OpenAssetTools/src/Unlinker/Game/IW4/ZoneDefWriterIW4.cpp

71 lines
1.8 KiB
C++

#include "ZoneDefWriterIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/CommonIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include <sstream>
#include <iomanip>
#include <cassert>
using namespace IW4;
namespace IW4
{
class ZoneDefWriterInternal final : public AbstractZoneDefWriter
{
void WriteContent() const
{
const auto* pools = dynamic_cast<GameAssetPoolIW4*>(m_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())
{
WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), m_zone->m_name);
}
for (const auto& asset : *pools)
{
switch (asset->m_type)
{
case ASSET_TYPE_LOCALIZE_ENTRY:
break;
default:
WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}
}
public:
ZoneDefWriterInternal(Zone* zone, FileAPI::IFile* file)
: AbstractZoneDefWriter(zone, file)
{
}
void WriteZoneDef() override
{
WriteComment("Call Of Duty: Modern Warfare 2");
WriteMetaData(META_DATA_KEY_GAME, "iw4");
EmptyLine();
WriteContent();
}
};
}
bool ZoneDefWriter::CanHandleZone(Zone* zone) const
{
return zone->m_game == &g_GameIW4;
}
void ZoneDefWriter::WriteZoneDef(Zone* zone, FileAPI::IFile* file) const
{
ZoneDefWriterInternal writer(zone, file);
writer.WriteZoneDef();
}