/* ** 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: INITerrainRoad.cpp /////////////////////////////////////////////////////////////////////// // Author: Colin Day, December 2001 // Desc: Terrain road INI loading /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/INI.h" #include "GameClient/TerrainRoads.h" //------------------------------------------------------------------------------------------------- /** Parse Terrain Road entry */ //------------------------------------------------------------------------------------------------- void INI::parseTerrainRoadDefinition( INI* ini ) { AsciiString name; TerrainRoadType *road; // read the name const char* c = ini->getNextToken(); name.set( c ); // find existing item if present or allocate new one road = TheTerrainRoads->findRoad( name ); // if item is found it better not already be a bridge if( road ) { // sanity DEBUG_ASSERTCRASH( road->isBridge() == FALSE, ("Redefining bridge '%s' as a road!\n", road->getName().str()) ); throw INI_INVALID_DATA; } // end if if( road == NULL ) road = TheTerrainRoads->newRoad( name ); DEBUG_ASSERTCRASH( road, ("Unable to allocate road '%s'\n", name.str()) ); // parse the ini definition ini->initFromINI( road, road->getRoadFieldParse() ); } // end parseTerrainRoad