu, stp, stu;

   /* Defaults. */
   scu = -1;
   stp = -1;
   stu = -1;

   /* Try to read the file. */
   buf = ndata_read( START_DATA_PATH, &bufsize );
   if (buf == NULL)
      return -1;

   /* Load the XML file. */
   doc = xmlParseMemory( buf, bufsize );

   node = doc->xmlChildrenNode;
   if (!xml_isNode(node,XML_START_ID)) {
      ERR("Malformed '"START_DATA_PATH"' file: missing root element '"XML_START_ID"'");
      return -1;
   }

   node = node->xmlChildrenNode; /* first system node */
   if (node == NULL) {
      ERR("Malformed '"START_DATA_PATH"' file: does not contain elements");
      return -1;
   }
   do {
      xml_onlyNodes(node);

      xmlr_strd( node, "name", start_data.name );

      if (xml_isNode(node, "player")) { /* we are interested in the player */
         cur = node->children;
         do {
            xml_onlyNodes(cur);

            xmlr_uint( cur, "credits", start_data.credits );
            xmlr_strd( cur, "mission", start_data.mission );
            xmlr_strd( cur, "event",   start_data.event );

            if (xml_isNode(cur,"ship")) {
               xmlr_attr( cur, "name",    start_data.shipname);
               xmlr_strd( cur, "ship",    start_data.ship );
            }
            else if (xml_isNode(cur,"system")) {
               tmp = cur->children;
               do {
                  xml_onlyNodes(tmp);
                  /** system name, @todo percent chance */
                  xmlr_strd( tmp, "name", start_data.system );
                  /* position */
                  xmlr_float( tmp, "x", start_data.x );
                  xmlr_float( tmp, "y", start_data.y );
                  WARN("'"START_DATA_PATH"' has unknown system node '%s'.", tmp->name);
               } while (xml_nextNode(tmp));
               continue;
            }
            WARN("'"START_DATA_PATH"' has unknown player node '%s'.", cur->name);
         } while (xml_nextNode(cur));
         continue;
      }

      if (xml_isNode(node,"date")) {
         cur = node->children;
         do {
            xml_onlyNodes(cur);

            xmlr_int( cur, "scu", scu );
            xmlr_int( cur, "stp", stp );
            xmlr_int( cur, "stu", stu );
            WARN("'"START_DATA_PATH"' has unknown date node '%s'.", cur->name);
         } while (xml_nextNode(cur));
         continue;
      }

      if (xml_isNode(node,"tutorial")) {
         cur = node->children;
         do {
            xml_onlyNodes(cur);

            xmlr_strd( cur, "mission", start_data.tutmisn );
            xmlr_strd( cur, "event", start_data.tutevt );

            if (xml_isNode(cur,"system")) {
               tmp = cur->children;
               do {
                  xml_onlyNodes(tmp);
                  /** system name, @todo percent chance */
                  xmlr_strd( tmp, "name", start_data.tutsys );
                  /* position */
                  xmlr_float( tmp, "x", start_data.tutx );
                  xmlr_float( tmp, "y", start_data.tuty );
                  WARN("'"START_DATA_PATH"' has unknown system node '%s'.", tmp->name);
               } while (xml_nextNode(tmp));
               continue;
            }

            WARN("'"START_DATA_PATH"' has unknown tutorial node '%s'.", cur->name);
         } while (xml_nextNode(cur));
         continue;
      }

      WARN("'"START_DATA_PATH"' has unknown node '%s'.", node->name);
   } while (xml_nextNode(node));

   /* Clean up. */
   xmlFreeDoc(doc);
   free(buf);

   /* Sanity checking. */
#define MELEMENT(o,s) \
   if (o) WARN("Module start data missing/invalid '"s"' element") /**< Define to help check for data errors. */
   MELEMENT( start_data.name==NULL, "name" );
   MELEMENT( start_data.credits==0, "credits" );
   MELEMENT( start_data.ship==NULL, "ship" );
   MELEMENT( start_data.system==NULL, "player system" );
   MELEMENT( start_data.tutsys==NULL, "tutorial system" );
   MELEMENT( scu<0, "scu" );
   MELEMENT( stp<0, "stp" );
   MELEMENT( stu<0, "stu" );
#undef MELEMENT

