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Classes | Macros
MapReader.cpp File Reference
#include "precompiled.h"
#include "MapReader.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/Entity.h"
#include "graphics/GameView.h"
#include "graphics/MapGenerator.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/World.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/PostprocManager.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include <boost/algorithm/string/predicate.hpp>

Go to the source code of this file.

Classes

class  CXMLReader
 

Macros

#define EL(x)   int el_##x = xmb_file.GetElementID(#x)
 
#define AT(x)   int at_##x = xmb_file.GetAttributeID(#x)
 
#define EL(x)   el_##x = xmb_file.GetElementID(#x)
 
#define AT(x)   at_##x = xmb_file.GetAttributeID(#x)
 
#define AT(x)   int at_##x = xmb_file.GetAttributeID(#x)
 
#define EL(x)   int el_##x = xmb_file.GetElementID(#x)
 
#define AT(x)   int at_##x = xmb_file.GetAttributeID(#x)
 
#define READ_COLOUR(el, out)
 
#define READ_FLOAT(el, out)
 
#define EL(x)   int el_##x = xmb_file.GetElementID(#x)
 
#define AT(x)   int at_##x = xmb_file.GetAttributeID(#x)
 
#define EL(x)   int el_##x = xmb_file.GetElementID(#x)
 
#define AT(x)   int at_##x = xmb_file.GetAttributeID(#x)
 
#define GET_TERRAIN_PROPERTY(val, prop, out)
 
#define GET_ENVIRONMENT_PROPERTY(val, prop, out)
 
#define GET_CAMERA_PROPERTY(val, prop, out)
 

Macro Definition Documentation

#define AT (   x)    int at_##x = xmb_file.GetAttributeID(#x)
#define AT (   x)    at_##x = xmb_file.GetAttributeID(#x)
#define AT (   x)    int at_##x = xmb_file.GetAttributeID(#x)
#define AT (   x)    int at_##x = xmb_file.GetAttributeID(#x)
#define AT (   x)    int at_##x = xmb_file.GetAttributeID(#x)
#define AT (   x)    int at_##x = xmb_file.GetAttributeID(#x)
#define EL (   x)    int el_##x = xmb_file.GetElementID(#x)
#define EL (   x)    el_##x = xmb_file.GetElementID(#x)
#define EL (   x)    int el_##x = xmb_file.GetElementID(#x)
#define EL (   x)    int el_##x = xmb_file.GetElementID(#x)
#define EL (   x)    int el_##x = xmb_file.GetElementID(#x)
#define GET_CAMERA_PROPERTY (   val,
  prop,
  out 
)
Value:
if (!pSimulation2->GetScriptInterface().GetProperty(val, #prop, out))\
LOGWARNING(L"CMapReader::ParseCamera() failed to get '%hs' property", #prop);
static void out(const wchar_t *fmt,...)
Definition: wdbg_sym.cpp:419
#define LOGWARNING
Definition: CLogger.h:34
#define GET_ENVIRONMENT_PROPERTY (   val,
  prop,
  out 
)
Value:
if (!pSimulation2->GetScriptInterface().GetProperty(val, #prop, out))\
LOGWARNING(L"CMapReader::ParseEnvironment() failed to get '%hs' property", #prop);
static void out(const wchar_t *fmt,...)
Definition: wdbg_sym.cpp:419
#define LOGWARNING
Definition: CLogger.h:34
#define GET_TERRAIN_PROPERTY (   val,
  prop,
  out 
)
Value:
if (!pSimulation2->GetScriptInterface().GetProperty(val, #prop, out))\
{ LOGERROR(L"CMapReader::ParseTerrain() failed to get '%hs' property", #prop);\
throw PSERROR_Game_World_MapLoadFailed("Error parsing terrain data.\nCheck application log for details"); }
#define LOGERROR
Definition: CLogger.h:35
static void out(const wchar_t *fmt,...)
Definition: wdbg_sym.cpp:419
#define READ_COLOUR (   el,
  out 
)
Value:
else if (element_name == el) \
{ \
XMBAttributeList attrs = waterelement.GetAttributes(); \
attrs.GetNamedItem(at_r).ToFloat(), \
attrs.GetNamedItem(at_g).ToFloat(), \
attrs.GetNamedItem(at_b).ToFloat(), \
1.f); \
}
Definition: Overlay.h:34
static void out(const wchar_t *fmt,...)
Definition: wdbg_sym.cpp:419
#define READ_FLOAT (   el,
  out 
)
Value:
else if (element_name == el) \
{ \
out = waterelement.GetText().ToFloat(); \
} \
static void out(const wchar_t *fmt,...)
Definition: wdbg_sym.cpp:419