openmw-tes3coop/apps/esmtool/record.cpp
cfcohen 68a856ff6f Human readable labels for many records types. Human readable flags
for many record types.  Improved DialInfo rule parsing.  Discovered
several issues involving the assignment of various flag bits.
2012-10-10 22:00:44 -04:00

1341 lines
54 KiB
C++

#include "record.hpp"
#include "labels.hpp"
#include <iostream>
#include <boost/format.hpp>
void printAIPackage(ESM::AIPackage p)
{
std::cout << " AI Type: " << aiTypeLabel(p.mType)
<< " (" << boost::format("0x%08X") % p.mType << ")" << std::endl;
if (p.mType == ESM::AI_Wander)
{
std::cout << " Distance: " << p.mWander.mDistance << std::endl;
std::cout << " Duration: " << p.mWander.mDuration << std::endl;
std::cout << " Time of Day: " << (int)p.mWander.mTimeOfDay << std::endl;
if (p.mWander.mUnk != 1)
std::cout << " Unknown: " << (int)p.mWander.mUnk << std::endl;
std::cout << " Idle: ";
for (int i = 0; i != 8; i++)
std::cout << (int)p.mWander.mIdle[i] << " ";
std::cout << std::endl;
}
else if (p.mType == ESM::AI_Travel)
{
std::cout << " Travel Coordinates: (" << p.mTravel.mX << ","
<< p.mTravel.mY << "," << p.mTravel.mZ << ")" << std::endl;
std::cout << " Travel Unknown: " << (int)p.mTravel.mUnk << std::endl;
}
else if (p.mType == ESM::AI_Follow || p.mType == ESM::AI_Escort)
{
std::cout << " Follow Coordinates: (" << p.mTarget.mX << ","
<< p.mTarget.mY << "," << p.mTarget.mZ << ")" << std::endl;
std::cout << " Duration: " << p.mTarget.mDuration << std::endl;
std::cout << " Target ID: " << p.mTarget.mId.toString() << std::endl;
std::cout << " Unknown: " << (int)p.mTarget.mUnk << std::endl;
}
else if (p.mType == ESM::AI_Activate)
{
std::cout << " Name: " << p.mActivate.mName.toString() << std::endl;
std::cout << " Activate Unknown: " << (int)p.mActivate.mUnk << std::endl;
}
else {
std::cout << " BadPackage: " << boost::format("0x%08x") % p.mType << std::endl;
}
if (p.mCellName != "")
std::cout << " Cell Name: " << p.mCellName << std::endl;
}
std::string ruleString(ESM::DialInfo::SelectStruct ss)
{
std::string rule = ss.mSelectRule;
if (rule.length() < 5)
return "INVALID";
char type = rule[1];
char indicator = rule[2];
std::string type_str = "INVALID";
std::string func_str = str(boost::format("INVALID=%s") % rule.substr(1,3));
int func;
std::istringstream iss(rule.substr(2,2));
iss >> func;
switch(type)
{
case '1':
type_str = "Function";
func_str = ruleFunction(func);
break;
case '2':
if (indicator == 's') type_str = "Global short";
else if (indicator == 'l') type_str = "Global long";
else if (indicator == 'f') type_str = "Global float";
break;
case '3':
if (indicator == 's') type_str = "Local short";
else if (indicator == 'l') type_str = "Local long";
else if (indicator == 'f') type_str = "Local float";
break;
case '4': if (indicator == 'J') type_str = "Journal"; break;
case '5': if (indicator == 'I') type_str = "Item type"; break;
case '6': if (indicator == 'D') type_str = "NPC Dead"; break;
case '7': if (indicator == 'X') type_str = "Not ID"; break;
case '8': if (indicator == 'F') type_str = "Not Faction"; break;
case '9': if (indicator == 'C') type_str = "Not Class"; break;
case 'A': if (indicator == 'R') type_str = "Not Race"; break;
case 'B': if (indicator == 'L') type_str = "Not Cell"; break;
case 'C': if (indicator == 's') type_str = "Not Local"; break;
}
// Append the variable name to the function string if any.
if (type != '1') func_str = rule.substr(5);
// In the previous switch, we assumed that the second char was X
// for all types not qual to one. If this wasn't true, go back to
// the error message.
if (type != '1' && rule[3] != 'X')
func_str = str(boost::format("INVALID=%s") % rule.substr(1,3));
char oper = rule[4];
std::string oper_str = "??";
switch (oper)
{
case '0': oper_str = "=="; break;
case '1': oper_str = "!="; break;
case '2': oper_str = "< "; break;
case '3': oper_str = "<="; break;
case '4': oper_str = "> "; break;
case '5': oper_str = ">="; break;
}
std::string value_str = "??";
if (ss.mType == ESM::VT_Int)
value_str = str(boost::format("%d") % ss.mI);
else if (ss.mType == ESM::VT_Float)
value_str = str(boost::format("%f") % ss.mF);
std::string result = str(boost::format("%-12s %-32s %2s %s")
% type_str % func_str % oper_str % value_str);
return result;
}
void printEffectList(ESM::EffectList effects)
{
int i = 0;
std::vector<ESM::ENAMstruct>::iterator eit;
for (eit = effects.mList.begin(); eit != effects.mList.end(); eit++)
{
std::cout << " Effect[" << i << "]: " << magicEffectLabel(eit->mEffectID)
<< " (" << eit->mEffectID << ")" << std::endl;
if (eit->mSkill != -1)
std::cout << " Skill: " << skillLabel(eit->mSkill)
<< " (" << (int)eit->mSkill << ")" << std::endl;
if (eit->mAttribute != -1)
std::cout << " Attribute: " << attributeLabel(eit->mAttribute)
<< " (" << (int)eit->mAttribute << ")" << std::endl;
std::cout << " Range: " << rangeTypeLabel(eit->mRange)
<< " (" << eit->mRange << ")" << std::endl;
// Area is always zero if range type is "Self"
if (eit->mRange != ESM::RT_Self)
std::cout << " Area: " << eit->mArea << std::endl;
std::cout << " Duration: " << eit->mDuration << std::endl;
std::cout << " Magnitude: " << eit->mMagnMin << "-" << eit->mMagnMax << std::endl;
i++;
}
}
namespace EsmTool {
RecordBase *
RecordBase::create(ESM::NAME type)
{
RecordBase *record = 0;
switch (type.val) {
case ESM::REC_ACTI:
{
record = new EsmTool::Record<ESM::Activator>;
break;
}
