#ifndef __XML_H #define __XML_H #include "armsdealerinvinit.h" enum { ELEMENT_NONE = 0, ELEMENT_LIST, ELEMENT, ELEMENT_PROPERTY, } typedef PARSE_STAGE; #define MAX_CHAR_DATA_LENGTH 500 #define TABLEDATA_DIRECTORY "TableData\\" #define ATTACHMENTSFILENAME "Attachments.xml" #define ATTACHMENTINFOFILENAME "AttachmentInfo.xml" #define ITEMSFILENAME "Items.xml" #define WEAPONSFILENAME "Weapons.xml" #define LAUNCHABLESFILENAME "Launchables.xml" #define COMPATIBLEFACEITEMSFILENAME "CompatibleFaceItems.xml" #define MERGESFILENAME "Merges.xml" #define ATTACHMENTCOMBOMERGESFILENAME "AttachmentComboMerges.xml" #define MAGAZINESFILENAME "Magazines.xml" #define ARMOURSFILENAME "Armours.xml" #define EXPLOSIVESFILENAME "Explosives.xml" #define AMMOFILENAME "AmmoStrings.xml" #define AMMOTYPESFILENAME "AmmoTypes.xml" #define INCOMPATIBLEATTACHMENTSFILENAME "IncompatibleAttachments.xml" #define ENEMYGUNCHOICESFILENAME "EnemyGunChoices.xml" #define ENEMYITEMCHOICESFILENAME "EnemyItemChoices.xml" #define IMPITEMCHOICESFILENAME "IMPItemChoices.xml" #define TONYINVENTORYFILENAME "TonyInventory.xml" #define DEVININVENTORYFILENAME "DevinInventory.xml" #define FRANZINVENTORYFILENAME "FranzInventory.xml" #define KEITHINVENTORYFILENAME "KeithInventory.xml" #define SAMINVENTORYFILENAME "SamInventory.xml" #define JAKEINVENTORYFILENAME "JakeInventory.xml" #define HOWARDINVENTORYFILENAME "HowardInventory.xml" #define GABBYINVENTORYFILENAME "GabbyInventory.xml" #define FRANKINVENTORYFILENAME "FrankInventory.xml" #define ELGININVENTORYFILENAME "ElginInventory.xml" #define MANNYINVENTORYFILENAME "MannyInventory.xml" #define HERVEINVENTORYFILENAME "HerveInventory.xml" #define PETERINVENTORYFILENAME "PeterInventory.xml" #define ALBERTOINVENTORYFILENAME "AlbertoInventory.xml" #define CARLOINVENTORYFILENAME "CarloInventory.xml" #define MICKEYINVENTORYFILENAME "MickeyInventory.xml" #define ARNIEINVENTORYFILENAME "ArnieInventory.xml" #define PERKOINVENTORYFILENAME "PerkoInventory.xml" #define FREDOINVENTORYFILENAME "FredoInventory.xml" #define BOBBYRAYSTRINGSFILENAME "BobbyRayStrings.xml" #define AMMOCALIBERSTRINGSFILENAME "AmmoCaliberStrings.xml" #define SOUNDSFILENAME "Sounds.xml" #define BURSTSOUNDSFILENAME "BurstSounds.xml" // Lesh: filename definition #define EXPLOSIONDATAFILENAME "ExplosionData.xml" #define CITYTABLEFILENAME "Cities.xml" extern BOOLEAN ReadInItemStats(STR fileName); extern BOOLEAN WriteItemStats(); extern BOOLEAN ReadInAttachmentStats(STR fileName); extern BOOLEAN WriteAttachmentStats(); extern BOOLEAN ReadInAttachmentInfoStats(STR fileName); extern BOOLEAN WriteAttachmentInfoStats(); extern BOOLEAN ReadInStringArray(STR fileName); extern BOOLEAN WriteStringArray(); extern BOOLEAN ReadInMagazineStats(STR fileName); extern BOOLEAN WriteMagazineStats(); extern BOOLEAN ReadInLaunchableStats(STR fileName); extern BOOLEAN WriteLaunchableStats(); extern BOOLEAN ReadInCompatibleFaceItemStats(STR fileName); extern BOOLEAN WriteCompatibleFaceItemStats(); extern BOOLEAN ReadInMergeStats(STR fileName); extern BOOLEAN WriteMergeStats(); extern BOOLEAN ReadInAttachmentComboMergeStats(STR fileName); extern BOOLEAN WriteAttachmentComboMergeStats(); extern BOOLEAN ReadInArmourStats(STR fileName); extern BOOLEAN WriteArmourStats(); extern BOOLEAN ReadInExplosiveStats(STR fileName); extern BOOLEAN WriteExplosiveStats(); extern BOOLEAN ReadInAmmoStats(STR fileName); extern BOOLEAN WriteAmmoStats(); extern BOOLEAN WriteIncompatibleAttachmentStats(); extern BOOLEAN ReadInIncompatibleAttachmentStats(STR fileName); extern BOOLEAN WriteExtendedArmyGunChoicesStats(); extern BOOLEAN ReadInExtendedArmyGunChoicesStats(STR fileName); extern BOOLEAN WriteArmyItemChoicesStats(); extern BOOLEAN ReadInArmyItemChoicesStats(STR fileName); extern BOOLEAN WriteIMPItemChoicesStats(); extern BOOLEAN ReadInIMPItemChoicesStats(STR fileName); extern BOOLEAN WriteInventoryStats (DEALER_POSSIBLE_INV *pInv, STR fileName); extern BOOLEAN ReadInInventoryStats (DEALER_POSSIBLE_INV *pInv, STR fileName); extern BOOLEAN WriteSoundArray(); extern BOOLEAN ReadInSoundArray(STR fileName); extern BOOLEAN ReadInAmmoTypeStats(STR fileName); extern BOOLEAN WriteAmmoTypeStats(); // Lesh: 2 lines added extern BOOLEAN ReadInBurstSoundArray(STR fileName); extern BOOLEAN WriteBurstSoundArray(); // Lesh: over // Lesh: 2 new lines added for explosion data extern BOOLEAN ReadInExplosionDataStats(STR fileName); extern BOOLEAN WriteExplosionDataStats(); // Lesh: over #endif