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908 lines
26 KiB
C++
908 lines
26 KiB
C++
#include "labels.hpp"
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#include <components/esm/loadbody.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/esm/loadcont.hpp>
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#include <components/esm/loadcrea.hpp>
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#include <components/esm/loadlevlist.hpp>
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#include <components/esm/loadligh.hpp>
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#include <components/esm/loadmgef.hpp>
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#include <components/esm/loadnpc.hpp>
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#include <components/esm/loadrace.hpp>
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#include <components/esm/loadspel.hpp>
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#include <components/esm/loadweap.hpp>
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#include <boost/format.hpp>
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std::string bodyPartLabel(int idx)
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{
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if (idx >= 0 && idx <= 26)
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{
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static const char *bodyPartLabels[] = {
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"Head",
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"Hair",
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"Neck",
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"Cuirass",
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"Groin",
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"Skirt",
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"Right Hand",
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"Left Hand",
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"Right Wrist",
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"Left Wrist",
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"Shield",
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"Right Forearm",
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"Left Forearm",
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"Right Upperarm",
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"Left Upperarm",
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"Right Foot",
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"Left Foot",
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"Right Ankle",
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"Left Ankle",
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"Right Knee",
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"Left Knee",
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"Right Leg",
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"Left Leg",
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"Right Shoulder",
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"Left Shoulder",
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"Weapon",
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"Tail"
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};
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return bodyPartLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string meshPartLabel(int idx)
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{
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if (idx >= 0 && idx <= ESM::BodyPart::MP_Tail)
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{
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static const char *meshPartLabels[] = {
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"Head",
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"Hair",
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"Neck",
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"Chest",
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"Groin",
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"Hand",
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"Wrist",
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"Forearm",
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"Upperarm",
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"Foot",
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"Ankle",
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"Knee",
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"Upper Leg",
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"Clavicle",
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"Tail"
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};
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return meshPartLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string meshTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= ESM::BodyPart::MT_Armor)
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{
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static const char *meshTypeLabels[] = {
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"Skin",
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"Clothing",
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"Armor"
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};
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return meshTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string clothingTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 9)
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{
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static const char *clothingTypeLabels[] = {
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"Pants",
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"Shoes",
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"Shirt",
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"Belt",
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"Robe",
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"Right Glove",
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"Left Glove",
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"Skirt",
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"Ring",
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"Amulet"
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};
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return clothingTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string armorTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 10)
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{
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static const char *armorTypeLabels[] = {
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"Helmet",
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"Cuirass",
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"Left Pauldron",
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"Right Pauldron",
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"Greaves",
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"Boots",
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"Left Gauntlet",
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"Right Gauntlet",
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"Shield",
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"Left Bracer",
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"Right Bracer"
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};
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return armorTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string dialogTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 4)
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{
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static const char *dialogTypeLabels[] = {
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"Topic",
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"Voice",
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"Greeting",
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"Persuasion",
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"Journal"
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};
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return dialogTypeLabels[idx];
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}
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else if (idx == -1)
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return "Deleted";
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else
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return "Invalid";
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}
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std::string questStatusLabel(int idx)
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{
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if (idx >= 0 && idx <= 4)
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{
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static const char *questStatusLabels[] = {
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"None",
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"Name",
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"Finished",
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"Restart",
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"Deleted"
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};
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return questStatusLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string creatureTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 3)
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{
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static const char *creatureTypeLabels[] = {
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"Creature",
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"Daedra",
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"Undead",
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"Humanoid",
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};
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return creatureTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string soundTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 7)
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{
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static const char *soundTypeLabels[] = {
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"Left Foot",
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"Right Foot",
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"Swim Left",
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"Swim Right",
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"Moan",
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"Roar",
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"Scream",
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"Land"
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};
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return soundTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string weaponTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 13)
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{
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static const char *weaponTypeLabels[] = {
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"Short Blade One Hand",
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"Long Blade One Hand",
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"Long Blade Two Hand",
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"Blunt One Hand",
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"Blunt Two Close",
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"Blunt Two Wide",
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"Spear Two Wide",
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"Axe One Hand",
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"Axe Two Hand",
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"Marksman Bow",
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"Marksman Crossbow",
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"Marksman Thrown",
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"Arrow",
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"Bolt"
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};