case ESM::REC_ALCH:
{
record = new EsmTool::Record<ESM::Potion>;
break;
}
case ESM::REC_APPA:
{
record = new EsmTool::Record<ESM::Apparatus>;
break;
}
case ESM::REC_ARMO:
{
record = new EsmTool::Record<ESM::Armor>;
break;
}
case ESM::REC_BODY:
{
record = new EsmTool::Record<ESM::BodyPart>;
break;
}
case ESM::REC_BOOK:
{
record = new EsmTool::Record<ESM::Book>;
break;
}
case ESM::REC_BSGN:
{
record = new EsmTool::Record<ESM::BirthSign>;
break;
}
case ESM::REC_CELL:
{
record = new EsmTool::Record<ESM::Cell>;
break;
}
case ESM::REC_CLAS:
{
record = new EsmTool::Record<ESM::Class>;
break;
}
case ESM::REC_CLOT:
{
record = new EsmTool::Record<ESM::Clothing>;
break;
}
case ESM::REC_CONT:
{
record = new EsmTool::Record<ESM::Container>;
break;
}
case ESM::REC_CREA:
{
record = new EsmTool::Record<ESM::Creature>;
break;
}
case ESM::REC_DIAL:
{
record = new EsmTool::Record<ESM::Dialogue>;
break;
}
case ESM::REC_DOOR:
{
record = new EsmTool::Record<ESM::Door>;
break;
}
case ESM::REC_ENCH:
{
record = new EsmTool::Record<ESM::Enchantment>;
break;
}
case ESM::REC_FACT:
{
record = new EsmTool::Record<ESM::Faction>;
break;
}
case ESM::REC_GLOB:
{
record = new EsmTool::Record<ESM::Global>;
break;
}
case ESM::REC_GMST:
{
record = new EsmTool::Record<ESM::GameSetting>;
break;
}
case ESM::REC_INFO:
{
record = new EsmTool::Record<ESM::DialInfo>;
break;
}
case ESM::REC_INGR:
{
record = new EsmTool::Record<ESM::Ingredient>;
break;
}
case ESM::REC_LAND:
{
record = new EsmTool::Record<ESM::Land>;
break;
}
case ESM::REC_LEVI:
{
record = new EsmTool::Record<ESM::ItemLevList>;
break;
}
case ESM::REC_LEVC:
{
record = new EsmTool::Record<ESM::CreatureLevList>;
break;
}
case ESM::REC_LIGH:
{
record = new EsmTool::Record<ESM::Light>;
break;
}
case ESM::REC_LOCK:
{
record = new EsmTool::Record<ESM::Tool>;
break;
}
case ESM::REC_LTEX:
{
record = new EsmTool::Record<ESM::LandTexture>;
break;
}
case ESM::REC_MISC:
{
record = new EsmTool::Record<ESM::Miscellaneous>;
break;
}
case ESM::REC_MGEF:
{
record = new EsmTool::Record<ESM::MagicEffect>;
break;
}
case ESM::REC_NPC_:
{
record = new EsmTool::Record<ESM::NPC>;
break;
}
case ESM::REC_PGRD:
{
record = new EsmTool::Record<ESM::Pathgrid>;
break;
}
case ESM::REC_PROB:
{
record = new EsmTool::Record<ESM::Probe>;
break;
}
case ESM::REC_RACE:
{
record = new EsmTool::Record<ESM::Race>;
break;
}
case ESM::REC_REGN:
{
record = new EsmTool::Record<ESM::Region>;
break;
}
case ESM::REC_REPA:
{
record = new EsmTool::Record<ESM::Repair>;
break;
}
case ESM::REC_SCPT:
{
record = new EsmTool::Record<ESM::Script>;
break;
}
case ESM::REC_SKIL:
{
record = new EsmTool::Record<ESM::Skill>;
break;
}
case ESM::REC_SNDG:
{
record = new EsmTool::Record<ESM::SoundGenerator>;
break;
}
case ESM::REC_SOUN:
{
record = new EsmTool::Record<ESM::Sound>;
break;
}
case ESM::REC_SPEL:
{
record = new EsmTool::Record<ESM::Spell>;
break;
}
case ESM::REC_STAT:
{
record = new EsmTool::Record<ESM::Static>;
break;
}
case ESM::REC_WEAP:
{
record = new EsmTool::Record<ESM::Weapon>;
break;
}
case ESM::REC_SSCR:
{
record = new EsmTool::Record<ESM::StartScript>;
break;
}
default:
record = 0;
}
if (record) {
record->mType = type;
}
return record;
}
template<>
void Record<ESM::Activator>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Script: " << mData.mScript << std::endl;
}
template<>
void Record<ESM::Potion>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " AutoCalc: " << mData.mData.mAutoCalc << std::endl;
printEffectList(mData.mEffects);
}
template<>
void Record<ESM::Armor>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Type: " << armorTypeLabel(mData.mData.mType)
<< " (" << mData.mData.mType << ")" << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Health: " << mData.mData.mHealth << std::endl;
std::cout << " Armor: " << mData.mData.mArmor << std::endl;
std::cout << " Enchantment Points: " << mData.mData.mEnchant << std::endl;
std::vector<ESM::PartReference>::iterator pit;
for (pit = mData.mParts.mParts.begin(); pit != mData.mParts.mParts.end(); pit++)
{
std::cout << " Body Part: " << bodyPartLabel(pit->mPart)
<< " (" << (int)(pit->mPart) << ")" << std::endl;
std::cout << " Male Name: " << pit->mMale << std::endl;
if (pit->mFemale != "")
std::cout << " Female Name: " << pit->mFemale << std::endl;
}
}
template<>
void Record<ESM::Apparatus>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Type: " << apparatusTypeLabel(mData.mData.mType)
<< " (" << (int)mData.mData.mType << ")" << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Quality: " << mData.mData.mQuality << std::endl;
}
template<>
void Record<ESM::BodyPart>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Type: " << meshTypeLabel(mData.mData.mType)
<< " (" << (int)mData.mData.mType << ")" << std::endl;
std::cout << " Flags: " << bodyPartFlags(mData.mData.mFlags) << std::endl;
std::cout << " Part: " << meshPartLabel(mData.mData.mPart)
<< " (" << (int)mData.mData.mPart << ")" << std::endl;
std::cout << " Vampire: " << (int)mData.mData.mVampire << std::endl;
}
template<>
void Record<ESM::Book>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " IsScroll: " << mData.mData.mIsScroll << std::endl;
std::cout << " SkillID: " << mData.mData.mSkillID << std::endl;
std::cout << " Enchantment Points: " << mData.mData.mEnchant << std::endl;
std::cout << " Text: [skipped]" << std::endl;
// Skip until multi-line fields is controllable by a command line option.
