mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-27 15:17:58 -05:00
add iw3 asset dumping basics
This commit is contained in:
@ -0,0 +1,48 @@
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#include "AssetDumperGfxImage.h"
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#include <cassert>
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#include "ObjWriting.h"
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#include "Image/IwiWriter6.h"
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#include "Image/DdsWriter.h"
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using namespace IW3;
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AssetDumperGfxImage::AssetDumperGfxImage()
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{
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switch (ObjWriting::Configuration.ImageOutputFormat)
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{
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case ObjWriting::Configuration_t::ImageOutputFormat_e::DDS:
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m_writer = std::make_unique<DdsWriter>();
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break;
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case ObjWriting::Configuration_t::ImageOutputFormat_e::IWI:
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m_writer = std::make_unique<iwi6::IwiWriter>();
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break;
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default:
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assert(false);
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m_writer = nullptr;
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break;
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}
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}
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bool AssetDumperGfxImage::ShouldDump(XAssetInfo<GfxImage>* asset)
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{
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const auto* image = asset->Asset();
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return image->cardMemory.platform[0] > 0;
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}
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bool AssetDumperGfxImage::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperGfxImage::GetFileNameForAsset(Zone* zone, XAssetInfo<GfxImage>* asset)
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{
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return "images/" + asset->m_name + m_writer->GetFileExtension();
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}
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void AssetDumperGfxImage::DumpRaw(AssetDumpingContext& context, XAssetInfo<GfxImage>* asset, std::ostream& stream)
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{
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const auto* image = asset->Asset();
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m_writer->DumpImage(stream, image->texture.texture);
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}
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@ -0,0 +1,24 @@
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#pragma once
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#include <memory>
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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#include "Image/IImageWriter.h"
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namespace IW3
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{
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class AssetDumperGfxImage final : public AbstractAssetDumper<GfxImage>
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{
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std::unique_ptr<IImageWriter> m_writer;
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protected:
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bool ShouldDump(XAssetInfo<GfxImage>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<GfxImage>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<GfxImage>* asset, std::ostream& stream) override;
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public:
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AssetDumperGfxImage();
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};
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}
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#include "AssetDumperLoadedSound.h"
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#include "Sound/WavTypes.h"
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using namespace IW3;
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bool AssetDumperLoadedSound::ShouldDump(XAssetInfo<LoadedSound>* asset)
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{
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return true;
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}
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bool AssetDumperLoadedSound::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperLoadedSound::GetFileNameForAsset(Zone* zone, XAssetInfo<LoadedSound>* asset)
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{
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return "sound/" + asset->m_name;
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}
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void AssetDumperLoadedSound::DumpWavPcm(AssetDumpingContext& context, const LoadedSound* asset, std::ostream& stream)
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{
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const auto riffMasterChunkSize = sizeof(WAV_CHUNK_ID_RIFF)
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+ sizeof(uint32_t)
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+ sizeof(WAV_WAVE_ID)
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+ sizeof(WavChunkHeader)
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+ sizeof(WavFormatChunkPcm)
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+ sizeof(WavChunkHeader)
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+ sizeof(asset->sound.info.data_len);
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stream.write(reinterpret_cast<const char*>(&WAV_CHUNK_ID_RIFF), sizeof(WAV_CHUNK_ID_RIFF));
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stream.write(reinterpret_cast<const char*>(&riffMasterChunkSize), sizeof(riffMasterChunkSize));
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stream.write(reinterpret_cast<const char*>(&WAV_WAVE_ID), sizeof(WAV_WAVE_ID));
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const WavChunkHeader formatChunkHeader
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{
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WAV_CHUNK_ID_FMT,
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sizeof(WavFormatChunkPcm)
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};
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stream.write(reinterpret_cast<const char*>(&formatChunkHeader), sizeof(formatChunkHeader));
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WavFormatChunkPcm formatChunk
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{
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WavFormat::PCM,
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static_cast<uint16_t>(asset->sound.info.channels),
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asset->sound.info.rate,
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asset->sound.info.rate * asset->sound.info.channels * asset->sound.info.bits / 8,
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static_cast<uint16_t>(asset->sound.info.block_size),
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static_cast<uint16_t>(asset->sound.info.bits)
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};
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stream.write(reinterpret_cast<const char*>(&formatChunk), sizeof(formatChunk));
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const WavChunkHeader dataChunkHeader
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{
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WAV_CHUNK_ID_DATA,
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asset->sound.info.data_len
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};
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stream.write(reinterpret_cast<const char*>(&dataChunkHeader), sizeof(dataChunkHeader));
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stream.write(asset->sound.data, asset->sound.info.data_len);
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}
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void AssetDumperLoadedSound::DumpRaw(AssetDumpingContext& context, XAssetInfo<LoadedSound>* asset, std::ostream& stream)
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{
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const auto* loadedSound = asset->Asset();
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switch (static_cast<WavFormat>(loadedSound->sound.info.format))
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{
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case WavFormat::PCM:
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DumpWavPcm(context, loadedSound, stream);
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break;
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default:
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printf("Unknown format %i for loaded sound: %s\n", loadedSound->sound.info.format, loadedSound->name);
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break;
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}
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}
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@ -0,0 +1,17 @@
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class AssetDumperLoadedSound final : public AbstractAssetDumper<LoadedSound>
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{
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static void DumpWavPcm(AssetDumpingContext& context, const LoadedSound* asset, std::ostream& stream);
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protected:
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bool ShouldDump(XAssetInfo<LoadedSound>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<LoadedSound>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<LoadedSound>* asset, std::ostream& stream) override;