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return weaponTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string aiTypeLabel(int type)
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{
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if (type == ESM::AI_Wander) return "Wander";
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else if (type == ESM::AI_Travel) return "Travel";
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else if (type == ESM::AI_Follow) return "Follow";
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else if (type == ESM::AI_Escort) return "Escort";
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else if (type == ESM::AI_Activate) return "Activate";
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else return "Invalid";
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}
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std::string magicEffectLabel(int idx)
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{
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if (idx >= 0 && idx <= 142)
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{
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const char* magicEffectLabels [] = {
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"Water Breathing",
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"Swift Swim",
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"Water Walking",
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"Shield",
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"Fire Shield",
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"Lightning Shield",
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"Frost Shield",
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"Burden",
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"Feather",
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"Jump",
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"Levitate",
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"SlowFall",
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"Lock",
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"Open",
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"Fire Damage",
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"Shock Damage",
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"Frost Damage",
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"Drain Attribute",
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"Drain Health",
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"Drain Magicka",
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"Drain Fatigue",
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"Drain Skill",
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"Damage Attribute",
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"Damage Health",
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"Damage Magicka",
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"Damage Fatigue",
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"Damage Skill",
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"Poison",
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"Weakness to Fire",
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"Weakness to Frost",
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"Weakness to Shock",
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"Weakness to Magicka",
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"Weakness to Common Disease",
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"Weakness to Blight Disease",
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"Weakness to Corprus Disease",
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"Weakness to Poison",
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"Weakness to Normal Weapons",
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"Disintegrate Weapon",
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"Disintegrate Armor",
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"Invisibility",
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"Chameleon",
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"Light",
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"Sanctuary",
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"Night Eye",
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"Charm",
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"Paralyze",
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"Silence",
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"Blind",
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"Sound",
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"Calm Humanoid",
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"Calm Creature",
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"Frenzy Humanoid",
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"Frenzy Creature",
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"Demoralize Humanoid",
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"Demoralize Creature",
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"Rally Humanoid",
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"Rally Creature",
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"Dispel",
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"Soultrap",
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"Telekinesis",
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"Mark",
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"Recall",
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"Divine Intervention",
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"Almsivi Intervention",
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"Detect Animal",
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"Detect Enchantment",
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"Detect Key",
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"Spell Absorption",
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"Reflect",
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"Cure Common Disease",
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"Cure Blight Disease",
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"Cure Corprus Disease",
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"Cure Poison",
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"Cure Paralyzation",
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"Restore Attribute",
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"Restore Health",
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"Restore Magicka",
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"Restore Fatigue",
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"Restore Skill",
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"Fortify Attribute",
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"Fortify Health",
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"Fortify Magicka",
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"Fortify Fatigue",
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"Fortify Skill",
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"Fortify Maximum Magicka",
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"Absorb Attribute",
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"Absorb Health",
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"Absorb Magicka",
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"Absorb Fatigue",
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"Absorb Skill",
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"Resist Fire",
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"Resist Frost",
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"Resist Shock",
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"Resist Magicka",
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"Resist Common Disease",
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"Resist Blight Disease",
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"Resist Corprus Disease",
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"Resist Poison",
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"Resist Normal Weapons",
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"Resist Paralysis",
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"Remove Curse",
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"Turn Undead",
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"Summon Scamp",
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"Summon Clannfear",
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"Summon Daedroth",
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"Summon Dremora",
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"Summon Ancestral Ghost",
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"Summon Skeletal Minion",
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"Summon Bonewalker",
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"Summon Greater Bonewalker",
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"Summon Bonelord",
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"Summon Winged Twilight",
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"Summon Hunger",
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"Summon Golden Saint",
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"Summon Flame Atronach",
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"Summon Frost Atronach",
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"Summon Storm Atronach",
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"Fortify Attack",
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"Command Creature",
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"Command Humanoid",
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"Bound Dagger",
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"Bound Longsword",
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"Bound Mace",
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"Bound Battle Axe",
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"Bound Spear",
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"Bound Longbow",
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"EXTRA SPELL",
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"Bound Cuirass",
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"Bound Helm",
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"Bound Boots",
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"Bound Shield",
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"Bound Gloves",
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"Corprus",
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"Vampirism",
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"Summon Centurion Sphere",
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"Sun Damage",
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"Stunted Magicka",
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"Summon Fabricant",
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"sEffectSummonCreature01",
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"sEffectSummonCreature02",
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"sEffectSummonCreature03",
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"sEffectSummonCreature04",
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"sEffectSummonCreature05"
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};
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return magicEffectLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string attributeLabel(int idx)
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{
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if (idx >= 0 && idx <= 7)
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{
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const char* attributeLabels [] = {
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"Strength",
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"Intelligence",
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"Willpower",
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"Agility",
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"Speed",
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"Endurance",
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"Personality",
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"Luck"
