OpenAssetTools/src/ObjWriting/Game/T6/AssetDumpers/AssetDumperWeaponAttachment.cpp

95 lines
3.6 KiB
C++

#include "AssetDumperWeaponAttachment.h"
#include "Game/T6/InfoString/EnumStrings.h"
#include "Game/T6/InfoString/InfoStringFromStructConverter.h"
#include "Game/T6/InfoString/WeaponAttachmentFields.h"
#include "Game/T6/ObjConstantsT6.h"
#include <cassert>
#include <type_traits>
using namespace T6;
namespace T6
{
class InfoStringFromAttachmentConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
switch (static_cast<attachmentFieldType_t>(field.iFieldType))
{
case AFT_ATTACHMENTTYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szAttachmentTypeNames, std::extent_v<decltype(szAttachmentTypeNames)>);
break;
case AFT_PENETRATE_TYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
break;
case AFT_FIRETYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
break;
default:
break;
}
}
public:
InfoStringFromAttachmentConverter(const WeaponAttachment* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
} // namespace T6
InfoString AssetDumperWeaponAttachment::CreateInfoString(XAssetInfo<WeaponAttachment>* asset)
{
InfoStringFromAttachmentConverter converter(asset->Asset(),
attachment_fields,
std::extent_v<decltype(attachment_fields)>,
[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 AssetDumperWeaponAttachment::ShouldDump(XAssetInfo<WeaponAttachment>* asset)
{
return true;
}
void AssetDumperWeaponAttachment::DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponAttachment>* 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_WEAPON_ATTACHMENT);
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile("attachment/" + asset->m_name);
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT);
stream.write(stringValue.c_str(), stringValue.size());
}
}