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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
253 lines
6.9 KiB
C++
253 lines
6.9 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "Editor All.h"
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#include "LuaInitNPCs.h"
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#else
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#include "Editor All.h"
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#include "sgp.h"
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#include "Debug Control.h"
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#include "expat.h"
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#include "XML.h"
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#include "Interface.h"
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#include "Item Statistics.h"
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#include "LuaInitNPCs.h"
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#endif
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struct
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{
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PARSE_STAGE curElement;
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CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
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ACTION_ITEM_VALUES curActionItems;
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ACTION_ITEM_VALUES * curArray;
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UINT32 maxArraySize;
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UINT32 curIndex;
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UINT32 currentDepth;
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UINT32 maxReadDepth;
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//CHAR16 gzEnemyNames[MAX_ENEMY_NAMES_CHARS];
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}
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typedef actionItemsParseData;
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BOOLEAN ActionItems_TextOnly;
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static void XMLCALL
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actionItemsStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
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{
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actionItemsParseData * pData = (actionItemsParseData *)userData;
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if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
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{
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if(strcmp(name, "ACTION_ITEM_LIST") == 0 && pData->curElement == ELEMENT_NONE)
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{
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pData->curElement = ELEMENT_LIST;
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pData->maxReadDepth++; //we are not skipping this element
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}
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else if(strcmp(name, "ACTION_ITEM") == 0 && pData->curElement == ELEMENT_LIST)
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{
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pData->curElement = ELEMENT;
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pData->maxReadDepth++; //we are not skipping this element
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}
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else if(pData->curElement == ELEMENT &&
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(strcmp(name, "uiIndex") == 0 ||
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strcmp(name, "ActionID") == 0 ||
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strcmp(name, "Name") == 0 ||
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strcmp(name, "BombItem") == 0 ||
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strcmp(name, "Blow_up") == 0 ))
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{
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pData->curElement = ELEMENT_PROPERTY;
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pData->maxReadDepth++; //we are not skipping this element
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}
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pData->szCharData[0] = '\0';
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}
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pData->currentDepth++;
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}
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static void XMLCALL
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actionItemsCharacterDataHandle(void *userData, const XML_Char *str, int len)
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{
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actionItemsParseData * pData = (actionItemsParseData *)userData;
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if( (pData->currentDepth <= pData->maxReadDepth) &&
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(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
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){
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strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
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}
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}
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static void XMLCALL
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actionItemsEndElementHandle(void *userData, const XML_Char *name)
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{
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actionItemsParseData * pData = (actionItemsParseData *)userData;
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if(pData->currentDepth <= pData->maxReadDepth)
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{
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if(strcmp(name, "ACTION_ITEM_LIST") == 0)
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{
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pData->curElement = ELEMENT_NONE;
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}
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else if(strcmp(name, "ACTION_ITEM") == 0)
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{
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pData->curElement = ELEMENT_LIST;
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if (!ActionItems_TextOnly)
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{
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//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
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wcscpy(ActionItemsValues[pData->curActionItems.uiIndex].szName, pData->curActionItems.szName);
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#ifdef JA2EDITOR
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//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
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wcscpy(gszActionItemDesc[pData->curActionItems.uiIndex], pData->curActionItems.szName);
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#endif
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ActionItemsValues[pData->curActionItems.uiIndex].ActionID = pData->curActionItems.ActionID;
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ActionItemsValues[pData->curActionItems.uiIndex].BlowUp = pData->curActionItems.BlowUp;
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ActionItemsValues[pData->curActionItems.uiIndex].BombItem = pData->curActionItems.BombItem;
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}
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else
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{
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//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
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wcscpy(ActionItemsValues[pData->curActionItems.uiIndex].szName, pData->curActionItems.szName);
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#ifdef JA2EDITOR
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//if ( ActionItemsValues[pData->curActionItems.uiIndex].ActionID > 0 )
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wcscpy(gszActionItemDesc[pData->curActionItems.uiIndex], pData->curActionItems.szName);
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#endif
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}
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}
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else if(strcmp(name, "uiIndex") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curActionItems.uiIndex = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "Name") == 0 )
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{
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pData->curElement = ELEMENT;
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MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curActionItems.szName, sizeof(pData->curActionItems.szName)/sizeof(pData->curActionItems.szName[0]) );
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pData->curActionItems.szName[sizeof(pData->curActionItems.szName)/sizeof(pData->curActionItems.szName[0]) - 1] = '\0';
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}
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else if(strcmp(name, "ActionID") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curActionItems.ActionID = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "Blow_up") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curActionItems.BlowUp = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "BombItem") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curActionItems.BombItem = (UINT32) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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pData->currentDepth--;
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}
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BOOLEAN ReadInActionItems(STR fileName, BOOLEAN localizedVersion)
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{
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HWFILE hFile;
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UINT32 uiBytesRead;
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UINT32 uiFSize;
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CHAR8 * lpcBuffer;
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XML_Parser parser = XML_ParserCreate(NULL);
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actionItemsParseData pData;
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading ActionItems.xml" );
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ActionItems_TextOnly = localizedVersion;
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// Open file
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hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
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if ( !hFile )
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return( localizedVersion );
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uiFSize = FileGetSize(hFile);
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lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
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//Read in block
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if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
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{
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MemFree(lpcBuffer);
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return( FALSE );
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}
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lpcBuffer[uiFSize] = 0; //add a null terminator
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FileClose( hFile );
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XML_SetElementHandler(parser, actionItemsStartElementHandle, actionItemsEndElementHandle);
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XML_SetCharacterDataHandler(parser, actionItemsCharacterDataHandle);
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memset(&pData,0,sizeof(pData));
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XML_SetUserData(parser, &pData);
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if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
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{
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CHAR8 errorBuf[511];
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sprintf(errorBuf, "XML Parser Error in ActionItems.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
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LiveMessage(errorBuf);
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MemFree(lpcBuffer);
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return FALSE;
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}
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MemFree(lpcBuffer);
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XML_ParserFree(parser);
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return( TRUE );
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}
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BOOLEAN WriteInActionItems( STR fileName)
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{
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HWFILE hFile;
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//Debug code; make sure that what we got from the file is the same as what's there
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// Open a new file
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hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
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if ( !hFile )
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return( FALSE );
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{
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UINT32 cnt;
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FilePrintf(hFile,"<ACTION_ITEM_LIST>\r\n");
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for(cnt = 0;cnt < 501;cnt++)
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{
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FilePrintf(hFile,"\t<ACTION_ITEM>\r\n");
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt);
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FilePrintf(hFile,"\t\t<Name>Empty action</Name>\r\n");
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FilePrintf(hFile,"\t\t<ActionID>%d</ActionID>\r\n", ActionItemsValues[cnt].ActionID);
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FilePrintf(hFile,"\t\t<Blow_Up>%d</Blow_Up>\r\n", ActionItemsValues[cnt].BlowUp);
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FilePrintf(hFile,"\t</ACTION_ITEM>\r\n");
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}
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FilePrintf(hFile,"</ACTION_ITEM_LIST>\r\n");
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}
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FileClose( hFile );
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return( TRUE );
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}
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