Files
source/Tactical/XML.h
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

461 lines
18 KiB
C++

#ifndef __XML_H
#define __XML_H
#include "armsdealerinvinit.h"
#include "EnemyItemDrops.h"
#include "Loading Screen.h"
#include "faces.h"
#include "Interface.h"
#include "XML_SenderNameList.h"
#include "mainmenuscreen.h"
#include "ub_config.h"
#include "Strategic Town Loyalty.h"
#include "qarray.h"
#include "XML_Language.h"
#include "Encyclopedia_Data.h"
#include "Encyclopedia.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
enum
{
ELEMENT_NONE = 0,
ELEMENT_LIST,
ELEMENT,
ELEMENT_PROPERTY,
ELEMENT_SUBLIST,
ELEMENT_SUBLIST_PROPERTY,
// For new merchant inventory
MERCHANT_CONTROL,
MERCHANT_CASH,
MERCHANT_CASH_DAILY,
MERCHANT_COOLNESS,
MERCHANT_FLAGS,
MERCHANT_REORDER
}
typedef PARSE_STAGE;
#define MAX_CHAR_DATA_LENGTH 500
#define TABLEDATA_DIRECTORY "TableData\\"
#define GERMAN_PREFIX "German."
#define RUSSIAN_PREFIX "Russian."
#define DUTCH_PREFIX "Dutch."
#define POLISH_PREFIX "Polish."
#define FRENCH_PREFIX "French."
#define ITALIAN_PREFIX "Italian."
#define TAIWANESE_PREFIX "Taiwanese."
#define CHINESE_PREFIX "Chinese."
#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 ATTACHMENTSLOTSFILENAME "AttachmentSlots.xml"
#define ENEMYGUNCHOICESFILENAME "EnemyGunChoices.xml"
#define ENEMYITEMCHOICESFILENAME "EnemyItemChoices.xml"
#define IMPITEMCHOICESFILENAME "IMPItemChoices.xml"
// CHRISL:
#define LOADBEARINGEQUIPMENTFILENAME "LoadBearingEquipment.xml"
#define LBEPOCKETFILENAME "Pockets.xml"
#define MERCSTARTINGGEARFILENAME "MercStartingGear.xml"
#ifdef JA2UB
#define MERCSTARTINGGEAR25FILENAME "MercStartingGear25.xml" //ja25 ub
#endif
#define TONYINVENTORYFILENAME "NPCInventory\\TonyInventory.xml"
#define DEVININVENTORYFILENAME "NPCInventory\\DevinInventory.xml"
#define FRANZINVENTORYFILENAME "NPCInventory\\FranzInventory.xml"
#define KEITHINVENTORYFILENAME "NPCInventory\\KeithInventory.xml"
#define SAMINVENTORYFILENAME "NPCInventory\\SamInventory.xml"
#define JAKEINVENTORYFILENAME "NPCInventory\\JakeInventory.xml"
#define HOWARDINVENTORYFILENAME "NPCInventory\\HowardInventory.xml"
#define GABBYINVENTORYFILENAME "NPCInventory\\GabbyInventory.xml"
#define FRANKINVENTORYFILENAME "NPCInventory\\FrankInventory.xml"
#define ELGININVENTORYFILENAME "NPCInventory\\ElginInventory.xml"
#define MANNYINVENTORYFILENAME "NPCInventory\\MannyInventory.xml"
#define HERVEINVENTORYFILENAME "NPCInventory\\HerveInventory.xml"
#define PETERINVENTORYFILENAME "NPCInventory\\PeterInventory.xml"
#define ALBERTOINVENTORYFILENAME "NPCInventory\\AlbertoInventory.xml"
#define CARLOINVENTORYFILENAME "NPCInventory\\CarloInventory.xml"
#define MICKEYINVENTORYFILENAME "NPCInventory\\MickeyInventory.xml"
#define ARNIEINVENTORYFILENAME "NPCInventory\\ArnieInventory.xml"
#define PERKOINVENTORYFILENAME "NPCInventory\\PerkoInventory.xml"
#define FREDOINVENTORYFILENAME "NPCInventory\\FredoInventory.xml"
#ifdef JA2UB