   /* Post process. */
   start_data.date = ntime_create( scu, stp, stu );

   return 0;
}
コード例 #10
0
ファイル: mission.c プロジェクト: SiliconTally/naev
/**
 * @brief Parses a node of a mission.
 *
 *    @param temp Data to load into.
 *    @param parent Node containing the mission.
 *    @return 0 on success.
 */
static int mission_parse( MissionData* temp, const xmlNodePtr parent )
{
   xmlNodePtr cur, node;

#ifdef DEBUGGING
   /* To check if mission is valid. */
   lua_State *L;
   int ret;
   char *buf;
   uint32_t len;
#endif /* DEBUGGING */

   /* Clear memory. */
   memset( temp, 0, sizeof(MissionData) );

   /* Defaults. */
   temp->avail.priority = 5;

   /* get the name */
   temp->name = xml_nodeProp(parent,"name");
   if (temp->name == NULL)
      WARN("Mission in "MISSION_DATA_PATH" has invalid or no name");

   node = parent->xmlChildrenNode;

   char str[PATH_MAX] = "\0";

   do { /* load all the data */

      /* Only handle nodes. */
      xml_onlyNodes(node);

      if (xml_isNode(node,"lua")) {
         nsnprintf( str, PATH_MAX, MISSION_LUA_PATH"%s.lua", xml_get(node) );
         temp->lua = strdup( str );
         str[0] = '\0';

#ifdef DEBUGGING
         /* Check to see if syntax is valid. */
         L = luaL_newstate();
         buf = ndata_read( temp->lua, &len );
         ret = luaL_loadbuffer(L, buf, len, temp->name );
         if (ret == LUA_ERRSYNTAX) {
            WARN("Mission Lua '%s' of mission '%s' syntax error: %s",
                  temp->name, temp->lua, lua_tostring(L,-1) );
         }
         free(buf);
         lua_close(L);
#endif /* DEBUGGING */

         continue;
      }
      else if (xml_isNode(node,"flags")) { /* set the various flags */
         cur = node->children;
         do {
            xml_onlyNodes(cur);
            if (xml_isNode(cur,"unique")) {
               mis_setFlag(temp,MISSION_UNIQUE);
               continue;
            }
            WARN("Mission '%s' has unknown flag node '%s'.", temp->name, cur->name);
         } while (xml_nextNode(cur));
         continue;
      }
      else if (xml_isNode(node,"avail")) { /* mission availability */
         cur = node->children;
         do {
            xml_onlyNodes(cur);
            if (xml_isNode(cur,"location")) {
               temp->avail.loc = mission_location( xml_get(cur) );
               continue;
            }
            xmlr_int(cur,"chance",temp->avail.chance);
            xmlr_strd(cur,"planet",temp->avail.planet);
            xmlr_strd(cur,"system",temp->avail.system);
            if (xml_isNode(cur,"faction")) {
               temp->avail.factions = realloc( temp->avail.factions,
                     sizeof(int) * ++temp->avail.nfactions );
               temp->avail.factions[temp->avail.nfactions-1] =
                     faction_get( xml_get(cur) );
               continue;
            }
            xmlr_strd(cur,"cond",temp->avail.cond);
            xmlr_strd(cur,"done",temp->avail.done);
            xmlr_int(cur,"priority",temp->avail.priority);
            WARN("Mission '%s' has unknown avail node '%s'.", temp->name, cur->name);
         } while (xml_nextNode(cur));
         continue;
      }

