/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 3 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. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: INITerrain.cpp /////////////////////////////////////////////////////////////////////////// // Author: Colin Day, December 2001 // Desc: Terrain type INI loading /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/INI.h" #include "Common/TerrainTypes.h" //------------------------------------------------------------------------------------------------- /** Parse Terrain type entry */ //------------------------------------------------------------------------------------------------- void INI::parseTerrainDefinition( INI* ini ) { AsciiString name; TerrainType *terrainType; // read the name const char* c = ini->getNextToken(); name.set( c ); // find existing item if present terrainType = TheTerrainTypes->findTerrain( name ); if( terrainType == NULL ) terrainType = TheTerrainTypes->newTerrain( name ); // sanity DEBUG_ASSERTCRASH( terrainType, ("Unable to allocate terrain type '%s'\n", name.str()) ); // parse the ini definition ini->initFromINI( terrainType, terrainType->getFieldParse() ); } // end parseTerrain