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};
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return attributeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string spellTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 5)
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{
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const char* spellTypeLabels [] = {
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"Spells",
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"Abilities",
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"Blight Disease",
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"Disease",
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"Curse",
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"Powers"
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};
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return spellTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string specializationLabel(int idx)
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{
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if (idx >= 0 && idx <= 2)
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{
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const char* specializationLabels [] = {
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"Combat",
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"Magic",
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"Stealth"
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};
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return specializationLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string skillLabel(int idx)
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{
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if (idx >= 0 && idx <= 26)
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{
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const char* skillLabels [] = {
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"Block",
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"Armorer",
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"Medium Armor",
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"Heavy Armor",
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"Blunt Weapon",
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"Long Blade",
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"Axe",
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"Spear",
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"Athletics",
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"Enchant",
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"Destruction",
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"Alteration",
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"Illusion",
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"Conjuration",
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"Mysticism",
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"Restoration",
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"Alchemy",
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"Unarmored",
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"Security",
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"Sneak",
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"Acrobatics",
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"Light Armor",
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"Short Blade",
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"Marksman",
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"Mercantile",
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"Speechcraft",
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"Hand-to-hand"
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};
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return skillLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string apparatusTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 3)
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{
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const char* apparatusTypeLabels [] = {
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"Mortar",
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"Alembic",
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"Calcinator",
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"Retort",
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};
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return apparatusTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string rangeTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 2)
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{
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const char* rangeTypeLabels [] = {
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"Self",
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"Touch",
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"Target"
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};
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return rangeTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string schoolLabel(int idx)
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{
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if (idx >= 0 && idx <= 5)
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{
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const char* schoolLabels [] = {
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"Alteration",
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"Conjuration",
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"Destruction",
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"Illusion",
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"Mysticism",
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"Restoration"
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};
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return schoolLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string enchantTypeLabel(int idx)
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{
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if (idx >= 0 && idx <= 3)
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{
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const char* enchantTypeLabels [] = {
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"Cast Once",
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"Cast When Strikes",
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"Cast When Used",
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"Constant Effect"
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};
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return enchantTypeLabels[idx];
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}
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else
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return "Invalid";
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}
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std::string ruleFunction(int idx)
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{
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if (idx >= 0 && idx <= 72)
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{
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std::string ruleFunctions[] = {
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"Reaction Low",
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"Reaction High",
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"Rank Requirement",
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"NPC? Reputation",
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"Health Percent",
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"Player Reputation",
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"NPC Level",
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"Player Health Percent",
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"Player Magicka",
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"Player Fatigue",
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"Player Attribute Strength",
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"Player Skill Block",
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"Player Skill Armorer",
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"Player Skill Medium Armor",
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"Player Skill Heavy Armor",
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"Player Skill Blunt Weapon",
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"Player Skill Long Blade",
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"Player Skill Axe",
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"Player Skill Spear",
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"Player Skill Athletics",
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"Player Skill Enchant",
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"Player Skill Destruction",
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"Player Skill Alteration",
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"Player Skill Illusion",
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"Player Skill Conjuration",
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"Player Skill Mysticism",
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"Player SKill Restoration",
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"Player Skill Alchemy",
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"Player Skill Unarmored",
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"Player Skill Security",
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"Player Skill Sneak",
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"Player Skill Acrobatics",
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"Player Skill Light Armor",
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"Player Skill Short Blade",
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"Player Skill Marksman",
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"Player Skill Mercantile",
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"Player Skill Speechcraft",
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"Player Skill Hand to Hand",
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"Player Gender",
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"Player Expelled from Faction",
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"Player Diseased (Common)",
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"Player Diseased (Blight)",
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"Player Clothing Modifier",
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"Player Crime Level",
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"Player Same Sex",
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"Player Same Race",
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"Player Same Faction",
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"Faction Rank Difference",
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"Player Detected",
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"Alarmed",
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"Choice Selected",
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"Player Attribute Intelligence",
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"Player Attribute Willpower",
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"Player Attribute Agility",
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"Player Attribute Speed",
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"Player Attribute Endurance",
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"Player Attribute Personality",
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"Player Attribute Luck",
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"Player Diseased (Corprus)",
|
|
"Weather",
|
|
"Player is a Vampire",
|
|
"Player Level",
|
|
"Attacked",
|
|
"NPC Talked to Player",
|
|
"Player Health",
|
|
"Creature Target",
|
|
"Friend Hit",
|
|
"Fight",
|
|
"Hello",
|
|
"Alarm",
|
|
"Flee",
|
|
"Should Attack",
|
|
"Werewolf"
|
|
};
|
|
return ruleFunctions[idx];
|
|
}
|
|
else
|
|
return "Invalid";
|
|
}
|
|
|
|
// The "unused flag bits" should probably be defined alongside the
|
|
// defined bits in the ESM component. The names of the flag bits are
|
|
// very inconsistent.
