547 lines
13 KiB
C
547 lines
13 KiB
C
#include <malloc.h>
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#include <string.h>
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#include "lephisto.h"
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#include "log.h"
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#include "pack.h"
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#include "xml.h"
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#include "faction.h"
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#define XML_FACTION_ID "Factions" /* XML section id. */
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#define XML_FACTION_TAG "faction"
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#define XML_ALLIANCE_ID "Alliances"
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#define XML_ALLIANCE_TAG "alliance"
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#define XML_ENEMIES_ID "Enemies"
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#define XML_ENEMIES_TAG "enemies"
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#define FACTION_DATA "../dat/faction.xml"
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#define PLAYER_ALLY 70 /* Above this, player is considered ally. */
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#define ALLIANCE_OFFSET 27182 /* Special offset for alliances. */
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typedef struct Faction_ {
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char* name;
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int* enemies;
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int nenemies;
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int* allies;
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int nallies;
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int player; /* Standing with player - from -100 to 100. */
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} Faction;
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static Faction* faction_stack = NULL;
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static int nfactions = 0;
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/* Save alliance. */
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typedef struct Alliance_ {
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char* name;
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int* factions;
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int nfactions;
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} Alliance;
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/* Stack of alliances. */
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static Alliance* alliances = NULL;
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static int nalliances = 0;
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/* Static. */
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static Faction* faction_parse(xmlNodePtr parent);
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static void alliance_parse(xmlNodePtr parent);
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static void enemies_parse(xmlNodePtr parent);
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static Alliance* alliance_get(char* name);
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/* Extern. */
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int pfaction_save(xmlTextWriterPtr writer);
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int pfaction_load(xmlNodePtr parent);
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/* Return the faction of name "name". */
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int faction_get(const char* name) {
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int i;
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for(i = 0; i < nfactions; i++)
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if(strcmp(faction_stack[i].name, name)==0)
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break;
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if(i != nfactions)
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return i;
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DEBUG("Faction '%s' not found in stack.", name);
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return -1;
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}
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/* Return the id of an alliance. */
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int faction_getAlliance(char* name) {
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int i;
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for(i = 0; i < nalliances; i++)
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if(strcmp(alliances[i].name, name)==0)
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break;
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if(i != nalliances)
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return ALLIANCE_OFFSET + i;
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DEBUG("Alliance '%s' not found in stack.", name);
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return -1;
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}
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char* faction_name(int f) {
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return faction_stack[f].name;
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}
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/* Return the alliance of name 'name'. */
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static Alliance* alliance_get(char* name) {
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int i;
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for(i = 0; i < nalliances; i++)
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if(strcmp(alliances[i].name, name)==0)
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break;
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if(i != nalliances)
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return alliances+i;
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return NULL;
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}
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void faction_modPlayer(int f, int mod) {
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if(faction_isFaction(f)) {
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faction_stack[f].player += mod;
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} else {
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DEBUG("%d is an invalid faction/alliance", f);
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return;
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}
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}
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int faction_getPlayer(int f) {
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if(faction_isFaction(f)) {
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return faction_stack[f].player;
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} else {
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DEBUG("%d is an invalid faction/alliance", f);
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return -1000;
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}
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}
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/* Return 1 if Faction a and b are enemies. */
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int areEnemies(int a, int b) {
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Faction* fa, *fb;
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int i = 0;
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if(a == b) return 0; /* Luckily our factions aren't masochistic. */
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/* Player handled seperately. */
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if(a == FACTION_PLAYER) {
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if(faction_isFaction(b)) {
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if(faction_stack[b].player < 0)
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return 1;
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else return 0;
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} else {
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DEBUG("areEnemies: %d is an invalid faction/alliance", b);
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return 0;
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}
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}
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if(b == FACTION_PLAYER) {
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if(faction_isFaction(a)) {
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if(faction_stack[a].player < 0)
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return 1;
