Files
OpenAssetTools/src/Common/Game/T5/GameT5.cpp
T

88 lines
3.1 KiB
C++

#include "GameT5.h"
#include "T5.h"
#include <algorithm>
using namespace T5;
namespace
{
constexpr const char* ASSET_TYPE_NAMES[]{
"xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material",
"techniqueset", "image", "soundbank", "soundpatch", "clipmap_unused", "clipmap", "comworld",
"gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font",
"menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals",
"fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character",
"xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses",
"emblemset",
};
static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
constexpr const char* SUB_ASSET_TYPE_NAMES[]{
"technique",
"vertexdecl",
"vertexshader",
"pixelshader",
"accuracygraph",
"flametable",
};
static_assert(std::extent_v<decltype(SUB_ASSET_TYPE_NAMES)> == SUB_ASSET_TYPE_COUNT);
} // namespace
namespace T5
{
Game::Game()
: AbstractGame(ASSET_TYPE_NAMES, std::extent_v<decltype(ASSET_TYPE_NAMES)>, SUB_ASSET_TYPE_NAMES, std::extent_v<decltype(SUB_ASSET_TYPE_NAMES)>)
{
AddAssetTypeNameAlias<AssetTechniqueSet>("techset");
AddAssetTypeNameAlias<AssetLightDef>("gfxlightdef");
}
GameId Game::GetId() const
{
return GameId::T5;
}
const std::string& Game::GetFullName() const
{
static std::string fullName = "Call Of Duty: Black Ops";
return fullName;
}
const std::string& Game::GetShortName() const
{
static std::string shortName = "T5";
return shortName;
}
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes{
{GameLanguage::LANGUAGE_ENGLISH, "en_"},
{GameLanguage::LANGUAGE_FRENCH, "fr_"},
{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"},
{GameLanguage::LANGUAGE_GERMAN, "ge_"},
{GameLanguage::LANGUAGE_AUSTRIAN, "ge_"},
{GameLanguage::LANGUAGE_ITALIAN, "it_"},
{GameLanguage::LANGUAGE_SPANISH, "sp_"},
{GameLanguage::LANGUAGE_BRITISH, "br_"},
{GameLanguage::LANGUAGE_RUSSIAN, "ru_"},
{GameLanguage::LANGUAGE_POLISH, "po_"},
{GameLanguage::LANGUAGE_KOREAN, "ko_"},
{GameLanguage::LANGUAGE_JAPANESE, "ja_"},
{GameLanguage::LANGUAGE_CZECH, "cz_"},
};
return prefixes;
}
const std::vector<IGameVariant*>& Game::GetVariants() const
{
static std::vector<IGameVariant*> variants = {
new GameVariant(std::to_underlying(VariantId::PC), "pc", GameEndianness::LE, GameWordSize::ARCH_32, GamePlatform::PC),
};
return variants;
}
} // namespace T5