// Mildly problematic because there are no parameter to print() currently.
// std::cout << "-------------------------------------------" << std::endl;
// std::cout << mData.mText << std::endl;
// std::cout << "-------------------------------------------" << std::endl;
}
template<>
void Record<ESM::BirthSign>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Texture: " << mData.mTexture << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::vector<std::string>::iterator pit;
for (pit = mData.mPowers.mList.begin(); pit != mData.mPowers.mList.end(); pit++)
std::cout << " Power: " << *pit << std::endl;
}
template<>
void Record<ESM::Cell>::print()
{
// None of the cells have names...
if (mData.mName != "")
std::cout << " Name: " << mData.mName << std::endl;
if (mData.mRegion != "")
std::cout << " Region: " << mData.mRegion << std::endl;
std::cout << " Flags: " << cellFlags(mData.mData.mFlags) << std::endl;
std::cout << " Coordinates: " << " (" << mData.getGridX() << ","
<< mData.getGridY() << ")" << std::endl;
if (mData.mData.mFlags & ESM::Cell::Interior &&
!(mData.mData.mFlags & ESM::Cell::QuasiEx))
{
std::cout << " Ambient Light Color: " << mData.mAmbi.mAmbient << std::endl;
std::cout << " Sunlight Color: " << mData.mAmbi.mSunlight << std::endl;
std::cout << " Fog Color: " << mData.mAmbi.mFog << std::endl;
std::cout << " Fog Density: " << mData.mAmbi.mFogDensity << std::endl;
std::cout << " Water Level: " << mData.mWater << std::endl;
}
else
std::cout << " Map Color: " << boost::format("0x%08X") % mData.mMapColor << std::endl;
std::cout << " Water Level Int: " << mData.mWaterInt << std::endl;
std::cout << " NAM0: " << mData.mNAM0 << std::endl;
}
template<>
void Record<ESM::Class>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Playable: " << mData.mData.mIsPlayable << std::endl;
std::cout << " AutoCalc: " << mData.mData.mCalc << std::endl;
std::cout << " Attribute1: " << attributeLabel(mData.mData.mAttribute[0])
<< " (" << mData.mData.mAttribute[0] << ")" << std::endl;
std::cout << " Attribute2: " << attributeLabel(mData.mData.mAttribute[1])
<< " (" << mData.mData.mAttribute[1] << ")" << std::endl;
std::cout << " Specialization: " << specializationLabel(mData.mData.mSpecialization)
<< " (" << mData.mData.mSpecialization << ")" << std::endl;
for (int i = 0; i != 5; i++)
std::cout << " Major Skill: " << skillLabel(mData.mData.mSkills[i][0])
<< " (" << mData.mData.mSkills[i][0] << ")" << std::endl;
for (int i = 0; i != 5; i++)
std::cout << " Minor Skill: " << skillLabel(mData.mData.mSkills[i][1])
<< " (" << mData.mData.mSkills[i][1] << ")" << std::endl;
}
template<>
void Record<ESM::Clothing>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Type: " << clothingTypeLabel(mData.mData.mType)
<< " (" << mData.mData.mType << ")" << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Enchantment Points: " << mData.mData.mEnchant << std::endl;
std::vector<ESM::PartReference>::iterator pit;
for (pit = mData.mParts.mParts.begin(); pit != mData.mParts.mParts.end(); pit++)
{
std::cout << " Body Part: " << bodyPartLabel(pit->mPart)
<< " (" << (int)(pit->mPart) << ")" << std::endl;
std::cout << " Male Name: " << pit->mMale << std::endl;
if (pit->mFemale != "")
std::cout << " Female Name: " << pit->mFemale << std::endl;
}
}
template<>
void Record<ESM::Container>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << containerFlags(mData.mFlags) << std::endl;
std::cout << " Weight: " << mData.mWeight << std::endl;
std::vector<ESM::ContItem>::iterator cit;
for (cit = mData.mInventory.mList.begin(); cit != mData.mInventory.mList.end(); cit++)
std::cout << " Inventory: Count: " << boost::format("%4d") % cit->mCount
<< " Item: " << cit->mItem.toString() << std::endl;
}
template<>
void Record<ESM::Creature>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << creatureFlags(mData.mFlags) << std::endl;
std::cout << " Original: " << mData.mOriginal << std::endl;
std::cout << " Scale: " << mData.mScale << std::endl;
std::cout << " Type: " << creatureTypeLabel(mData.mData.mType)
<< " (" << mData.mData.mType << ")" << std::endl;
std::cout << " Level: " << mData.mData.mLevel << std::endl;
std::cout << " Attributes:" << std::endl;
std::cout << " Strength: " << mData.mData.mStrength << std::endl;
std::cout << " Intelligence: " << mData.mData.mIntelligence << std::endl;
std::cout << " Willpower: " << mData.mData.mWillpower << std::endl;
std::cout << " Agility: " << mData.mData.mAgility << std::endl;
std::cout << " Speed: " << mData.mData.mSpeed << std::endl;
std::cout << " Endurance: " << mData.mData.mEndurance << std::endl;
std::cout << " Personality: " << mData.mData.mPersonality << std::endl;
std::cout << " Luck: " << mData.mData.mLuck << std::endl;
std::cout << " Health: " << mData.mData.mHealth << std::endl;
std::cout << " Magicka: " << mData.mData.mMana << std::endl;
std::cout << " Fatigue: " << mData.mData.mFatigue << std::endl;
std::cout << " Soul: " << mData.mData.mSoul << std::endl;
std::cout << " Combat: " << mData.mData.mCombat << std::endl;
std::cout << " Magic: " << mData.mData.mMagic << std::endl;
std::cout << " Stealth: " << mData.mData.mStealth << std::endl;
std::cout << " Attack1: " << mData.mData.mAttack[0]
<< "-" << mData.mData.mAttack[1] << std::endl;
std::cout << " Attack2: " << mData.mData.mAttack[2]
<< "-" << mData.mData.mAttack[3] << std::endl;
std::cout << " Attack3: " << mData.mData.mAttack[4]
<< "-" << mData.mData.mAttack[5] << std::endl;
