more t5 stuffs

This commit is contained in:
Jan
2021-04-27 19:31:26 +02:00
parent 2edca7a57e
commit 157e540302
28 changed files with 901 additions and 0 deletions

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#include "AssetDumperGfxImage.h"
#include <cassert>
#include "ObjWriting.h"
#include "Image/IwiWriter27.h"
#include "Image/DdsWriter.h"
using namespace T5;
AssetDumperGfxImage::AssetDumperGfxImage()
{
switch (ObjWriting::Configuration.ImageOutputFormat)
{
case ObjWriting::Configuration_t::ImageOutputFormat_e::DDS:
m_writer = std::make_unique<DdsWriter>();
break;
case ObjWriting::Configuration_t::ImageOutputFormat_e::IWI:
m_writer = std::make_unique<iwi27::IwiWriter>();
break;
default:
assert(false);
m_writer = nullptr;
break;
}
}
bool AssetDumperGfxImage::ShouldDump(XAssetInfo<GfxImage>* asset)
{
const auto* image = asset->Asset();
return image->loadedSize > 0;
}
bool AssetDumperGfxImage::CanDumpAsRaw()
{
return true;
}
std::string AssetDumperGfxImage::GetFileNameForAsset(Zone* zone, XAssetInfo<GfxImage>* asset)
{
return "images/" + asset->m_name + m_writer->GetFileExtension();
}
void AssetDumperGfxImage::DumpRaw(AssetDumpingContext& context, XAssetInfo<GfxImage>* asset, std::ostream& stream)
{
const auto* image = asset->Asset();
m_writer->DumpImage(stream, image->texture.texture);
}

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#pragma once
#include <memory>
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
#include "Image/IImageWriter.h"
namespace T5
{
class AssetDumperGfxImage final : public AbstractAssetDumper<GfxImage>
{
std::unique_ptr<IImageWriter> m_writer;
protected:
bool ShouldDump(XAssetInfo<GfxImage>* asset) override;
bool CanDumpAsRaw() override;
std::string GetFileNameForAsset(Zone* zone, XAssetInfo<GfxImage>* asset) override;
void DumpRaw(AssetDumpingContext& context, XAssetInfo<GfxImage>* asset, std::ostream& stream) override;
public:
AssetDumperGfxImage();
};
}

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#include "AssetDumperLocalizeEntry.h"
#include <fstream>
#include <filesystem>
#include "Localize/LocalizeCommon.h"
#include "Dumping/Localize/StringFileDumper.h"
using namespace T5;
namespace fs = std::filesystem;
void AssetDumperLocalizeEntry::DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool)
{
if (pool->m_asset_lookup.empty())
return;
const auto language = LocalizeCommon::GetNameOfLanguage(context.m_zone->m_language);
fs::path stringsPath(context.m_base_path);
stringsPath.append(language);
stringsPath.append("localizedstrings");
create_directories(stringsPath);
auto stringFilePath(stringsPath);
stringFilePath.append(context.m_zone->m_name + ".str");
std::ofstream stringFile(stringFilePath, std::fstream::out | std::ofstream::binary);
if (stringFile.is_open())
{
StringFileDumper stringFileDumper(context.m_zone, stringFile);
stringFileDumper.SetLanguageName(language);
// Magic string. Original string files do have this config file. The purpose of the config file is unknown though.
stringFileDumper.SetConfigFile(R"(C:\projects\cod\t5\bin\StringEd.cfg)");
stringFileDumper.SetNotes("");
for (auto* localizeEntry : *pool)
{
stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
}
stringFileDumper.Finalize();
stringFile.close();
}
else
{
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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#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace T5
{
class AssetDumperLocalizeEntry final : public IAssetDumper<LocalizeEntry>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool) override;
};
}