      DEBUG("Unknown node '%s' in mission '%s'",node->name,temp->name);
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
   if (o) WARN("Mission '%s' missing/invalid '"s"' element", temp->name)
   MELEMENT(temp->lua==NULL,"lua");
   MELEMENT(temp->avail.loc==-1,"location");
   MELEMENT((temp->avail.loc!=MIS_AVAIL_NONE) && (temp->avail.chance==0),"chance");
#undef MELEMENT

   return 0;
}
コード例 #11
0
ファイル: fleet.c プロジェクト: Dinth/naev
/**
 * @brief Parses the fleet node.
 *
 *    @param temp Fleet to load.
 *    @param parent Parent xml node of the fleet in question.
 *    @return A newly allocated fleet loaded with data in parent node.
 */
static int fleet_parse( Fleet *temp, const xmlNodePtr parent )
{
   xmlNodePtr cur, node;
   FleetPilot* pilot;
   char* c;
   int mem;
   node = parent->xmlChildrenNode;

   /* Sane defaults and clean up. */
   memset( temp, 0, sizeof(Fleet) );
   temp->faction = -1;

   temp->name = (char*)xmlGetProp(parent,(xmlChar*)"name"); /* already mallocs */
   if (temp->name == NULL)
      WARN("Fleet in "FLEET_DATA" has invalid or no name");

   do { /* load all the data */
      xml_onlyNodes(node);

      /* Set faction. */
      if (xml_isNode(node,"faction")) {
         temp->faction = faction_get(xml_get(node));
         continue;
      }

      /* Set AI. */
      xmlr_strd(node,"ai",temp->ai);
      if (ai_getProfile ( temp->ai ) == NULL)
         WARN("Fleet '%s' has invalid AI '%s'.", temp->name, temp->ai );

      /* Set flags. */
      if (xml_isNode(node,"flags")){
         cur = node->children;
         do {
            xml_onlyNodes(cur);
            WARN("Fleet '%s' has unknown flag node '%s'.", temp->name, cur->name);
         } while (xml_nextNode(cur));
         continue;
      }

      /* Load pilots. */
      else if (xml_isNode(node,"pilots")) {
         cur = node->children;
         mem = 0;
         do {
            xml_onlyNodes(cur);

            if (xml_isNode(cur,"pilot")) {

               /* See if must grow. */
               temp->npilots++;
               if (temp->npilots > mem) {
                  mem += CHUNK_SIZE;
                  temp->pilots = realloc(temp->pilots, mem * sizeof(FleetPilot));
               }
               pilot = &temp->pilots[temp->npilots-1];

               /* Clear memory. */
               memset( pilot, 0, sizeof(FleetPilot) );

               /* Check for name override */
               xmlr_attr(cur,"name",c);
               pilot->name = c; /* No need to free since it will have to later */

               /* Check for AI override */
               xmlr_attr(cur,"ai",pilot->ai);

               /* Load pilot's ship */
               xmlr_attr(cur,"ship",c);
               if (c==NULL)
                  WARN("Pilot %s in Fleet %s has null ship", pilot->name, temp->name);
               pilot->ship = ship_get(c);
               if (pilot->ship == NULL)
                  WARN("Pilot %s in Fleet %s has invalid ship", pilot->name, temp->name);
               if (c!=NULL)
                  free(c);
               continue;
            }

            WARN("Fleet '%s' has unknown pilot node '%s'.", temp->name, cur->name);
         } while (xml_nextNode(cur));

         /* Resize to minimum. */
         temp->pilots = realloc(temp->pilots, sizeof(FleetPilot)*temp->npilots);
         continue;
      }

      DEBUG("Unknown node '%s' in fleet '%s'",node->name,temp->name);
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Fleet '%s' missing '"s"' element", temp->name)
/**< Hack to check for missing fields. */
   MELEMENT(temp->ai==NULL,"ai");
   MELEMENT(temp->faction==-1,"faction");
   MELEMENT(temp->pilots==NULL,"pilots");
#undef MELEMENT

   return 0;
}
コード例 #12
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the specific area for a weapon and loads it into Outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSAmmo( Outfit* temp, const xmlNodePtr parent )
{
   xmlNodePtr node;
   char *buf;

   node = parent->xmlChildrenNode;