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else return 0;
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} else {
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DEBUG("areEnemies: %d is an invalid faction/alliance", a);
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return 0;
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}
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}
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/* Handle a. */
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if(faction_isFaction(a)) fa = &faction_stack[a];
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else {
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/* a isn't valid. */
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DEBUG("areEnemies: %d is an invalid faction/alliance", a);
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return 0;
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}
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/* Handle b. */
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if(faction_isFaction(b)) fb = &faction_stack[b];
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else {
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/* b isn't valid. */
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DEBUG("areEnemies: %d is an invalid faction/alliance", b);
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return 0;
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}
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if(fa && fb) {
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/* Both are factions. */
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for(i = 0; i < fa->nenemies; i++)
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if(fa->enemies[i] == b)
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return 1;
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for(i = 0; i < fb->nenemies; i++)
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if(fb->enemies[i] == a)
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return 1;
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}
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return 0;
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}
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/* Return 1 if Faction a and b are allies. */
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int areAllies(int a, int b) {
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Faction* fa, *fb;
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int i;
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/* We assume player becomes allies with high rating. */
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if(a == FACTION_PLAYER) {
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if(faction_isFaction(b)) {
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if(faction_stack[b].player > PLAYER_ALLY) return 1;
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else return 0;
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} else {
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DEBUG("%d is an invalid faction/alliance", b);
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return 0;
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}
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}
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if(b == FACTION_PLAYER) {
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if(faction_isFaction(a)) {
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if(faction_stack[a].player > PLAYER_ALLY) return 1;
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else return 0;
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} else {
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DEBUG("%d is an invalid faction/alliance", a);
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return 0;
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}
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}
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/* D'aww. Player has no allies. */
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if((a == FACTION_PLAYER) || (b == FACTION_PLAYER))
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return 0;
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/* Handle a. */
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if(faction_isFaction(a)) fa = &faction_stack[a];
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else {
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/* b isn't valid. */
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DEBUG("%d is an invalid faction/alliance", a);
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return 0;
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}
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/* Handle b. */
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if(faction_isFaction(b)) fb = &faction_stack[b];
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else {
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/* b isn't valid. */
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DEBUG("%d is an invalid faction/alliance", b);
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return 0;
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}
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if(a == b) return 0;
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if(fa && fb) {
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/* Both are factions. */
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for(i = 0; i < fa->nallies; i++)
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if(fa->allies[i] == b)
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return 1;
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for(i = 0; i < fb->nallies; i++)
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if(fb->allies[i] == a)
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return 1;
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}
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return 0;
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}
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/* Is faction f part of alliance a? */
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int faction_ofAlliance(int f, int a) {
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int i;
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Alliance* aa;
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if(!faction_isFaction(f)) {
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DEBUG("faction_ofAlliance: invalid alliance '%d'", f);
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return 0;
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}
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if(!faction_isAlliance(a)) {
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DEBUG("faction_ofAlliance: invalid alliance '%d'", a);
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return 0;
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}
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aa = &alliances[a-ALLIANCE_OFFSET];
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for(i = 0; i < aa->nfactions; i++)
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if(aa->factions[i] == f)
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return 1;
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return 0;
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}
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/* Return true if a s an alliance. */
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int faction_isAlliance(int a) {
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if((a < ALLIANCE_OFFSET) || (a >= ALLIANCE_OFFSET + nalliances))
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return 0;
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return 1;
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}
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/* Return true if f is a faction. */
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int faction_isFaction(int f) {
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if((f < 0) || (f >= nfactions))
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return 0;
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return 1;
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}
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/* Parses a single faction, but does not set the allies/enemies. */
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static Faction* faction_parse(xmlNodePtr parent) {
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xmlNodePtr node;
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int player;
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Faction* tmp;