std::cout << " Gold: " << mData.mData.mGold << std::endl;
std::vector<ESM::ContItem>::iterator cit;
for (cit = mData.mInventory.mList.begin(); cit != mData.mInventory.mList.end(); cit++)
std::cout << " Inventory: Count: " << boost::format("%4d") % cit->mCount
<< " Item: " << cit->mItem.toString() << std::endl;
std::vector<std::string>::iterator sit;
for (sit = mData.mSpells.mList.begin(); sit != mData.mSpells.mList.end(); sit++)
std::cout << " Spell: " << *sit << std::endl;
std::cout << " Artifical Intelligence: " << mData.mHasAI << std::endl;
std::cout << " AI Hello:" << (int)mData.mAiData.mHello << std::endl;
std::cout << " AI Fight:" << (int)mData.mAiData.mFight << std::endl;
std::cout << " AI Flee:" << (int)mData.mAiData.mFlee << std::endl;
std::cout << " AI Alarm:" << (int)mData.mAiData.mAlarm << std::endl;
std::cout << " AI U1:" << (int)mData.mAiData.mU1 << std::endl;
std::cout << " AI U2:" << (int)mData.mAiData.mU2 << std::endl;
std::cout << " AI U3:" << (int)mData.mAiData.mU3 << std::endl;
std::cout << " AI U4:" << (int)mData.mAiData.mU4 << std::endl;
std::cout << " AI Services:" << boost::format("0x%08X") % mData.mAiData.mServices << std::endl;
std::vector<ESM::AIPackage>::iterator pit;
for (pit = mData.mAiPackage.mList.begin(); pit != mData.mAiPackage.mList.end(); pit++)
printAIPackage(*pit);
}
template<>
void Record<ESM::Dialogue>::print()
{
std::cout << " Type: " << dialogTypeLabel(mData.mType)
<< " (" << (int)mData.mType << ")" << std::endl;
// Sadly, there are no DialInfos, because the loader dumps as it
// loads, rather than loading and then dumping. :-( Anyone mind if
// I change this?
std::vector<ESM::DialInfo>::iterator iit;
for (iit = mData.mInfo.begin(); iit != mData.mInfo.end(); iit++)
std::cout << "INFO!" << iit->mId << std::endl;
}
template<>
void Record<ESM::Door>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " OpenSound: " << mData.mOpenSound << std::endl;
std::cout << " CloseSound: " << mData.mCloseSound << std::endl;
}
template<>
void Record<ESM::Enchantment>::print()
{
std::cout << " Type: " << enchantTypeLabel(mData.mData.mType)
<< " (" << mData.mData.mType << ")" << std::endl;
std::cout << " Cost: " << mData.mData.mCost << std::endl;
std::cout << " Charge: " << mData.mData.mCharge << std::endl;
std::cout << " AutoCalc: " << mData.mData.mAutocalc << std::endl;
printEffectList(mData.mEffects);
}
template<>
void Record<ESM::Faction>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Hidden: " << mData.mData.mIsHidden << std::endl;
if (mData.mData.mUnknown != -1)
std::cout << " Unknown: " << mData.mData.mUnknown << std::endl;
std::cout << " Attribute1: " << attributeLabel(mData.mData.mAttribute1)
<< " (" << mData.mData.mAttribute1 << ")" << std::endl;
std::cout << " Attribute2: " << attributeLabel(mData.mData.mAttribute2)
<< " (" << mData.mData.mAttribute2 << ")" << std::endl;
for (int i = 0; i != 6; i++)
if (mData.mData.mSkillID[i] != -1)
std::cout << " Skill: " << skillLabel(mData.mData.mSkillID[i])
<< " (" << mData.mData.mSkillID[i] << ")" << std::endl;
for (int i = 0; i != 10; i++)
if (mData.mRanks[i] != "")
{
std::cout << " Rank: " << mData.mRanks[i] << std::endl;
std::cout << " Attribute1 Requirement: "
<< mData.mData.mRankData[i].mAttribute1 << std::endl;
std::cout << " Attribute2 Requirement: "
<< mData.mData.mRankData[i].mAttribute2 << std::endl;
std::cout << " One Skill at Level: "
<< mData.mData.mRankData[i].mSkill1 << std::endl;
std::cout << " Two Skills at Level: "
<< mData.mData.mRankData[i].mSkill2 << std::endl;
std::cout << " Faction Reaction: "
<< mData.mData.mRankData[i].mFactReaction << std::endl;
}
std::vector<ESM::Faction::Reaction>::iterator rit;
for (rit = mData.mReactions.begin(); rit != mData.mReactions.end(); rit++)
std::cout << " Reaction: " << rit->mReaction << " = " << rit->mFaction << std::endl;
}
template<>
void Record<ESM::Global>::print()
{
// nothing to print (well, nothing that's correct anyway)
std::cout << " Type: " << mData.mType << std::endl;
std::cout << " Value: " << mData.mValue << std::endl;
}
template<>
void Record<ESM::GameSetting>::print()
{
std::cout << " Value: ";
switch (mData.mType) {
case ESM::VT_String:
std::cout << "'" << mData.mStr << "' (std::string)";
break;
case ESM::VT_Float:
std::cout << mData.mF << " (float)";
break;
case ESM::VT_Int:
std::cout << mData.mI << " (int)";
break;
default:
std::cout << "unknown type";
}
std::cout << "\n Dirty: " << mData.mDirty << std::endl;
}
template<>
void Record<ESM::DialInfo>::print()
{
std::cout << " Id: " << mData.mId << std::endl;
if (mData.mPrev != "")
std::cout << " Previous ID: " << mData.mPrev << std::endl;
if (mData.mNext != "")
std::cout << " Next ID: " << mData.mNext << std::endl;
std::cout << " Text: " << mData.mResponse << std::endl;
if (mData.mActor != "")
std::cout << " Actor: " << mData.mActor << std::endl;
if (mData.mRace != "")
std::cout << " Race: " << mData.mRace << std::endl;
if (mData.mClass != "")
std::cout << " Class: " << mData.mClass << std::endl;
std::cout << " Factionless: " << mData.mFactionLess << std::endl;
if (mData.mNpcFaction != "")
std::cout << " NPC Faction: " << mData.mNpcFaction << std::endl;
if (mData.mData.mRank != -1)
std::cout << " NPC Rank: " << (int)mData.mData.mRank << std::endl;
if (mData.mPcFaction != "")
std::cout << " PC Faction: " << mData.mPcFaction << std::endl;
// CHANGE? non-standard capitalization mPCrank -> mPCRank (mPcRank?)
