OpenAssetTools/src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderWeaponAttachment.cpp

46 lines
1.5 KiB
C++

#include "AssetLoaderWeaponAttachment.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/Weapon/JsonWeaponAttachmentLoader.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
void* AssetLoaderWeaponAttachment::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* attachment = memory->Create<WeaponAttachment>();
memset(attachment, 0, sizeof(WeaponAttachment));
attachment->szInternalName = memory->Dup(assetName.c_str());
return attachment;
}
bool AssetLoaderWeaponAttachment::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeaponAttachment::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(std::format("attachment/{}.json", assetName));
if (!file.IsOpen())
return false;
auto* attachment = memory->Alloc<WeaponAttachment>();
attachment->szInternalName = memory->Dup(assetName.c_str());
std::vector<XAssetInfoGeneric*> dependencies;
std::vector<IndirectAssetReference> indirectAssetReferences;
if (LoadWeaponAttachmentAsJson(*file.m_stream, *attachment, memory, manager, dependencies, indirectAssetReferences))
manager->AddAsset<AssetAttachment>(assetName, attachment, std::move(dependencies), std::vector<scr_string_t>(), std::move(indirectAssetReferences));
else
std::cerr << "Failed to load attachment \"" << assetName << "\"\n";
return true;
}