   /* Defaults. */
   temp->u.amm.spfx_armour = -1;
   temp->u.amm.spfx_shield = -1;
   temp->u.amm.sound = -1;

   do { /* load all the data */
      /* Basic */
      xmlr_float(node,"duration",temp->u.amm.duration);
      xmlr_float(node,"lockon",temp->u.amm.lockon);
      xmlr_float(node,"resist",temp->u.amm.resist);
      /* Movement */
      xmlr_float(node,"thrust",temp->u.amm.thrust);
      xmlr_float(node,"turn",temp->u.amm.turn);
      xmlr_float(node,"speed",temp->u.amm.speed);
      xmlr_float(node,"accuracy",temp->u.amm.accuracy);
      xmlr_float(node,"energy",temp->u.amm.energy);
      if (xml_isNode(node,"gfx")) {
         temp->u.amm.gfx_space = xml_parseTexture( node,
               OUTFIT_GFX"space/%s.png", 6, 6,
               OPENGL_TEX_MAPTRANS );
         xmlr_attr(node, "spin", buf);
         if (buf != NULL) {
            outfit_setProp( temp, OUTFIT_PROP_WEAP_SPIN );
            temp->u.blt.spin = atof( buf );
            free(buf);
         }
         continue;
      }
      else if (xml_isNode(node,"spfx_armour"))
         temp->u.amm.spfx_armour = spfx_get(xml_get(node));
      else if (xml_isNode(node,"spfx_shield"))
         temp->u.amm.spfx_shield = spfx_get(xml_get(node));
      else if (xml_isNode(node,"sound"))
         temp->u.amm.sound = sound_get( xml_get(node) );
      else if (xml_isNode(node,"damage"))
         outfit_parseDamage( &temp->u.amm.dtype, &temp->u.amm.damage, node );
   } while (xml_nextNode(node));

   /* Post-processing */
   temp->u.amm.resist /= 100.; /* Set it in per one */

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->u.amm.gfx_space==NULL,"gfx");
   MELEMENT(temp->u.amm.spfx_shield==-1,"spfx_shield");
   MELEMENT(temp->u.amm.spfx_armour==-1,"spfx_armour");
   MELEMENT((sound_disabled!=0) && (temp->u.amm.sound<0),"sound");
   /* MELEMENT(temp->u.amm.thrust==0,"thrust"); */
   /* Dumb missiles don't need everything */
   if (outfit_isSeeker(temp)) {
      MELEMENT(temp->u.amm.turn==0,"turn");
      MELEMENT(temp->u.amm.lockon==0,"lockon");
   }
   MELEMENT(temp->u.amm.speed==0,"speed");
   MELEMENT(temp->u.amm.duration==0,"duration");
   MELEMENT(temp->u.amm.damage==0,"damage");
#undef MELEMENT
}
コード例 #13
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the beam weapon specifics of an outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSBeam( Outfit* temp, const xmlNodePtr parent )
{
   xmlNodePtr node;

   /* Defaults. */
   temp->u.bem.spfx_armour = -1;
   temp->u.bem.spfx_shield = -1;
   temp->u.bem.sound_warmup = -1;
   temp->u.bem.sound = -1;
   temp->u.bem.sound_off = -1;

   node = parent->xmlChildrenNode;
   do { /* load all the data */
      xmlr_float(node,"range",temp->u.bem.range);
      xmlr_float(node,"turn",temp->u.bem.turn);
      xmlr_float(node,"energy",temp->u.bem.energy);
      xmlr_long(node,"delay",temp->u.bem.delay);
      xmlr_float(node,"warmup",temp->u.bem.warmup);
      xmlr_float(node,"duration",temp->u.bem.duration);

      if (xml_isNode(node,"damage")) {
         outfit_parseDamage( &temp->u.bem.dtype, &temp->u.bem.damage, node );
         continue;
      }

      /* Graphic stuff. */
      if (xml_isNode(node,"gfx")) {
         temp->u.bem.gfx = xml_parseTexture( node,
               OUTFIT_GFX"space/%s.png", 1, 1, 0 );
         continue;
      }
      if (xml_isNode(node,"spfx_armour")) {
         temp->u.bem.spfx_armour = spfx_get(xml_get(node));
         continue;
      }
      if (xml_isNode(node,"spfx_shield")) {
         temp->u.bem.spfx_shield = spfx_get(xml_get(node));
         continue;
      }