if (mData.mData.mPCrank != -1)
std::cout << " PC Rank: " << (int)mData.mData.mPCrank << std::endl;
if (mData.mCell != "")
std::cout << " Cell: " << mData.mCell << std::endl;
if (mData.mData.mDisposition > 0)
std::cout << " Disposition: " << mData.mData.mDisposition << std::endl;
if (mData.mData.mGender != ESM::DialInfo::NA)
std::cout << " Gender: " << mData.mData.mGender << std::endl;
if (mData.mSound != "")
std::cout << " Sound File: " << mData.mSound << std::endl;
if (mData.mResultScript != "")
{
std::cout << " Result Script: [skipped]" << std::endl;
// Skip until multi-line fields is controllable by a command line option.
// Mildly problematic because there are no parameter to print() currently.
// std::cout << "-------------------------------------------" << std::endl;
// std::cout << mData.mResultScript << std::endl;
// std::cout << "-------------------------------------------" << std::endl;
}
std::cout << " Quest Status: " << questStatusLabel(mData.mQuestStatus)
<< " (" << mData.mQuestStatus << ")" << std::endl;
std::cout << " Unknown1: " << mData.mData.mUnknown1 << std::endl;
std::cout << " Unknown2: " << (int)mData.mData.mUnknown2 << std::endl;
std::vector<ESM::DialInfo::SelectStruct>::iterator sit;
for (sit = mData.mSelects.begin(); sit != mData.mSelects.end(); sit++)
std::cout << " Select Rule: " << ruleString(*sit) << std::endl;
}
template<>
void Record<ESM::Ingredient>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
for (int i = 0; i !=4; i++)
{
// A value of -1 means no effect
if (mData.mData.mEffectID[i] == -1) continue;
std::cout << " Effect: " << magicEffectLabel(mData.mData.mEffectID[i])
<< " (" << mData.mData.mEffectID[i] << ")" << std::endl;
std::cout << " Skill: " << skillLabel(mData.mData.mSkills[i])
<< " (" << mData.mData.mSkills[i] << ")" << std::endl;
std::cout << " Attribute: " << attributeLabel(mData.mData.mAttributes[i])
<< " (" << mData.mData.mAttributes[i] << ")" << std::endl;
}
}
template<>
void Record<ESM::Land>::print()
{
std::cout << " Coordinates: (" << mData.mX << "," << mData.mY << ")" << std::endl;
std::cout << " Flags: " << landFlags(mData.mFlags) << std::endl;
std::cout << " HasData: " << mData.mHasData << std::endl;
std::cout << " DataTypes: " << mData.mDataTypes << std::endl;
// Seems like this should done with reference counting in the
// loader to me. But I'm not really knowledgable about this
// record type yet. --Cory
bool wasLoaded = mData.mDataLoaded;
if (mData.mDataTypes) mData.loadData(mData.mDataTypes);
if (mData.mDataLoaded)
{
std::cout << " Height Offset: " << mData.mLandData->mHeightOffset << std::endl;
// Lots of missing members.
std::cout << " Unknown1: " << mData.mLandData->mUnk1 << std::endl;
std::cout << " Unknown2: " << mData.mLandData->mUnk2 << std::endl;
}
if (!wasLoaded) mData.unloadData();
}
template<>
void Record<ESM::CreatureLevList>::print()
{
std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
std::cout << " Flags: " << leveledListFlags(mData.mFlags) << std::endl;
std::cout << " Number of items: " << mData.mList.size() << std::endl;
std::vector<ESM::LeveledListBase::LevelItem>::iterator iit;
for (iit = mData.mList.begin(); iit != mData.mList.end(); iit++)
std::cout << " Creature: Level: " << iit->mLevel
<< " Creature: " << iit->mId << std::endl;
}
template<>
void Record<ESM::ItemLevList>::print()
{
std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
std::cout << " Flags: " << leveledListFlags(mData.mFlags) << std::endl;
std::cout << " Number of items: " << mData.mList.size() << std::endl;
std::vector<ESM::LeveledListBase::LevelItem>::iterator iit;
for (iit = mData.mList.begin(); iit != mData.mList.end(); iit++)
std::cout << " Inventory: Count: " << iit->mLevel
<< " Item: " << iit->mId << std::endl;
}
template<>
void Record<ESM::Light>::print()
{
if (mData.mName != "")
std::cout << " Name: " << mData.mName << std::endl;
if (mData.mModel != "")
std::cout << " Model: " << mData.mModel << std::endl;
if (mData.mIcon != "")
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << lightFlags(mData.mData.mFlags) << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Sound: " << mData.mSound << std::endl;
std::cout << " Duration: " << mData.mData.mTime << std::endl;
std::cout << " Radius: " << mData.mData.mRadius << std::endl;
std::cout << " Color: " << mData.mData.mColor << std::endl;
}
template<>
void Record<ESM::Tool>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Type: " << mData.mType << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Quality: " << mData.mData.mQuality << std::endl;
std::cout << " Uses: " << mData.mData.mUses << std::endl;
}
template<>
void Record<ESM::Probe>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
// BUG? No Type Label?
