mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-04-29 15:09:38 +00:00
chore: fix loading and writing code for T6
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@@ -0,0 +1,53 @@
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#include "GdtLoaderVehicleT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderVehicleT6.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class GdtLoaderVehicle final : public AssetCreator<AssetVehicle>
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{
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public:
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GdtLoaderVehicle(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, searchPath, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_VEHICLE, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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std::cerr << std::format("Failed to read vehicle gdt entry: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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InfoStringLoaderVehicle m_info_string_loader;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetVehicle>> CreateGdtVehicleLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderVehicle>(memory, searchPath, gdt, zone);
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}
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} // namespace T6
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@@ -0,0 +1,14 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.h"
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#include "Gdt/IGdtQueryable.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetVehicle>> CreateGdtVehicleLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
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} // namespace T6
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@@ -0,0 +1,133 @@
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#include "InfoStringLoaderVehicleT6.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/Vehicle/VehicleFields.h"
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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using namespace T6;
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namespace
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{
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class InfoStringToVehicleConverter final : public InfoStringToStructConverter
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{
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protected:
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bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
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{
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switch (static_cast<VehicleFieldType>(field.iFieldType))
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{
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case VFT_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, s_vehicleClassNames, std::extent_v<decltype(s_vehicleClassNames)>);
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case VFT_CAMERAMODE:
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return ConvertEnumInt(field.szName, value, field.iOffset, s_vehicleCameraModes, std::extent_v<decltype(s_vehicleCameraModes)>);
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case VFT_TRACTION_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, s_tractionTypeNames, std::extent_v<decltype(s_tractionTypeNames)>);
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case VFT_MPH_TO_INCHES_PER_SECOND:
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{
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char* endPtr;
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*reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = strtof(value.c_str(), &endPtr) * 17.6f;
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if (endPtr != &value[value.size()])
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{
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std::cerr << std::format("Failed to parse value \"{}\" as mph\n", value);
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return false;
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}
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return true;
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}
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case VFT_POUNDS_TO_GAME_MASS:
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{
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char* endPtr;
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*reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = strtof(value.c_str(), &endPtr) * 0.001f;
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if (endPtr != &value[value.size()])
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{
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std::cerr << std::format("Failed to parse value \"{}\" as pounds\n", value);
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return false;
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}
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return true;
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}
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case VFT_TEAM:
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{
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if (value == "axis")
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{
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*reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = TEAM_AXIS;
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return true;
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}
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if (value == "allies")
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{
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*reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = TEAM_ALLIES;
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return true;
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}
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if (value == "neutral")
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{
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*reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = TEAM_FOUR;
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return true;
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}
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*reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = TEAM_BAD;
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std::cerr << std::format("Failed to parse value \"{}\" as team\n", value);
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return false;
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}
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case VFT_KEY_BINDING:
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case VFT_GRAPH:
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case VFT_WIIUCONTROLOVERRIDE:
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default:
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assert(false);
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return false;
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}
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}
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public:
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InfoStringToVehicleConverter(const InfoString& infoString,
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VehicleDef& vehicleDef,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetVehicle>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &vehicleDef, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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} // namespace
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InfoStringLoaderVehicle::InfoStringLoaderVehicle(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderVehicle::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* vehicleDef = m_memory.Alloc<VehicleDef>();
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vehicleDef->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetVehicle> registration(assetName, vehicleDef);
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InfoStringToVehicleConverter converter(
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infoString, *vehicleDef, m_zone.m_script_strings, m_memory, context, registration, vehicle_fields, std::extent_v<decltype(vehicle_fields)>);
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if (!converter.Convert())
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{
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std::cerr << std::format("Failed to parse vehicle: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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@@ -0,0 +1,21 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/AssetCreationResult.h"
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#include "InfoString/InfoString.h"
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namespace T6
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{
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class InfoStringLoaderVehicle
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{
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public:
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InfoStringLoaderVehicle(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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Zone& m_zone;
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};
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} // namespace T6
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@@ -0,0 +1,54 @@
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#include "RawLoaderVehicleT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderVehicleT6.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class RawLoaderVehicle final : public AssetCreator<AssetVehicle>
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{
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public:
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RawLoaderVehicle(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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m_info_string_loader(memory, searchPath, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = std::format("vehicles/{}", assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_VEHICLE, *file.m_stream))
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{
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std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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ISearchPath& m_search_path;
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InfoStringLoaderVehicle m_info_string_loader;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetVehicle>> CreateRawVehicleLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderVehicle>(memory, searchPath, zone);
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}
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} // namespace T6
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetVehicle>> CreateRawVehicleLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace T6
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