/* Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc. and the "Aleph One" developers. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This license is contained in the file "COPYING", which is included with this source code; it is available online at http://www.gnu.org/licenses/gpl.html Creator of root of XML-Parser Tree by Loren Petrich, April 16, 2000 This is for setting up the absolute root element; this element has as its children the possible root elements of the Marathon XML files, which is here only "marathon" */ #include "cseries.h" #include "XML_ParseTreeRoot.h" #include "TextStrings.h" #include "interface.h" #include "game_window.h" #include "PlayerName.h" #include "motion_sensor.h" #include "world.h" #include "overhead_map.h" #include "dynamic_limits.h" #include "AnimatedTextures.h" #include "player.h" #include "items.h" #include "media.h" #include "map.h" #include "platforms.h" #include "scenery.h" #include "fades.h" #include "ViewControl.h" #include "weapons.h" #include "OGL_Setup.h" #include "shell.h" #include "SoundManager.h" #include "vbl.h" #include "monsters.h" #include "Logging.h" #include "Scenario.h" #include "SW_Texture_Extras.h" #include "Console.h" #ifdef SDL #include "sdl_dialogs.h" #endif // The absolute root element is a global, of course XML_ElementParser RootParser(""); // This is the canonical root element in the XML setup files: XML_ElementParser MarathonParser("marathon"); void SetupParseTree() { // Add the only recognized XML-document-root object here RootParser.AddChild(&MarathonParser); // Add all its subobjects MarathonParser.AddChild(TS_GetParser()); // Text strings MarathonParser.AddChild(Interface_GetParser()); MarathonParser.AddChild(PlayerName_GetParser()); MarathonParser.AddChild(Infravision_GetParser()); MarathonParser.AddChild(MotionSensor_GetParser()); MarathonParser.AddChild(OverheadMap_GetParser()); MarathonParser.AddChild(DynamicLimits_GetParser()); MarathonParser.AddChild(AnimatedTextures_GetParser()); MarathonParser.AddChild(Player_GetParser()); MarathonParser.AddChild(Items_GetParser()); MarathonParser.AddChild(ControlPanels_GetParser()); MarathonParser.AddChild(Liquids_GetParser()); MarathonParser.AddChild(Sounds_GetParser()); MarathonParser.AddChild(Platforms_GetParser()); MarathonParser.AddChild(Scenery_GetParser()); MarathonParser.AddChild(Faders_GetParser()); MarathonParser.AddChild(View_GetParser()); MarathonParser.AddChild(Landscapes_GetParser()); MarathonParser.AddChild(Weapons_GetParser()); MarathonParser.AddChild(OpenGL_GetParser()); MarathonParser.AddChild(Cheats_GetParser()); MarathonParser.AddChild(TextureLoading_GetParser()); MarathonParser.AddChild(Keyboard_GetParser()); MarathonParser.AddChild(DamageKicks_GetParser()); MarathonParser.AddChild(Logging_GetParser()); MarathonParser.AddChild(Scenario_GetParser()); #ifdef SDL MarathonParser.AddChild(Theme_GetParser()); #endif MarathonParser.AddChild(SW_Texture_Extras_GetParser()); MarathonParser.AddChild(Console_GetParser()); } // This will reset all values changed by MML scripts which implement ResetValues() method // and are part of the master MarathonParser tree. void ResetAllMMLValues() { MarathonParser.ResetChildrenValues(); }