OpenAssetTools/src/Unlinker/Game/IW5/ZoneDefWriterIW5.cpp

44 lines
1.1 KiB
C++

#include "ZoneDefWriterIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include <cassert>
using namespace IW5;
bool ZoneDefWriter::CanHandleZone(Zone* zone) const
{
return zone->m_game == &g_GameIW5;
}
void ZoneDefWriter::WriteMetaData(ZoneDefinitionOutputStream& stream, const UnlinkerArgs* args, Zone* zone) const {}
void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const UnlinkerArgs* args, Zone* zone) const
{
const auto* pools = dynamic_cast<GameAssetPoolIW5*>(zone->m_pools.get());
assert(pools);
if (!pools)
return;
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
{
switch (asset->m_type)
{
case ASSET_TYPE_LOCALIZE_ENTRY:
break;
default:
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}
}