/** * @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; }
/** * @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; }
/** * @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; }
/** * @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 }
/** * @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 }
/** * @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 }
/** * @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 }
/** * @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; }
/** * @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; }
/** * @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; }
/** * @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; }
/** * @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 }
/** * @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 }
/** * @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 }
/** * @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; }