/** * @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 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 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 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 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; }