|
|
|
|
std::string bodyPartFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::BodyPart::BPF_Female) properties += "Female ";
|
|
if (flags & ESM::BodyPart::BPF_NotPlayable) properties += "NotPlayable ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::BodyPart::BPF_Female|
|
|
ESM::BodyPart::BPF_NotPlayable));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string cellFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::Cell::HasWater) properties += "HasWater ";
|
|
if (flags & ESM::Cell::Interior) properties += "Interior ";
|
|
if (flags & ESM::Cell::NoSleep) properties += "NoSleep ";
|
|
if (flags & ESM::Cell::QuasiEx) properties += "QuasiEx ";
|
|
// This used value is not in the ESM component.
|
|
if (flags & 0x00000040) properties += "Unknown ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Cell::HasWater|
|
|
ESM::Cell::Interior|
|
|
ESM::Cell::NoSleep|
|
|
ESM::Cell::QuasiEx|
|
|
0x00000040));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string containerFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::Container::Unknown) properties += "Unknown ";
|
|
if (flags & ESM::Container::Organic) properties += "Organic ";
|
|
if (flags & ESM::Container::Respawn) properties += "Respawn ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Container::Unknown|
|
|
ESM::Container::Organic|
|
|
ESM::Container::Respawn));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string creatureFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::Creature::None) properties += "All ";
|
|
if (flags & ESM::Creature::Walks) properties += "Walks ";
|
|
if (flags & ESM::Creature::Swims) properties += "Swims ";
|
|
if (flags & ESM::Creature::Flies) properties += "Flies ";
|
|
if (flags & ESM::Creature::Bipedal) properties += "Bipedal ";
|
|
if (flags & ESM::Creature::Respawn) properties += "Respawn ";
|
|
if (flags & ESM::Creature::Weapon) properties += "Weapon ";
|
|
if (flags & ESM::Creature::Skeleton) properties += "Skeleton ";
|
|
if (flags & ESM::Creature::Metal) properties += "Metal ";
|
|
if (flags & ESM::Creature::Essential) properties += "Essential ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Creature::None|
|
|
ESM::Creature::Walks|
|
|
ESM::Creature::Swims|
|
|
ESM::Creature::Flies|
|
|
ESM::Creature::Bipedal|
|
|
ESM::Creature::Respawn|
|
|
ESM::Creature::Weapon|
|
|
ESM::Creature::Skeleton|
|
|
ESM::Creature::Metal|
|
|
ESM::Creature::Essential));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string landFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
// The ESM component says that this first four bits are used, but
|
|
// only the first three bits are used as far as I can tell.
|
|
// There's also no enumeration of the bit in the ESM component.
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & 0x00000001) properties += "Unknown1 ";
|
|
if (flags & 0x00000004) properties += "Unknown3 ";
|
|
if (flags & 0x00000002) properties += "Unknown2 ";
|
|
if (flags & 0xFFFFFFF8) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string itemListFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::ItemLevList::AllLevels) properties += "AllLevels ";
|
|
if (flags & ESM::ItemLevList::Each) properties += "Each ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::ItemLevList::AllLevels|
|
|
ESM::ItemLevList::Each));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string creatureListFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::CreatureLevList::AllLevels) properties += "AllLevels ";
|
|
int unused = (0xFFFFFFFF ^ ESM::CreatureLevList::AllLevels);
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string lightFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::Light::Dynamic) properties += "Dynamic ";
|
|
if (flags & ESM::Light::Fire) properties += "Fire ";
|
|
if (flags & ESM::Light::Carry) properties += "Carry ";
|
|
if (flags & ESM::Light::Flicker) properties += "Flicker ";
|
|
if (flags & ESM::Light::FlickerSlow) properties += "FlickerSlow ";
|
|
if (flags & ESM::Light::Pulse) properties += "Pulse ";
|
|
if (flags & ESM::Light::PulseSlow) properties += "PulseSlow ";
|
|
if (flags & ESM::Light::Negative) properties += "Negative ";
|
|
if (flags & ESM::Light::OffDefault) properties += "OffDefault ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Light::Dynamic|
|
|
ESM::Light::Fire|
|
|
ESM::Light::Carry|
|
|
ESM::Light::Flicker|
|
|
ESM::Light::FlickerSlow|
