Files
OpenAssetTools/src/ObjLoading/Game/IW4/Weapon/RawLoaderWeaponIW4.cpp
2025-01-01 18:14:41 +01:00

55 lines
1.6 KiB
C++

#include "RawLoaderWeaponIW4.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderWeaponIW4.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW4;
namespace
{
class RawLoaderWeapon final : public AssetCreator<AssetWeapon>
{
public:
RawLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = std::format("weapons/{}", assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON, *file.m_stream))
{
std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
InfoStringLoaderWeapon m_info_string_loader;
};
} // namespace
namespace IW4
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateRawWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderWeapon>(memory, searchPath, zone);
}
} // namespace IW4