std::cout << " Type: " << mData.mType << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Quality: " << mData.mData.mQuality << std::endl;
std::cout << " Uses: " << mData.mData.mUses << std::endl;
}
template<>
void Record<ESM::Repair>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Type: " << mData.mType << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Quality: " << mData.mData.mQuality << std::endl;
std::cout << " Uses: " << mData.mData.mUses << std::endl;
}
template<>
void Record<ESM::LandTexture>::print()
{
std::cout << " Id: " << mData.mId << std::endl;
std::cout << " Index: " << mData.mIndex << std::endl;
std::cout << " Texture: " << mData.mTexture << std::endl;
}
template<>
void Record<ESM::MagicEffect>::print()
{
std::cout << " Index: " << magicEffectLabel(mData.mIndex)
<< " (" << mData.mIndex << ")" << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
std::cout << " Flags: " << magicEffectFlags(mData.mData.mFlags) << std::endl;
std::cout << " Particle Texture: " << mData.mParticle << std::endl;
if (mData.mCasting != "")
std::cout << " Casting Static: " << mData.mCasting << std::endl;
if (mData.mCastSound != "")
std::cout << " Casting Sound: " << mData.mCastSound << std::endl;
if (mData.mBolt != "")
std::cout << " Bolt Static: " << mData.mBolt << std::endl;
if (mData.mBoltSound != "")
std::cout << " Bolt Sound: " << mData.mBoltSound << std::endl;
if (mData.mHit != "")
std::cout << " Hit Static: " << mData.mHit << std::endl;
if (mData.mHitSound != "")
std::cout << " Hit Sound: " << mData.mHitSound << std::endl;
if (mData.mArea != "")
std::cout << " Area Static: " << mData.mArea << std::endl;
if (mData.mAreaSound != "")
std::cout << " Area Sound: " << mData.mAreaSound << std::endl;
std::cout << " School: " << schoolLabel(mData.mData.mSchool)
<< " (" << mData.mData.mSchool << ")" << std::endl;
std::cout << " Base Cost: " << mData.mData.mBaseCost << std::endl;
std::cout << " Speed: " << mData.mData.mSpeed << std::endl;
std::cout << " Size: " << mData.mData.mSize << std::endl;
std::cout << " Size Cap: " << mData.mData.mSizeCap << std::endl;
std::cout << " RGB Color: " << "("
<< mData.mData.mRed << ","
<< mData.mData.mGreen << ","
<< mData.mData.mGreen << ")" << std::endl;
}
template<>
void Record<ESM::Miscellaneous>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Is Key: " << mData.mData.mIsKey << std::endl;
}
template<>
void Record<ESM::NPC>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Animation: " << mData.mModel << std::endl;
std::cout << " Hair Model: " << mData.mHair << std::endl;
std::cout << " Head Model: " << mData.mHead << std::endl;
std::cout << " Race: " << mData.mRace << std::endl;
std::cout << " Class: " << mData.mClass << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mFaction != "")
std::cout << " Faction: " << mData.mFaction << std::endl;
std::cout << " Flags: " << npcFlags(mData.mFlags) << std::endl;
// Seriously?
if (mData.mNpdt52.mGold == -10)
{
std::cout << " Level: " << mData.mNpdt12.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt12.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt12.mDisposition << std::endl;
std::cout << " Faction: " << (int)mData.mNpdt52.mFactionID << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt12.mRank << std::endl;
std::cout << " Unknown1: "
<< (unsigned int)((unsigned char)mData.mNpdt12.mUnknown1) << std::endl;
std::cout << " Unknown2: "
<< (unsigned int)((unsigned char)mData.mNpdt12.mUnknown2) << std::endl;
std::cout << " Unknown3: "
<< (unsigned int)((unsigned char)mData.mNpdt12.mUnknown3) << std::endl;
std::cout << " Gold: " << (int)mData.mNpdt12.mGold << std::endl;
}
else {
std::cout << " Level: " << mData.mNpdt52.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt52.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt52.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt52.mRank << std::endl;
std::cout << " Attributes:" << std::endl;
std::cout << " Strength: " << (int)mData.mNpdt52.mStrength << std::endl;
std::cout << " Intelligence: " << (int)mData.mNpdt52.mIntelligence << std::endl;
std::cout << " Willpower: " << (int)mData.mNpdt52.mWillpower << std::endl;
std::cout << " Agility: " << (int)mData.mNpdt52.mAgility << std::endl;
std::cout << " Speed: " << (int)mData.mNpdt52.mSpeed << std::endl;
std::cout << " Endurance: " << (int)mData.mNpdt52.mEndurance << std::endl;
std::cout << " Personality: " << (int)mData.mNpdt52.mPersonality << std::endl;
std::cout << " Luck: " << (int)mData.mNpdt52.mLuck << std::endl;
std::cout << " Skills:" << std::endl;
for (int i = 0; i != 27; i++)
std::cout << " " << skillLabel(i) << ": "
<< (int)((unsigned char)mData.mNpdt52.mSkills[i]) << std::endl;
std::cout << " Health: " << mData.mNpdt52.mHealth << std::endl;
std::cout << " Magicka: " << mData.mNpdt52.mMana << std::endl;
std::cout << " Fatigue: " << mData.mNpdt52.mFatigue << std::endl;
std::cout << " Unknown: " << (int)mData.mNpdt52.mUnknown << std::endl;
std::cout << " Gold: " << mData.mNpdt52.mGold << std::endl;
