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refactor: streamline IW4 asset loading

This commit is contained in:
Jan Laupetin
2025-08-05 01:13:58 +02:00
parent 81a67151b5
commit 6806337f46
49 changed files with 398 additions and 397 deletions

View File

@@ -426,33 +426,36 @@ namespace
}
} // namespace
InfoStringLoaderWeapon::InfoStringLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
namespace IW4::weapon
{
}
AssetCreationResult InfoStringLoaderWeapon::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
InitWeaponFullDef(*weaponFullDef);
weaponFullDef->weapCompleteDef.szInternalName = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapCompleteDef);
InfoStringToWeaponConverter converter(
infoString, *weaponFullDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
if (!converter.Convert())
InfoStringLoader::InfoStringLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
std::cerr << std::format("Failed to parse weapon: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
CalculateWeaponFields(*weaponFullDef, m_memory);
AssetCreationResult InfoStringLoader::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context);
InitWeaponFullDef(*weaponFullDef);
weaponFullDef->weapCompleteDef.szInternalName = m_memory.Dup(assetName.c_str());
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapCompleteDef);
InfoStringToWeaponConverter converter(
infoString, *weaponFullDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
if (!converter.Convert())
{
std::cerr << std::format("Failed to parse weapon: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
CalculateWeaponFields(*weaponFullDef, m_memory);
LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
} // namespace IW4::weapon