T_Status C_DDI_Rituals::Parse_Index_Cell(T_XML_Node node, T_Ritual_Info * info, T_Int32U subtype) { T_Status status; status = Get_Required_Child_PCDATA(&info->level, node, "Level"); if (!x_Is_Success(status)) x_Status_Return(status); status = Get_Required_Child_PCDATA(&info->price, node, "Price"); if (!x_Is_Success(status)) x_Status_Return(status); /* If our level is '0', that's obviously nonsense so get rid of it */ if ((info->level[0] == '0') && (info->level[1] == '\0')) info->level = ""; status = Get_Required_Child_PCDATA(&info->componentcost, node, "ComponentCost"); if (!x_Is_Success(status)) x_Status_Return(status); status = Get_Required_Child_PCDATA(&info->keyskill, node, "KeySkillDescription"); if (!x_Is_Success(status)) x_Status_Return(status); x_Status_Return_Success(); }
T_Status C_DDI_Deities::Parse_Index_Cell(T_XML_Node node, T_Deity_Info * info, T_Int32U subtype) { T_Status status; status = Get_Required_Child_PCDATA(&info->alignment, node, "Alignment"); if (!x_Is_Success(status)) x_Status_Return(status); x_Status_Return_Success(); }