}
std::vector<ESM::ContItem>::iterator cit;
for (cit = mData.mInventory.mList.begin(); cit != mData.mInventory.mList.end(); cit++)
std::cout << " Inventory: Count: " << boost::format("%4d") % cit->mCount
<< " Item: " << cit->mItem.toString() << std::endl;
std::vector<std::string>::iterator sit;
for (sit = mData.mSpells.mList.begin(); sit != mData.mSpells.mList.end(); sit++)
std::cout << " Spell: " << *sit << std::endl;
std::vector<ESM::NPC::Dest>::iterator dit;
for (dit = mData.mTransport.begin(); dit != mData.mTransport.end(); dit++)
{
std::cout << " Destination Position: "
<< boost::format("%12.3f") % dit->mPos.pos[0] << ","
<< boost::format("%12.3f") % dit->mPos.pos[1] << ","
<< boost::format("%12.3f") % dit->mPos.pos[2] << ")" << std::endl;
std::cout << " Destination Rotation: "
<< boost::format("%9.6f") % dit->mPos.rot[0] << ","
<< boost::format("%9.6f") % dit->mPos.rot[1] << ","
<< boost::format("%9.6f") % dit->mPos.rot[2] << ")" << std::endl;
if (dit->mCellName != "")
std::cout << " Destination Cell: " << dit->mCellName << std::endl;
}
std::cout << " Artifical Intelligence: " << mData.mHasAI << std::endl;
std::cout << " AI Hello:" << (int)mData.mAiData.mHello << std::endl;
std::cout << " AI Fight:" << (int)mData.mAiData.mFight << std::endl;
std::cout << " AI Flee:" << (int)mData.mAiData.mFlee << std::endl;
std::cout << " AI Alarm:" << (int)mData.mAiData.mAlarm << std::endl;
std::cout << " AI U1:" << (int)mData.mAiData.mU1 << std::endl;
std::cout << " AI U2:" << (int)mData.mAiData.mU2 << std::endl;
std::cout << " AI U3:" << (int)mData.mAiData.mU3 << std::endl;
std::cout << " AI U4:" << (int)mData.mAiData.mU4 << std::endl;
std::cout << " AI Services:" << boost::format("0x%08X") % mData.mAiData.mServices << std::endl;
std::vector<ESM::AIPackage>::iterator pit;
for (pit = mData.mAiPackage.mList.begin(); pit != mData.mAiPackage.mList.end(); pit++)
printAIPackage(*pit);
}
template<>
void Record<ESM::Pathgrid>::print()
{
std::cout << " Cell: " << mData.mCell << std::endl;
std::cout << " Coordinates: (" << mData.mData.mX << "," << mData.mData.mY << ")" << std::endl;
std::cout << " Unknown S1: " << mData.mData.mS1 << std::endl;
if ((unsigned int)mData.mData.mS2 != mData.mPoints.size())
std::cout << " Reported Point Count: " << mData.mData.mS2 << std::endl;
std::cout << " Point Count: " << mData.mPoints.size() << std::endl;
std::cout << " Edge Count: " << mData.mEdges.size() << std::endl;
int i = 0;
ESM::Pathgrid::PointList::iterator pit;
for (pit = mData.mPoints.begin(); pit != mData.mPoints.end(); pit++)
{
std::cout << " Point[" << i << "]:" << std::endl;
std::cout << " Coordinates: (" << pit->mX << ","
<< pit->mY << "," << pit->mZ << ")" << std::endl;
std::cout << " Auto-Generated: " << (int)pit->mAutogenerated << std::endl;
std::cout << " Connections: " << (int)pit->mConnectionNum << std::endl;
std::cout << " Unknown: " << pit->mUnknown << std::endl;
i++;
}
i = 0;
ESM::Pathgrid::EdgeList::iterator eit;
for (eit = mData.mEdges.begin(); eit != mData.mEdges.end(); eit++)
{
std::cout << " Edge[" << i << "]: " << eit->mV0 << " -> " << eit->mV1 << std::endl;
if (eit->mV0 >= mData.mData.mS2 || eit->mV1 >= mData.mData.mS2)
std::cout << " BAD POINT IN EDGE!" << std::endl;
i++;
}
}
template<>
void Record<ESM::Race>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Flags: " << raceFlags(mData.mData.mFlags) << std::endl;
std::cout << " Male:" << std::endl;
std::cout << " Strength: "
<< mData.mData.mStrength.mMale << std::endl;
std::cout << " Intelligence: "
<< mData.mData.mIntelligence.mMale << std::endl;
std::cout << " Willpower: "
<< mData.mData.mWillpower.mMale << std::endl;
std::cout << " Agility: "
<< mData.mData.mAgility.mMale << std::endl;
std::cout << " Speed: "
<< mData.mData.mSpeed.mMale << std::endl;
std::cout << " Endurance: "
<< mData.mData.mEndurance.mMale << std::endl;
std::cout << " Personality: "
<< mData.mData.mPersonality.mMale << std::endl;
std::cout << " Luck: "
<< mData.mData.mLuck.mMale << std::endl;
std::cout << " Height: "
<< mData.mData.mHeight.mMale << std::endl;
std::cout << " Weight: "
<< mData.mData.mWeight.mMale << std::endl;
std::cout << " Female:" << std::endl;
std::cout << " Strength: "
<< mData.mData.mStrength.mFemale << std::endl;
std::cout << " Intelligence: "
<< mData.mData.mIntelligence.mFemale << std::endl;
std::cout << " Willpower: "
<< mData.mData.mWillpower.mFemale << std::endl;
std::cout << " Agility: "
<< mData.mData.mAgility.mFemale << std::endl;
std::cout << " Speed: "
<< mData.mData.mSpeed.mFemale << std::endl;
std::cout << " Endurance: "
<< mData.mData.mEndurance.mFemale << std::endl;
std::cout << " Personality: "
<< mData.mData.mPersonality.mFemale << std::endl;
std::cout << " Luck: "
<< mData.mData.mLuck.mFemale << std::endl;
std::cout << " Height: "
<< mData.mData.mHeight.mFemale << std::endl;
std::cout << " Weight: "
<< mData.mData.mWeight.mFemale << std::endl;
for (int i = 0; i != 7; i++)
// Not all races have 7 skills.
