#include "ZoneDumperT6.h" #include "Game/T6/GameT6.h" #include "Game/T6/GameAssetPoolT6.h" #include "AssetDumpers/AssetDumperRawFile.h" #include "AssetDumpers/AssetDumperSlug.h" #include "AssetDumpers/AssetDumperQdb.h" #include "AssetDumpers/AssetDumperScriptParseTree.h" #include "AssetDumpers/AssetDumperStringTable.h" bool ZoneDumperT6::CanHandleZone(Zone* zone) { return zone->m_game == &game_t6; } bool ZoneDumperT6::DumpZone(Zone* zone, const std::string& basePath) { #define DUMP_ASSET_POOL(dumperType, poolName) \ if(assetPools->poolName) \ { \ dumperType dumper; \ dumper.DumpPool(zone, assetPools->poolName, basePath); \ } const auto assetPools = dynamic_cast(zone->GetPools()); // DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset); // DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints); // DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def); // DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts); // DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel); // DUMP_ASSET_POOL(AssetDumperMaterial, m_material); // DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set); // DUMP_ASSET_POOL(AssetDumperGfxImage, m_image); // DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank); // DUMP_ASSET_POOL(AssetDumperSndPatch, m_sound_patch); // DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map); // DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world); // DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp); // DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp); // DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents); // DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world); // DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def); // DUMP_ASSET_POOL(AssetDumperFont, m_font); // DUMP_ASSET_POOL(AssetDumperFontIcon, m_font_icon); // DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list); // DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def); // DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize); // DUMP_ASSET_POOL(AssetDumperWeaponVariantDef, m_weapon); // DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment); // DUMP_ASSET_POOL(AssetDumperWeaponAttachmentUnique, m_attachment_unique); // DUMP_ASSET_POOL(AssetDumperWeaponCamo, m_camo); // DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals); // DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx); // DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table); DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file); DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table); // DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard); // DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals); // DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl); // DUMP_ASSET_POOL(AssetDumperGlasses, m_glasses); // DUMP_ASSET_POOL(AssetDumperEmblemSet, m_emblem_set); DUMP_ASSET_POOL(AssetDumperScriptParseTree, m_script); // DUMP_ASSET_POOL(AssetDumperKeyValuePairs, m_key_value_pairs); // DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle); // DUMP_ASSET_POOL(AssetDumperMemoryBlock, m_memory_block); // DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents); // DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer); // DUMP_ASSET_POOL(AssetDumperSkinnedVertsDef, m_skinned_verts); DUMP_ASSET_POOL(AssetDumperQdb, m_qdb); DUMP_ASSET_POOL(AssetDumperSlug, m_slug); // DUMP_ASSET_POOL(AssetDumperFootstepTableDef, m_footstep_table); // DUMP_ASSET_POOL(AssetDumperFootstepFXTableDef, m_footstep_fx_table); // DUMP_ASSET_POOL(AssetDumperZBarrierDef, m_zbarrier); return true; #undef DUMP_ASSET_POOL } bool ZoneDumperT6::WriteZoneDefinition(Zone* zone, FileAPI::File* file, bool minimalistic) { return true; }