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OpenAssetTools/src/ObjLoading/Game/IW5/Weapon/GdtLoaderWeaponIW5.cpp
2025-08-05 01:14:19 +02:00

54 lines
1.6 KiB
C++

#include "GdtLoaderWeaponIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/ObjConstantsIW5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderWeaponIW5.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
namespace
{
class GdtLoaderWeapon final : public AssetCreator<AssetWeapon>
{
public:
GdtLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read weapon gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
IW5::weapon::InfoStringLoader m_info_string_loader;
};
} // namespace
namespace IW5::weapon
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateGdtLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderWeapon>(memory, searchPath, gdt, zone);
}
} // namespace IW5::weapon