#define BETTYINVENTORYFILENAME "NPCInventory\\BettyInventory.xml"
#define RAULINVENTORYFILENAME "NPCInventory\\RaulInventory.xml"
#endif
#define BOBBYRAYSTRINGSFILENAME "BobbyRayStrings.xml"
#define AMMOCALIBERSTRINGSFILENAME "AmmoCaliberStrings.xml"
#define SOUNDSFILENAME "Sounds\\Sounds.xml"
#define BURSTSOUNDSFILENAME "Sounds\\BurstSounds.xml"
#define EXPLOSIONDATAFILENAME "ExplosionData.xml"
#define CITYTABLEFILENAME "Map\\Cities.xml"
#define MOVEMENTCOSTFILENAME "Map\\MovementCosts.xml"
#define ALTSECTORSFILENAME "Map\\AltSectors.xml"
#define SAMSITESFILENAME "Map\\SamSites.xml"
#define ROAMINGMILITIAFILENAME "Map\\RestrictedRoamingMilitia.xml"
#define EXTRAITEMSFILENAME "Map\\A9_0_ExtraItems" // ".xml" will be added @runtime
#define EXTRAITEMSFILENAME2 "Map\\A11_0_ExtraItems" // ".xml" will be added @runtime
#define GARRISONFILENAME "Army\\GarrisonGroups.xml"
#define PATROLFILENAME "Army\\PatrolGroups.xml"
#define COMPOSITIONFILENAME "Army\\ArmyComposition.xml"
// WANNE: drops filename
#define ENEMYWEAPONDROPSFILENAME "EnemyWeaponDrops.xml"
#define ENEMYAMMODROPSFILENAME "EnemyAmmoDrops.xml"
#define ENEMYEXPLOSIVEDROPSFILENAME "EnemyExplosiveDrops.xml"
#define ENEMYARMOURDROPSFILENAME "EnemyArmourDrops.xml"
#define ENEMYMISCDROPSFILENAME "EnemyMiscDrops.xml"
// WANNE: Sector loadscreens [2007-05-18]
#define SECTORLOADSCREENSFILENAME "Map\\SectorLoadscreens.xml"
//zilpin: pellet spread patterns externalized in XML
#define SPREADPATTERNSFILENAME "SpreadPatterns.xml"
#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
// Dealtar: Shipping destinations and delivery methods
#define SHIPPINGDESTINATIONSFILENAME "Map\\ShippingDestinations.xml"
#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
// Gotthard: Laptop Text files [2007-10-16]
#define LAPTOPFLORISTTEXTFILENAME "Laptop\\Florist.xml"
#define LAPTOPFUNERALTEXTFILENAME "Laptop\\Funeral.xml"
#define LAPTOPBOBBYRAYSTEXTFILENAME "Laptop\\BobbyRays.xml"
// Gotthard: Website Picture/Text Locations [2007-11-04]
#define LAPTOPFLORISTLOCATIONFILENAME "Laptop\\FloristPositions.xml"
#define LAPTOPFUNERALLOCATIONFILENAME "Laptop\\FuneralPositions.xml"
#define MULTIPLAYERTEAMSFILENAME "Multiplayer\\RandomTeams.xml"
// HEADROCK HAM 3.4: Facility Locations [2009-05-19]
#define SECTORFACILITIESFILENAME "Map\\Facilities.xml"
// HEADROCK HAM 3.4: Dynamic Roaming Restrictions [2009-05-19]
#define DYNAMICROAMINGFILENAME "Map\\DynamicRestrictions.xml"
// HEADROCK HAM 3.5: Facility Types [2009-06-14]
#define FACILITYTYPESFILENAME "Map\\FacilityTypes.xml"
// HEADROCK HAM 3.6: Sector Names [2009-07-27]
#define SECTORNAMESFILENAME "Map\\SectorNames.xml"
// HEADROCK PROFEX: Merc Profiles [2009-07-27]
#define MERCPROFILESFILENAME "MercProfiles.xml"
// HEADROCK PROFEX: Merc Opinions [2009-07-27]
#define MERCOPINIONSFILENAME "MercOpinions.xml"
// HEADROCK HAM 3.6: Bloodcat Placements [2009-07-31]
#define BLOODCATPLACEMENTSFILENAME "Map\\BloodcatPlacements.xml"
