#include "AssetDumperVehicle.h" #include #include #include #include "Game/IW4/CommonIW4.h" #include "Game/IW4/InfoString/InfoStringFromStructConverter.h" #include "Game/IW4/ObjConstantsIW4.h" #include "Game/IW4/InfoString/EnumStrings.h" #include "Game/IW4/InfoString/VehicleFields.h" using namespace IW4; namespace IW4 { class InfoStringFromVehicleConverter final : public InfoStringFromStructConverter { protected: void FillFromExtensionField(const cspField_t& field) override { switch (static_cast(field.iFieldType)) { case VFT_TYPE: FillFromEnumInt(std::string(field.szName), field.iOffset, s_vehicleClassNames, std::extent::value); break; case VFT_AXLE_STEERING: case VFT_AXLE_POWER: case VFT_AXLE_BRAKING: FillFromEnumInt(std::string(field.szName), field.iOffset, s_vehicleAxleTypeNames, std::extent::value); break; case VFT_TROPHY_TAGS: { const auto* trophyTags = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); std::stringstream ss; bool first = true; for (auto i = 0u; i < std::extent::value; i++) { const auto& str = m_get_scr_string(trophyTags[i]); if (!str.empty()) { if (!first) ss << "\n"; else first = false; ss << str; } } m_info_string.SetValueForKey(std::string(field.szName), ss.str()); break; } case VFT_NUM: default: assert(false); break; } } public: InfoStringFromVehicleConverter(const VehicleDef* structure, const cspField_t* fields, const size_t fieldCount, std::function scriptStringValueCallback) : InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback)) { } }; } InfoString AssetDumperVehicle::CreateInfoString(XAssetInfo* asset) { InfoStringFromVehicleConverter converter(asset->Asset(), vehicle_fields, std::extent::value, [asset](const scr_string_t scrStr) -> std::string { assert(scrStr < asset->m_zone->m_script_strings.Count()); if (scrStr >= asset->m_zone->m_script_strings.Count()) return ""; return asset->m_zone->m_script_strings[scrStr]; }); return converter.Convert(); } bool AssetDumperVehicle::ShouldDump(XAssetInfo* asset) { return true; } void AssetDumperVehicle::DumpAsset(AssetDumpingContext& context, XAssetInfo* asset) { // Only dump raw when no gdt available if (context.m_gdt) { const auto infoString = CreateInfoString(asset); GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_VEHICLE); infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_VEHICLE, gdtEntry); context.m_gdt->WriteEntry(gdtEntry); } else { const auto assetFile = context.OpenAssetFile("vehicles/" + asset->m_name); if (!assetFile) return; auto& stream = *assetFile; const auto infoString = CreateInfoString(asset); const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_VEHICLE); stream.write(stringValue.c_str(), stringValue.size()); } }