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tmp = CALLOC_L(Faction);
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tmp->name = (char*)xmlGetProp(parent, (xmlChar*)"name");
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if(tmp->name == NULL)
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WARN("Faction from "FACTION_DATA" has invalid or no name");
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player = 0;
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node = parent->xmlChildrenNode;
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do {
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if(xml_isNode(node, "player")) {
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tmp->player = xml_getInt(node);
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player = 1;
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}
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} while(xml_nextNode(node));
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if(player == 0) DEBUG("Faction '%s' missing player tag", tmp->name);
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return tmp;
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}
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/* We set allies/enemies here, in the faction_stack. */
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static void alliance_parse(xmlNodePtr parent) {
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Alliance* a;
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int* i, j, n, m;
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Faction* ft;
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xmlNodePtr node, cur;
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node = parent->xmlChildrenNode;
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do {
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if((node->type == XML_NODE_START) && (strcmp((char*)node->name,
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XML_ALLIANCE_TAG)==0)) {
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/* Allocate a new alliance. */
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alliances = realloc(alliances, sizeof(Alliance)*(++nalliances));
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alliances[nalliances-1].name = (char*)xmlGetProp(node,(xmlChar*)"name");
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alliances[nalliances-1].factions = NULL;
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alliances[nalliances-1].nfactions = 0;
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/* Parse the current alliance's allies. */
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cur = node->xmlChildrenNode;
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do {
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if(strcmp((char*)cur->name, "ally")==0) {
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/* Add the faction (and pointers to make things simple). */
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a = alliances + nalliances-1;
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i = &a->nfactions;
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(*i)++;
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/* Load the faction. */
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a->factions = realloc(a->factions, (*i)*sizeof(int));
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a->factions[(*i)-1] = faction_get((char*)cur->children->content);
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if(a->factions[(*i)-1] == -1)
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WARN("Faction '%s' in alliance '%s' does not exist in "FACTION_DATA,
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(char*)cur->children->content, a->name);
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}
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} while((cur = cur->next));
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/* Set the crap needed by faction_stack. */
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for(j = 0; j < (*i); j++) {
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ft = &faction_stack[a->factions[j]];
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ft->nallies += (*i)-1;
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ft->allies = realloc(ft->allies, (ft->nallies)*sizeof(int));
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for(n = 0, m = 0; n < (*i); n++, m++) {
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/* Add as ally for all factions exept self. */
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if(n == j) m--;
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else if(n != j)
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ft->allies[ft->nallies-(*i)+1+m] = a->factions[n];
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}
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}
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}
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} while((node = node->next));
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}
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static void enemies_parse(xmlNodePtr parent) {
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xmlNodePtr node, cur;
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int** f;
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Faction* ft;
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Alliance* a;
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int i, *j, n, m, x, y, z, e;
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char* type;
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node = parent->xmlChildrenNode;
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do {
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if((node->type == XML_NODE_START)
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&& (strcmp((char*)node->name, XML_ENEMIES_TAG)==0)) {
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i = 0;
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f = NULL;
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j = NULL;
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cur = node->xmlChildrenNode;
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do {
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if(strcmp((char*)cur->name,"enemy")==0) {
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type = (char*)xmlGetProp(cur, (xmlChar*)"type");
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i++;
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j = realloc(j, sizeof(int)*i);
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f = realloc(f, sizeof(int*)*i);
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if(strcmp(type, "alliance")==0) {
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/* Enemy thing is an alliance. */
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a = alliance_get((char*)cur->children->content);
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if(a == NULL)
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WARN("Alliance %s not found in stack",
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(char*)cur->children->content);
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j[i-1] = a->nfactions;
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f[i-1] = a->factions;
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}
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else if(strcmp(type,"faction")==0) {
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/* Enemy thing is only a faction. */
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j[i-1] = 1;
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f[i-1] = malloc(sizeof(int));
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f[i-1][0] = faction_get((char*)cur->children->content);
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if(f[i-1][0] == -1)
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WARN("Faction %s not found in stack",
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(char*)cur->children->content);
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}
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free(type);
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}
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} while((cur = cur->next));
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/* Now actually parse and load up the enemies. */
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for(n = 0; n < i; n++) { /* Unsinged int. */
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for(m = 0; m < j[n]; m++) { /* Unsigned int. */
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/* Faction. */
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/* Add all the faction enemies to nenemies and alloc. */