// HEADROCK HAM 3.6: Uniform Colors [2009-09-29]
#define UNIFORMCOLORSFILENAME "Army\\UniformColors.xml"
//SMALL FACES
#define RPCFACESSMALLFILENAME "RPCFacesSmall.xml"
//Hidden Names
#define HIDDENNAMESFILENAME "HiddenNames.xml"
//Enemy Names
#define ENEMYNAMESFILENAME "EnemyNames.xml"
//Enemy RANK
#define ENEMYRANKFILENAME "EnemyRank.xml"
//CIV Names
#define CIVGROUPNAMESFILENAME "CivGroupNames.xml"
//Sender Name List
#define SENDERNAMELISTFILENAME "SenderNameList.xml"
#define ACTIONITEMSFILENAME "MapAction\\Actionitems.xml"
#define IMPPORTRAITS "IMPPortraits.xml"
#ifdef JA2UB
// UB
#define MERCPROFILESFILENAME25 "MercProfiles25.xml"
// UB
#define MERCOPINIONSFILENAME25 "MercOpinions25.xml"
#endif
#define SOUNDPROFILE "SoundsProfiles.xml"
#define RANDOMSTATS "RandomStats.xml"
#define SECTORLEVEL1NAMESFILENAME "Map\\SectorNamesLevel_1.xml"
#define SECTORLEVEL2NAMESFILENAME "Map\\SectorNamesLevel_2.xml"
#define SECTORLEVEL3NAMESFILENAME "Map\\SectorNamesLevel_3.xml"
#define LAYOUTMAINMENU "Layout\\LayoutMainMenu.xml"
#define INTROFILESFILENAME "IntroFiles.xml"
#define MERCAVAILABILITY "MercAvailability.xml"
#define AIMAVAILABILITY "AimAvailability.xml"
#define QUOTEARRAYFILENAME "MercQuote.xml"
#define FACEGEARFILENAME "FaceGear.xml"
//Sender Name List
#define EMAILSENDERNAMELIST "Email\\EmailSenderNameList.xml"
#define EMAILMERCAVAILABLE "Email\\EmailMercAvailable.xml"
#define EMAILMERCLEVELUP "Email\\EmailMercLevelUp.xml"
#define EMAILOTHER "Email\\EmailOther.xml"
#define EMAILINSURANCE "Email\\EmailInsurance.xml"
#define VEHICLESFILENAME "Vehicles.xml"
#define TEXTFILENAME "Text\\TacticalMessages.xml"
#define ENCYCLOPEDIALOCATIONFILENAME "Encyclopedia\\EncyclopediaLocations.xml"
#define ENCYCLOPEDIAPROFILEFILENAME "Encyclopedia\\EncyclopediaProfiles.xml"
#define ENCYCLOPEDIAINVENTORYFILENAME "Encyclopedia\\EncyclopediaInventory.xml"
#define ENCYCLOPEDIAOTHERFILENAME "Encyclopedia\\EncyclopediaOthers.xml"
#define ENCYCLOPEDIAQUESTSFILENAME "Encyclopedia\\EncyclopediaQuests.xml"
#define BRIEFINGROOMFILENAME "BriefingRoom\\BriefingRoom.xml"
extern BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion);
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();
// CHRISL:
extern BOOLEAN ReadInlbeStats(STR fileName);
extern BOOLEAN WritelbeEquipmentStats();
extern BOOLEAN ReadInLBEPocketStats(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteLBEPocketEquipmentStats();
extern BOOLEAN ReadInMercStartingGearStats(STR fileName);
extern BOOLEAN WriteMercStartingGearStats();
extern BOOLEAN ReadInExplosiveStats(STR fileName);
extern BOOLEAN WriteExplosiveStats();
extern BOOLEAN ReadInAmmoStats(STR fileName);
extern BOOLEAN WriteAmmoStats();
extern BOOLEAN WriteIncompatibleAttachmentStats();
extern BOOLEAN ReadInIncompatibleAttachmentStats(STR fileName);
//WarmSteel - for New Attachment System
extern BOOLEAN WriteAttachmentSlotsStats();
extern BOOLEAN ReadInAttachmentSlotsStats(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();
