Lephisto/src/faction.c
2013-07-08 22:34:19 +01:00

547 lines
13 KiB
C

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