      /* Sound stuff. */
      if (xml_isNode(node,"sound_warmup")) {
         temp->u.bem.sound_warmup = sound_get( xml_get(node) );
         continue;
      }
      if (xml_isNode(node,"sound")) {
         temp->u.bem.sound = sound_get( xml_get(node) );
         continue;
      }
      if (xml_isNode(node,"sound_off")) {
         temp->u.bem.sound_off = sound_get( xml_get(node) );
         continue;
      }
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->u.bem.gfx==NULL,"gfx");
   MELEMENT(temp->u.bem.spfx_shield==-1,"spfx_shield");
   MELEMENT(temp->u.bem.spfx_armour==-1,"spfx_armour");
   MELEMENT((sound_disabled!=0) && (temp->u.bem.warmup > 0.) && (temp->u.bem.sound<0),"sound_warmup");
   MELEMENT((sound_disabled!=0) && (temp->u.bem.sound<0),"sound");
   MELEMENT((sound_disabled!=0) && (temp->u.bem.sound_off<0),"sound_off");
   MELEMENT(temp->u.bem.delay==0,"delay");
   MELEMENT(temp->u.bem.duration==0,"duration");
   MELEMENT(temp->u.bem.range==0,"range");
   MELEMENT((temp->type!=OUTFIT_TYPE_BEAM) && (temp->u.bem.turn==0),"turn");
   MELEMENT(temp->u.bem.energy==0,"energy");
   MELEMENT(temp->u.bem.damage==0,"damage");
#undef MELEMENT
}
コード例 #14
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses the specific area for a bolt weapon and loads it into Outfit.
 *
 *    @param temp Outfit to finish loading.
 *    @param parent Outfit's parent node.
 */
static void outfit_parseSBolt( Outfit* temp, const xmlNodePtr parent )
{
   xmlNodePtr node;
   char *buf;

   /* Defaults */
   temp->u.blt.spfx_armour = -1;
   temp->u.blt.spfx_shield = -1;
   temp->u.blt.sound = -1;

   node = parent->xmlChildrenNode;
   do { /* load all the data */
      xmlr_float(node,"speed",temp->u.blt.speed);
      xmlr_float(node,"delay",temp->u.blt.delay);
      xmlr_float(node,"range",temp->u.blt.range);
      xmlr_float(node,"accuracy",temp->u.blt.accuracy);
      xmlr_float(node,"energy",temp->u.blt.energy);

      if (xml_isNode(node,"gfx")) {
         temp->u.blt.gfx_space = xml_parseTexture( node,
               OUTFIT_GFX"space/%s.png", 6, 6,
               OPENGL_TEX_MAPTRANS );
         xmlr_attr(node, "spin", buf);
         if (buf != NULL) {
            outfit_setProp( temp, OUTFIT_PROP_WEAP_SPIN );
            temp->u.blt.spin = atof( buf );
            free(buf);
         }
         continue;
      }
      if (xml_isNode(node,"spfx_shield")) {
         temp->u.blt.spfx_shield = spfx_get(xml_get(node));
         continue;
      }
      if (xml_isNode(node,"spfx_armour")) {
         temp->u.blt.spfx_armour = spfx_get(xml_get(node));
         continue;
      }
      if (xml_isNode(node,"sound")) {
         temp->u.blt.sound = sound_get( xml_get(node) );
         continue;
      }
      if (xml_isNode(node,"damage")) {
         outfit_parseDamage( &temp->u.blt.dtype, &temp->u.blt.damage, node );
         continue;
      }
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->u.blt.gfx_space==NULL,"gfx");
   MELEMENT(temp->u.blt.spfx_shield==-1,"spfx_shield");
   MELEMENT(temp->u.blt.spfx_armour==-1,"spfx_armour");
   MELEMENT((sound_disabled!=0) && (temp->u.blt.sound<0),"sound");
   MELEMENT(temp->u.blt.delay==0,"delay");
   MELEMENT(temp->u.blt.speed==0,"speed");
   MELEMENT(temp->u.blt.range==0,"range");
   MELEMENT(temp->u.blt.accuracy==0,"accuracy");
   MELEMENT(temp->u.blt.damage==0,"damage");
#undef MELEMENT
}
コード例 #15
0
ファイル: outfit.c プロジェクト: pegue/naev
/**
 * @brief Parses and returns Outfit from parent node.
 *
 *    @param temp Outfit to load into.
 *    @param parent Parent node to parse outfit from.
 *    @return 0 on success.
 */
static int outfit_parse( Outfit* temp, const xmlNodePtr parent )
{
   xmlNodePtr cur, node;
   char *prop;