// WANNE: Enemy drops
extern BOOLEAN ReadInEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName);
extern BOOLEAN WriteEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName);
extern BOOLEAN ReadInEnemyAmmoDropsStats(AMMO_DROPS *pEnemyAmmoDrops, STR fileName);
extern BOOLEAN WriteEnemyAmmoDropsStats(AMMO_DROPS *pEnemyAmmoDrops, STR fileName);
extern BOOLEAN ReadInEnemyExplosiveDropsStats(EXPLOSIVE_DROPS *pEnemyExplosiveDrops, STR fileName);
extern BOOLEAN WriteEnemyExplosiveDropsStats(EXPLOSIVE_DROPS *pEnemyExplosiveDrops, STR fileName);
extern BOOLEAN ReadInEnemyArmourDropsStats(ARMOUR_DROPS *pEnemyArmourDrops, STR fileName);
extern BOOLEAN WriteEnemyArmourDropsStats(ARMOUR_DROPS *pEnemyArmourDrops, STR fileName);
extern BOOLEAN ReadInEnemyMiscDropsStats(MISC_DROPS *pEnemyMiscDrops, STR fileName);
extern BOOLEAN WriteEnemyMiscDropsStats(MISC_DROPS *pEnemyMiscDrops, STR fileName);
// WANNE: Sector Loadscreens [2007-05-18]
extern BOOLEAN ReadInSectorLoadscreensStats(SECTOR_LOADSCREENS *pSectorLoadscreens, STR fileName);
extern BOOLEAN WriteSectorLoadscreensStats(SECTOR_LOADSCREENS *pSectorLoadscreens, STR fileName);
// Lesh: burst sounds and explosion info
extern BOOLEAN ReadInBurstSoundArray(STR fileName);
extern BOOLEAN WriteBurstSoundArray();
extern BOOLEAN ReadInExplosionDataStats(STR fileName);
extern BOOLEAN WriteExplosionDataStats();
//Lesh: strategic movement costs and alternative sectors table
extern BOOLEAN ReadInStrategicMovementCosts(STR fileName);
extern BOOLEAN WriteInStrategicMovementCosts(STR fileName);
extern BOOLEAN ReadInAltSectors(STR fileName);
extern BOOLEAN WriteInAltSectors(STR fileName);
//Lesh: samsite info
extern BOOLEAN ReadInSAMInfo(STR fileName);
extern BOOLEAN WriteInSAMInfo(STR fileName);
// Lesh: army externalization
extern BOOLEAN ReadInGarrisonInfo(STR fileName);
extern BOOLEAN WriteInGarrisonInfo(STR fileName);
extern BOOLEAN ReadInPatrolInfo(STR fileName);
extern BOOLEAN WriteInPatrolInfo(STR fileName);
extern BOOLEAN ReadInArmyCompositionInfo(STR fileName);
extern BOOLEAN WriteInArmyCompositionInfo(STR fileName);
//Kaiden: Roaming Militia Restricted Sectors List
extern BOOLEAN ReadInRoamingInfo(STR filename);
// Dealtar: New shipping system XMLs
extern BOOLEAN ReadInShippingDestinations(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInDeliveryMethods(STR fileName);
//zilpin: pellet spread patterns externalized in XML
extern BOOLEAN ReadInSpreadPatterns(STR fileName);
extern BOOLEAN WriteSpreadPatterns();
extern int FindSpreadPatternIndex( const STR strName );
//Gotthard: Laptop Florist Text
extern BOOLEAN ReadInFloristText(STR fileName);
//Gotthard: Laptop Funeral Text
extern BOOLEAN ReadInFuneralText(STR fileName);
//Gotthard: Delivery Locations Text (For Florist, Bobby Ray's)
extern BOOLEAN ReadInBobbyRaysText(STR fileName);
//Gotthard: Special Sector Names Test (Cambria Hospital, etc.)