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for(e = 0, x = 0; x < i; x++)
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if(x != n) e += j[x]; /* Store the total enemies. */
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/* Now allocate the memory. */
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ft = &faction_stack[f[n][m]];
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ft->nenemies += e;
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ft->enemies = realloc(ft->enemies, sizeof(int)*ft->nenemies);
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/* Add the actualy enemies. */
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for(x = 0, z = 0; x < i; x++)
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if(x != n)
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/* Make sure it's not from the same group. */
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if(x != n)
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for(y = 0; y < j[x]; y++, z++)
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ft->enemies[ft->nenemies-e+z] = f[x][y];
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}
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}
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/* Free al the temp memory. */
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for(x = 0; x < i; x++)
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if(j[x]==1) free(f[x]); /* Free the single malloced factions. */
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free(f); /* Free the rest. */
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free(j);
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}
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} while((node = node->next));
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}
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/* Load all the factions. */
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int factions_load(void) {
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uint32_t bufsize;
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char* buf = pack_readfile(DATA, FACTION_DATA, &bufsize);
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xmlNodePtr node;
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xmlDocPtr doc = xmlParseMemory(buf, bufsize);
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Faction* tmp = NULL;
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node = doc->xmlChildrenNode; /* Faction node. */
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if(!xml_isNode(node, XML_FACTION_ID)) {
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ERR("Malformed "FACTION_DATA" file: missing root element '"XML_FACTION_ID"'");
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return -1;
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}
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node = node->xmlChildrenNode; /* First faction node. */
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if(node == NULL) {
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ERR("Malformed "FACTION_DATA" file: does not contain elements");
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return -1;
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}
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/* Player faction is hardcoded. */
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faction_stack = malloc(sizeof(Faction));
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faction_stack[0].name = strdup("Player");
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faction_stack[0].nallies = 0;
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faction_stack[0].nenemies = 0;
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nfactions++;
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do {
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if(xml_isNode(node, XML_FACTION_TAG)) {
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tmp = faction_parse(node);
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faction_stack = realloc(faction_stack, sizeof(Faction)*(++nfactions));
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memcpy(faction_stack + nfactions - 1, tmp, sizeof(Faction));
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free(tmp);
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}
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else if(xml_isNode(node, XML_ALLIANCE_ID))
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alliance_parse(node);
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else if(xml_isNode(node, XML_ENEMIES_ID))
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enemies_parse(node);
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} while((node = node->next));
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xmlFreeDoc(doc);
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free(buf);
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xmlCleanupParser();
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DEBUG("Loaded %d Faction%s", nfactions, (nfactions==1) ?"": "s");
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return 0;
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}
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void factions_free(void) {
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int i;
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/* Free alliances. */
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for(i = 0; i < nalliances; i++) {
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free(alliances[i].name);
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free(alliances[i].factions);
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}
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free(alliances);
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alliances = NULL;
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nalliances = 0;
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/* Free factions. */
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for(i = 0; i < nfactions; i++) {
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free(faction_stack[i].name);
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if(faction_stack[i].nallies > 0) free(faction_stack[i].allies);
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if(faction_stack[i].nenemies > 0) free(faction_stack[i].enemies);
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}
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free(faction_stack);
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faction_stack = NULL;
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nfactions = 0;
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}
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int pfaction_save(xmlTextWriterPtr writer) {
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int i;
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xmlw_startElem(writer, "factions");
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/* Player is faction 0. */
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for(i = 1; i < nfactions; i++) {
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xmlw_startElem(writer, "faction");
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xmlw_attr(writer, "name", "%s", faction_stack[i].name);
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xmlw_str(writer, "%d", faction_stack[i].player);
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xmlw_endElem(writer); /* Faction. */
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}
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xmlw_endElem(writer); /* Faction. */
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return 0;
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}
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int pfaction_load(xmlNodePtr parent) {
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xmlNodePtr node, cur;
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char* str;
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node = parent->xmlChildrenNode;
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do {
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if(xml_isNode(node, "factions")) {
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cur = node->xmlChildrenNode;
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do {
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if(xml_isNode(cur, "factions")) {
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xmlr_attr(cur, "name", str);
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faction_stack[faction_get(str)].player = xml_getInt(cur);
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|
free(str);
|
|
}
|
|
} while(xml_nextNode(cur));
|
|
}
|
|
} while(xml_nextNode(node));
|
|
|
|
return 0;
|
|
}
|
|
|