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};
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}
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@ -0,0 +1,53 @@
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#include "AssetDumperLocalizeEntry.h"
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#include <fstream>
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#include <filesystem>
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#include "Localize/LocalizeCommon.h"
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#include "Dumping/Localize/StringFileDumper.h"
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using namespace IW3;
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namespace fs = std::filesystem;
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void AssetDumperLocalizeEntry::DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool)
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{
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if (pool->m_asset_lookup.empty())
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return;
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const auto language = LocalizeCommon::GetNameOfLanguage(context.m_zone->m_language);
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fs::path stringsPath(context.m_base_path);
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stringsPath.append(language);
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stringsPath.append("localizedstrings");
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create_directories(stringsPath);
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auto stringFilePath(stringsPath);
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stringFilePath.append(context.m_zone->m_name + ".str");
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std::ofstream stringFile(stringFilePath, std::fstream::out | std::ofstream::binary);
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if (stringFile.is_open())
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{
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StringFileDumper stringFileDumper(context.m_zone, stringFile);
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stringFileDumper.SetLanguageName(language);
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// Magic string. Original string files do have this config file. The purpose of the config file is unknown though.
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stringFileDumper.SetConfigFile(R"(C:\trees\cod3\cod3\bin\StringEd.cfg)");
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stringFileDumper.SetNotes("");
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for (auto* localizeEntry : *pool)
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{
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stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
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}
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stringFileDumper.Finalize();
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stringFile.close();
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}
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else
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{
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printf("Could not create string file for dumping localized strings of zone '%s'\n", context.m_zone->m_name.c_str());
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}
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class AssetDumperLocalizeEntry final : public IAssetDumper<LocalizeEntry>
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{
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool) override;
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};
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}
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#include "AssetDumperRawFile.h"
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using namespace IW3;
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bool AssetDumperRawFile::ShouldDump(XAssetInfo<RawFile>* asset)
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{
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return true;
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}
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bool AssetDumperRawFile::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperRawFile::GetFileNameForAsset(Zone* zone, XAssetInfo<RawFile>* asset)
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{
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return asset->m_name;
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}
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void AssetDumperRawFile::DumpRaw(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream)
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{
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const auto* rawFile = asset->Asset();
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stream.write(rawFile->buffer, rawFile->len);
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class AssetDumperRawFile final : public AbstractAssetDumper<RawFile>
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{
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protected:
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bool ShouldDump(XAssetInfo<RawFile>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<RawFile>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream) override;
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};
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}
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#include "AssetDumperStringTable.h"
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#include "Csv/CsvStream.h"
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using namespace IW3;
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bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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bool AssetDumperStringTable::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperStringTable::GetFileNameForAsset(Zone* zone, XAssetInfo<StringTable>* asset)
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{
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return asset->m_name;
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}
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void AssetDumperStringTable::DumpRaw(AssetDumpingContext& context, XAssetInfo<StringTable>* asset, std::ostream& stream)
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{
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const auto* stringTable = asset->Asset();
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CsvOutputStream csv(stream);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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csv.WriteColumn(stringTable->values[column + row * stringTable->columnCount]);
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}
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csv.NextRow();
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}
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
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{
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protected:
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bool ShouldDump(XAssetInfo<StringTable>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<StringTable>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<StringTable>* asset, std::ostream& stream) override;
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};
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}
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#include "ZoneDumperIW3.h"
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#include "Game/IW3/GameIW3.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperWeapon.h"
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using namespace IW3;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameIW3;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName) \
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if(assetPools->poolName) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(context, assetPools->poolName.get()); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolIW3*>(context.m_zone->m_pools.get());
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
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// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts)
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// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel)
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material)
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// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl)
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// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set)
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound)
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// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve)
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DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound)
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// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world)
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp)
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents)
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// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def)
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// DUMP_ASSET_POOL(AssetDumperFont_s, m_font)
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
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// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
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// DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table)
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return true;
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#undef DUMP_ASSET_POOL
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}
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@ -0,0 +1,12 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace IW3
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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}
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