   /* Clear data. */
   memset( temp, 0, sizeof(Outfit) );

   temp->name = xml_nodeProp(parent,"name"); /* already mallocs */
   if (temp->name == NULL) WARN("Outfit in "OUTFIT_DATA" has invalid or no name");

   node = parent->xmlChildrenNode;

   do { /* load all the data */
      if (xml_isNode(node,"general")) {
         cur = node->children;
         do {
            xmlr_int(cur,"max",temp->max);
            xmlr_int(cur,"tech",temp->tech);
            xmlr_strd(cur,"license",temp->license);
            xmlr_int(cur,"mass",temp->mass);
            xmlr_int(cur,"price",temp->price);
            xmlr_strd(cur,"description",temp->description);
            if (xml_isNode(cur,"gfx_store")) {
               temp->gfx_store = xml_parseTexture( cur,
                     OUTFIT_GFX"store/%s.png", 1, 1, 0 );
            }

         } while (xml_nextNode(cur));
      }
      else if (xml_isNode(node,"specific")) { /* has to be processed seperately */

         /* get the type */
         prop = xml_nodeProp(node,"type");
         if (prop == NULL)
            ERR("Outfit '%s' element 'specific' missing property 'type'",temp->name);
         temp->type = outfit_strToOutfitType(prop);
         free(prop);

         /* is secondary weapon? */
         prop = xml_nodeProp(node,"secondary");
         if (prop != NULL) {
            if ((int)atoi(prop)) outfit_setProp(temp, OUTFIT_PROP_WEAP_SECONDARY);
            free(prop);
         }

         if (temp->type==OUTFIT_TYPE_NULL)
            WARN("Outfit '%s' is of type NONE", temp->name);
         else if (outfit_isBolt(temp))
            outfit_parseSBolt( temp, node );
         else if (outfit_isBeam(temp))
            outfit_parseSBeam( temp, node );
         else if (outfit_isLauncher(temp))
            outfit_parseSLauncher( temp, node );
         else if (outfit_isAmmo(temp))
            outfit_parseSAmmo( temp, node );
         else if (outfit_isMod(temp))
            outfit_parseSMod( temp, node );
         else if (outfit_isAfterburner(temp))
            outfit_parseSAfterburner( temp, node );
         else if (outfit_isJammer(temp))
            outfit_parseSJammer( temp, node );
         else if (outfit_isFighterBay(temp))
            outfit_parseSFighterBay( temp, node );
         else if (outfit_isFighter(temp))
            outfit_parseSFighter( temp, node );
         else if (outfit_isMap(temp))
            outfit_parseSMap( temp, node );
         else if (outfit_isLicense(temp))
            outfit_parseSLicense( temp, node );
      }
   } while (xml_nextNode(node));

#define MELEMENT(o,s) \
if (o) WARN("Outfit '%s' missing/invalid '"s"' element", temp->name) /**< Define to help check for data errors. */
   MELEMENT(temp->name==NULL,"name");
   MELEMENT(temp->max==0,"max");
   MELEMENT(temp->tech==0,"tech");
   MELEMENT(temp->gfx_store==NULL,"gfx_store");
   /*MELEMENT(temp->mass==0,"mass"); Not really needed */
   MELEMENT(temp->type==0,"type");
   MELEMENT(temp->price==0,"price");
   MELEMENT(temp->description==NULL,"description");
#undef MELEMENT

   return 0;
}