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#include "AssetDumperRawFile.h"
using namespace T5;
bool AssetDumperRawFile::ShouldDump(XAssetInfo<RawFile>* asset)
{
return true;
}
bool AssetDumperRawFile::CanDumpAsRaw()
{
return true;
}
std::string AssetDumperRawFile::GetFileNameForAsset(Zone* zone, XAssetInfo<RawFile>* asset)
{
return asset->m_name;
}
void AssetDumperRawFile::DumpRaw(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream)
{
const auto* rawFile = asset->Asset();
stream.write(rawFile->buffer, rawFile->len);
}

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#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace T5
{
class AssetDumperRawFile final : public AbstractAssetDumper<RawFile>
{
protected:
bool ShouldDump(XAssetInfo<RawFile>* asset) override;
bool CanDumpAsRaw() override;
std::string GetFileNameForAsset(Zone* zone, XAssetInfo<RawFile>* asset) override;
void DumpRaw(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream) override;
};
}

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#include "AssetDumperStringTable.h"
#include "Csv/CsvStream.h"
using namespace T5;
bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
{
return true;
}
bool AssetDumperStringTable::CanDumpAsRaw()
{
return true;
}
std::string AssetDumperStringTable::GetFileNameForAsset(Zone* zone, XAssetInfo<StringTable>* asset)
{
return asset->m_name;
}
void AssetDumperStringTable::DumpRaw(AssetDumpingContext& context, XAssetInfo<StringTable>* asset, std::ostream& stream)
{
const auto* stringTable = asset->Asset();
CsvOutputStream csv(stream);
for (auto row = 0; row < stringTable->rowCount; row++)
{
for (auto column = 0; column < stringTable->columnCount; column++)
{
const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
csv.WriteColumn(cell->string);
}
csv.NextRow();
}
}

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#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace T5
{
class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
{
protected:
bool ShouldDump(XAssetInfo<StringTable>* asset) override;
bool CanDumpAsRaw() override;
std::string GetFileNameForAsset(Zone* zone, XAssetInfo<StringTable>* asset) override;
void DumpRaw(AssetDumpingContext& context, XAssetInfo<StringTable>* asset, std::ostream& stream) override;
};
}

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#include "ZoneDumperT5.h"
#include "Game/T5/GameT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "AssetDumpers/AssetDumperRawFile.h"
#include "AssetDumpers/AssetDumperStringTable.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
#include "AssetDumpers/AssetDumperPhysConstraints.h"
#include "AssetDumpers/AssetDumperPhysPreset.h"
#include "AssetDumpers/AssetDumperSndBank.h"
#include "AssetDumpers/AssetDumperWeapon.h"
using namespace T5;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameT5;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName) \
if(assetPools->poolName) \
{ \
dumperType dumper; \
dumper.DumpPool(context, assetPools->poolName); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolT5*>(context.m_zone->m_pools.get());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset);
// DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints);
// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def);
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts);
// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel);
// DUMP_ASSET_POOL(AssetDumperMaterial, m_material);
// DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set);
DUMP_ASSET_POOL(AssetDumperGfxImage, m_image);
// DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank);
// DUMP_ASSET_POOL(AssetDumperSndPatch, m_sound_patch);
// DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map);
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world);
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp);
// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp);
// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents);
// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world);
// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def);
// DUMP_ASSET_POOL(AssetDumperFont, m_font);
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list);
// DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def);
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize);
// DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon);
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals);
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx);
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table);
DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file);
DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table);
// DUMP_ASSET_POOL(AssetDumperPackIndex, m_pack_index);
// DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals);
// DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl);
// DUMP_ASSET_POOL(AssetDumperGlasses, m_glasses);
// DUMP_ASSET_POOL(AssetDumperEmblemSet, m_emblem_set);
return true;
#undef DUMP_ASSET_POOL
}

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#pragma once
#include "Dumping/IZoneDumper.h"
namespace T5
{
class ZoneDumper final : public IZoneDumper
{
public:
bool CanHandleZone(AssetDumpingContext& context) const override;
bool DumpZone(AssetDumpingContext& context) const override;
};
}