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INITerrainRoad.cpp
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74 lines (56 loc) · 2.47 KB
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/*
** 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 <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (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 in 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!",
road->getName().str()) );
throw INI_INVALID_DATA;
}
if( road == nullptr )
road = TheTerrainRoads->newRoad( name );
DEBUG_ASSERTCRASH( road, ("Unable to allocate road '%s'", name.str()) );
// parse the ini definition
ini->initFromINI( road, road->getRoadFieldParse() );
}