extern BOOLEAN ReadInSectorNamesText(STR fileName);
//Gotthard: Laptop Florist Locations
extern BOOLEAN ReadInFloristLocations(STR fileName);
//Gotthard: Laptop Funeral Locations
extern BOOLEAN ReadInFuneralLocations(STR fileName);
// HEADROCK HAM 3.4: Sector Facility Locations
extern BOOLEAN ReadInSectorFacilities(STR fileName);
// HEADROCK HAM 3.4: Dynamic Roaming Restrictions
extern BOOLEAN ReadInDynamicRoamingRestrictions(STR fileName);
// HEADROCK HAM 3.5: Facility Types and bonuses
extern BOOLEAN ReadInFacilityTypes(STR fileName, BOOLEAN localizedVersion);
// HEADROCK HAM 3.6: Customized Sector Names
extern BOOLEAN ReadInSectorNames(STR fileName, BOOLEAN localizedVersion, INT8 Level );
// HEADROCK PROFEX: Merc Profiles
extern BOOLEAN ReadInMercProfiles(STR fileName, BOOLEAN localizedVersion);
// HEADROCK PROFEX: Merc Opinions
extern BOOLEAN ReadInMercOpinions(STR fileName);
// HEADROCK HAM 3.6: Customized Bloodcat Placements
extern BOOLEAN ReadInBloodcatPlacements(STR fileName);
// HEADROCK HAM 3.6: Customized Uniform Colors
extern BOOLEAN ReadInUniforms(STR fileName);
//Jazz Small Faces
extern BOOLEAN ReadInSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName);
extern BOOLEAN WriteSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName);
//Hidden Names
extern BOOLEAN ReadInHiddenNamesStats(HIDDEN_NAMES_VALUES *pHiddenNames, STR fileName);
extern BOOLEAN WriteHiddenNamesStats(HIDDEN_NAMES_VALUES *pHiddenNames, STR fileName);
extern void LoadHiddenNames();
extern BOOLEAN ReadInEnemyNames(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInCivGroupNamesStats(STR fileName, BOOLEAN localizedVersion);
// the list of email sender names by Jazz
extern BOOLEAN ReadInSenderNameList(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInEnemyRank(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteEnemyRank( STR fileName);
extern BOOLEAN ReadInIMPPortraits(STR fileName, BOOLEAN localizedVersion);
extern void LoadIMPPortraitsTEMP();
//Enabled\Disabled profile sound by Jazz
extern BOOLEAN ReadInSoundProfile( STR fileName );
extern BOOLEAN WriteSoundProfile( STR fileName );
//Random stats by Jazz
extern BOOLEAN WriteRandomStats( STR fileName );
extern BOOLEAN ReadInRandomStats( STR fileName );
//new profiles by Jazz
extern BOOLEAN ReadInMercAvailability(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteMercAvailability(STR fileName);
extern BOOLEAN ReadInAimAvailability(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteAimAvailability(STR fileName);
extern BOOLEAN WriteQarray(QARRAY_VALUES *pQarray, STR fileName);
extern BOOLEAN ReadInQarray(QARRAY_VALUES *pQarray, STR fileName);
extern BOOLEAN WriteFaceGear();
extern BOOLEAN ReadInFaceGear( FACE_GEAR_VALUES *pFaceGear, STR fileName );
extern BOOLEAN ReadInIntroNames(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInMainMenu(MAIN_MENU_VALUES *pMainMenu, STR fileName);
extern BOOLEAN ReadInActionItems(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteInActionItems( STR fileName);
extern BOOLEAN ReadInEmailMercAvailable(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInEmailMercLevelUp(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInEmailOther(STR fileName, BOOLEAN localizedVersion);
//extern BOOLEAN ReadInInsurance(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInEncyclopediaLocation(STR fileName, BOOLEAN localizedVersion, ENCYCLOPEDIA_LOCATION *Ency, UINT32 FileType2 );
extern BOOLEAN ReadInNewVehicles(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN WriteNewVehicles(STR fileName);
extern void InitNewVehicles ();
extern BOOLEAN ReadInLanguageLocation(STR fileName, BOOLEAN localizedVersion, LANGUAGE_LOCATION *Lang, UINT32 FileType2 );
#endif