if (mData.mData.mBonus[i].mSkill != -1)
std::cout << " Skill: "
<< skillLabel(mData.mData.mBonus[i].mSkill)
<< " (" << mData.mData.mBonus[i].mSkill << ") = "
<< mData.mData.mBonus[i].mBonus << std::endl;
std::vector<std::string>::iterator sit;
for (sit = mData.mPowers.mList.begin(); sit != mData.mPowers.mList.end(); sit++)
std::cout << " Power: " << *sit << std::endl;
}
template<>
void Record<ESM::Region>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Weather:" << std::endl;
std::cout << " Clear: " << (int)mData.mData.mClear << std::endl;
std::cout << " Cloudy: " << (int)mData.mData.mCloudy << std::endl;
std::cout << " Foggy: " << (int)mData.mData.mFoggy << std::endl;
std::cout << " Overcast: " << (int)mData.mData.mOvercast << std::endl;
std::cout << " Rain: " << (int)mData.mData.mOvercast << std::endl;
std::cout << " Thunder: " << (int)mData.mData.mThunder << std::endl;
std::cout << " Ash: " << (int)mData.mData.mAsh << std::endl;
std::cout << " Blight: " << (int)mData.mData.mBlight << std::endl;
std::cout << " UnknownA: " << (int)mData.mData.mA << std::endl;
std::cout << " UnknownB: " << (int)mData.mData.mB << std::endl;
std::cout << " Map Color: " << mData.mMapColor << std::endl;
if (mData.mSleepList != "")
std::cout << " Sleep List: " << mData.mSleepList << std::endl;
std::vector<ESM::Region::SoundRef>::iterator sit;
for (sit = mData.mSoundList.begin(); sit != mData.mSoundList.end(); sit++)
std::cout << " Sound: " << (int)sit->mChance << " = " << sit->mSound.toString() << std::endl;
}
template<>
void Record<ESM::Script>::print()
{
std::cout << " Name: " << mData.mData.mName.toString() << std::endl;
std::cout << " Num Shorts: " << mData.mData.mNumShorts << std::endl;
std::cout << " Num Longs: " << mData.mData.mNumLongs << std::endl;
std::cout << " Num Floats: " << mData.mData.mNumFloats << std::endl;
std::cout << " Script Data Size: " << mData.mData.mScriptDataSize << std::endl;
std::cout << " Table Size: " << mData.mData.mStringTableSize << std::endl;
std::cout << " Script: [skipped]" << std::endl;
// Skip until multi-line fields is controllable by a command line option.
// Mildly problematic because there are no parameter to print() currently.
// std::cout << "-------------------------------------------" << std::endl;
// std::cout << s->scriptText << std::endl;
// std::cout << "-------------------------------------------" << std::endl;
std::vector<std::string>::iterator vit;
for (vit = mData.mVarNames.begin(); vit != mData.mVarNames.end(); vit++)
std::cout << " Variable: " << *vit << std::endl;
std::cout << " ByteCode: ";
std::vector<char>::iterator cit;
for (cit = mData.mScriptData.begin(); cit != mData.mScriptData.end(); cit++)
std::cout << boost::format("%02X") % (int)(*cit);
std::cout << std::endl;
}
template<>
void Record<ESM::Skill>::print()
{
std::cout << " ID: " << skillLabel(mData.mIndex)
<< " (" << mData.mIndex << ")" << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Governing Attribute: " << attributeLabel(mData.mData.mAttribute)
<< " (" << mData.mData.mAttribute << ")" << std::endl;
std::cout << " Specialization: " << specializationLabel(mData.mData.mSpecialization)
<< " (" << mData.mData.mSpecialization << ")" << std::endl;
for (int i = 0; i != 4; i++)
std::cout << " UseValue[" << i << "]:" << mData.mData.mUseValue[i] << std::endl;
}
template<>
void Record<ESM::SoundGenerator>::print()
{
std::cout << " Creature: " << mData.mCreature << std::endl;
std::cout << " Sound: " << mData.mSound << std::endl;
std::cout << " Type: " << soundTypeLabel(mData.mType)
<< " (" << mData.mType << ")" << std::endl;
}
template<>
void Record<ESM::Sound>::print()
{
std::cout << " Sound: " << mData.mSound << std::endl;
std::cout << " Volume: " << (int)mData.mData.mVolume << std::endl;
if (mData.mData.mMinRange != 0 && mData.mData.mMaxRange != 0)
std::cout << " Range: " << (int)mData.mData.mMinRange << " - "
<< (int)mData.mData.mMaxRange << std::endl;
}
template<>
void Record<ESM::Spell>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Type: " << spellTypeLabel(mData.mData.mType)
<< " (" << mData.mData.mType << ")" << std::endl;
std::cout << " Flags: " << spellFlags(mData.mData.mFlags) << std::endl;
std::cout << " Cost: " << mData.mData.mCost << std::endl;
printEffectList(mData.mEffects);
}
template<>
void Record<ESM::StartScript>::print()
{
std::cout << "Start Script: " << mData.mScript << std::endl;
std::cout << "Start Data: " << mData.mData << std::endl;
}
template<>
void Record<ESM::Static>::print()
{
std::cout << " Model: " << mData.mModel << std::endl;
}
template<>
void Record<ESM::Weapon>::print()
{
// No names on VFX bolts
if (mData.mName != "")
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
// No icons on VFX bolts or magic bolts
if (mData.mIcon != "")
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Type: " << weaponTypeLabel(mData.mData.mType)
<< " (" << mData.mData.mType << ")" << std::endl;
std::cout << " Flags: " << weaponFlags(mData.mData.mFlags) << std::endl;
std::cout << " Weight: " << mData.mData.mWeight << std::endl;
std::cout << " Value: " << mData.mData.mValue << std::endl;
std::cout << " Health: " << mData.mData.mHealth << std::endl;
std::cout << " Speed: " << mData.mData.mSpeed << std::endl;
std::cout << " Reach: " << mData.mData.mReach << std::endl;
std::cout << " Enchantment Points: " << mData.mData.mEnchant << std::endl;
if (mData.mData.mChop[0] != 0 && mData.mData.mChop[1] != 0)
std::cout << " Chop: " << (int)mData.mData.mChop[0] << "-"
<< (int)mData.mData.mChop[1] << std::endl;
if (mData.mData.mSlash[0] != 0 && mData.mData.mSlash[1] != 0)
std::cout << " Slash: " << (int)mData.mData.mSlash[0] << "-"
<< (int)mData.mData.mSlash[1] << std::endl;
if (mData.mData.mThrust[0] != 0 && mData.mData.mThrust[1] != 0)
std::cout << " Thrust: " << (int)mData.mData.mThrust[0] << "-"
<< (int)mData.mData.mThrust[1] << std::endl;
}
template<>
void Record<ESM::CellRef>::print()
{
std::cout << " Refnum: " << mData.mRefnum << std::endl;
std::cout << " ID: '" << mData.mRefID << "'\n";
std::cout << " Owner: '" << mData.mOwner << "'\n";
std::cout << " INTV: " << mData.mIntv << " NAM9: " << mData.mIntv << std::endl;
}
} // end namespace