/* ** Command & Conquer Generals Zero Hour(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: INIAnimation.cpp ///////////////////////////////////////////////////////////////////////// // Author: Colin Day, July 2002 // Desc: Parsing animation INI entries for 2D image animations /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/INI.h" #include "GameClient/Anim2D.h" //------------------------------------------------------------------------------------------------- /** Parse animation entry */ //------------------------------------------------------------------------------------------------- void INI::parseAnim2DDefinition( INI* ini ) { AsciiString name; Anim2DTemplate *animTemplate; // read the name const char* c = ini->getNextToken(); name.set( c ); // // find existing item if present, note that we do not support overrides // in the animations like we do in systems that are more "design" oriented, images // are assets as they are // if( !TheAnim2DCollection ) { //We don't need it if we're in the builder... which doesn't have this. return; } // end if // find existing animation template if present animTemplate = TheAnim2DCollection->findTemplate( name ); if( animTemplate == NULL ) { // item not found, create a new one animTemplate = TheAnim2DCollection->newTemplate( name ); DEBUG_ASSERTCRASH( animTemplate, ("INI""parseAnim2DDefinition - unable to allocate animation template for '%s'\n", name.str()) ); } // end if else { // we're loading over an existing animation template ... something is probably wrong DEBUG_CRASH(( "INI::parseAnim2DDefinition - Animation template '%s' already exists\n", animTemplate->getName().str() )); return; } // end else // parse the ini definition ini->initFromINI( animTemplate, animTemplate->getFieldParse() ); } // end parseAnim2DDefinition