|
|
ESM::Light::Pulse|
|
|
ESM::Light::PulseSlow|
|
|
ESM::Light::Negative|
|
|
ESM::Light::OffDefault));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string magicEffectFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::MagicEffect::TargetAttribute) properties += "TargetAttribute ";
|
|
if (flags & ESM::MagicEffect::TargetSkill) properties += "TargetSkill ";
|
|
if (flags & ESM::MagicEffect::NoDuration) properties += "NoDuration ";
|
|
if (flags & ESM::MagicEffect::NoMagnitude) properties += "NoMagnitude ";
|
|
if (flags & ESM::MagicEffect::Harmful) properties += "Harmful ";
|
|
if (flags & ESM::MagicEffect::ContinuousVfx) properties += "ContinuousVFX ";
|
|
if (flags & ESM::MagicEffect::CastSelf) properties += "CastSelf ";
|
|
if (flags & ESM::MagicEffect::CastTouch) properties += "CastTouch ";
|
|
if (flags & ESM::MagicEffect::CastTarget) properties += "CastTarget ";
|
|
if (flags & ESM::MagicEffect::UncappedDamage) properties += "UncappedDamage ";
|
|
if (flags & ESM::MagicEffect::NonRecastable) properties += "NonRecastable ";
|
|
if (flags & ESM::MagicEffect::Unreflectable) properties += "Unreflectable ";
|
|
if (flags & ESM::MagicEffect::CasterLinked) properties += "CasterLinked ";
|
|
if (flags & ESM::MagicEffect::AllowSpellmaking) properties += "AllowSpellmaking ";
|
|
if (flags & ESM::MagicEffect::AllowEnchanting) properties += "AllowEnchanting ";
|
|
if (flags & ESM::MagicEffect::NegativeLight) properties += "NegativeLight ";
|
|
|
|
if (flags & 0xFFFC0000) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string npcFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
// Mythicmods and the ESM component differ. Mythicmods says
|
|
// 0x8=None and 0x10=AutoCalc, while our code previously defined
|
|
// 0x8 as AutoCalc. The former seems to be correct. All Bethesda
|
|
// records have bit 0x8 set. Previously, suspiciously large portion
|
|
// of females had autocalc turned off.
|
|
if (flags & 0x00000008) properties += "Unknown ";
|
|
if (flags & ESM::NPC::Autocalc) properties += "Autocalc ";
|
|
if (flags & ESM::NPC::Female) properties += "Female ";
|
|
if (flags & ESM::NPC::Respawn) properties += "Respawn ";
|
|
if (flags & ESM::NPC::Essential) properties += "Essential ";
|
|
// These two flags do not appear on any NPCs and may have been
|
|
// confused with the flags for creatures.
|
|
if (flags & ESM::NPC::Skeleton) properties += "Skeleton ";
|
|
if (flags & ESM::NPC::Metal) properties += "Metal ";
|
|
// Whether corpses persist is a bit that is unaccounted for,
|
|
// however the only unknown bit occurs on ALL records, and
|
|
// relatively few NPCs have this bit set.
|
|
int unused = (0xFFFFFFFF ^
|
|
(0x00000008|
|
|
ESM::NPC::Autocalc|
|
|
ESM::NPC::Female|
|
|
ESM::NPC::Respawn|
|
|
ESM::NPC::Essential|
|
|
ESM::NPC::Skeleton|
|
|
ESM::NPC::Metal));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string raceFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
// All races have the playable flag set in Bethesda files.
|
|
if (flags & ESM::Race::Playable) properties += "Playable ";
|
|
if (flags & ESM::Race::Beast) properties += "Beast ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Race::Playable|
|
|
ESM::Race::Beast));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string spellFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
if (flags & ESM::Spell::F_Autocalc) properties += "Autocalc ";
|
|
if (flags & ESM::Spell::F_PCStart) properties += "PCStart ";
|
|
if (flags & ESM::Spell::F_Always) properties += "Always ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Spell::F_Autocalc|
|
|
ESM::Spell::F_PCStart|
|
|
ESM::Spell::F_Always));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|
|
|
|
std::string weaponFlags(int flags)
|
|
{
|
|
std::string properties = "";
|
|
if (flags == 0) properties += "[None] ";
|
|
// The interpretation of the flags are still unclear to me.
|
|
// Apparently you can't be Silver without being Magical? Many of
|
|
// the "Magical" weapons don't have enchantments of any sort.
|
|
if (flags & ESM::Weapon::Magical) properties += "Magical ";
|
|
if (flags & ESM::Weapon::Silver) properties += "Silver ";
|
|
int unused = (0xFFFFFFFF ^
|
|
(ESM::Weapon::Magical|
|
|
ESM::Weapon::Silver));
|
|
if (flags & unused) properties += "Invalid ";
|
|
properties += str(boost::format("(0x%08X)") % flags);
|
|
return properties;
|
|
}
|