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.
actorid
cfcohen 12 years ago
parent 50e259c060
commit 68a856ff6f

@ -1,5 +1,7 @@
set(ESMTOOL
esmtool.cpp
labels.hpp
labels.cpp
record.hpp
record.cpp
)

@ -0,0 +1,884 @@
#include "labels.hpp"
#include <components/esm/loadbody.hpp>
#include <components/esm/loadcell.hpp>
#include <components/esm/loadcont.hpp>
#include <components/esm/loadcrea.hpp>
#include <components/esm/loadlevlist.hpp>
#include <components/esm/loadligh.hpp>
#include <components/esm/loadmgef.hpp>
#include <components/esm/loadnpc.hpp>
#include <components/esm/loadrace.hpp>
#include <components/esm/loadspel.hpp>
#include <components/esm/loadweap.hpp>
#include <components/esm/aipackage.hpp>
#include <iostream>
#include <boost/format.hpp>
std::string bodyPartLabel(char idx)
{
const char *bodyPartLabels[] = {
"Head",
"Hair",
"Neck",
"Cuirass",
"Groin",
"Skirt",
"Right Hand",
"Left Hand",
"Right Wrist",
"Left Wrist",
"Shield",
"Right Forearm",
"Left Forearm",
"Right Upperarm",
"Left Upperarm",
"Right Foot",
"Left Foot",
"Right Ankle",
"Left Ankle",
"Right Knee",
"Left Knee",
"Right Leg",
"Left Leg",
"Right Shoulder",
"Left Shoulder",
"Weapon",
"Tail"
};
// BUG? idx should probably be unsigned char instead
if ((int)idx >= 0 && (int)(idx) <= 26)
return bodyPartLabels[(int)(idx)];
else
return "Invalid";
}
std::string meshPartLabel(char idx)
{
const char *meshPartLabels[] = {
"Head",
"Hair",
"Neck",
"Chest",
"Groin",
"Hand",
"Wrist",
"Forearm",
"Upperarm",
"Foot",
"Ankle",
"Knee",
"Upper Leg",
"Clavicle",
"Tail"
};
if ((int)(idx) >= 0 && (int)(idx) <= ESM::BodyPart::MP_Tail)
return meshPartLabels[(int)(idx)];
else
return "Invalid";
}
std::string meshTypeLabel(char idx)
{
const char *meshTypeLabels[] = {
"Skin",
"Clothing",
"Armor"
};
if ((int)(idx) >= 0 && (int)(idx) <= ESM::BodyPart::MT_Armor)
return meshTypeLabels[(int)(idx)];
else
return "Invalid";
}
std::string clothingTypeLabel(int idx)
{
const char *clothingTypeLabels[] = {
"Pants",
"Shoes",
"Shirt",
"Belt",
"Robe",
"Right Glove",
"Left Glove",
"Skirt",
"Ring",
"Amulet"
};
if (idx >= 0 && idx <= 9)
return clothingTypeLabels[idx];
else
return "Invalid";
}
std::string armorTypeLabel(int idx)
{
const char *armorTypeLabels[] = {
"Helmet",
"Cuirass",
"Left Pauldron",
"Right Pauldron",
"Greaves",
"Boots",
"Left Gauntlet",
"Right Gauntlet",
"Shield",
"Left Bracer",
"Right Bracer"
};
if (idx >= 0 && idx <= 10)
return armorTypeLabels[idx];
else
return "Invalid";
}
std::string dialogTypeLabel(int idx)
{
const char *dialogTypeLabels[] = {
"Topic",
"Voice",
"Greeting",
"Persuasion",
"Journal"
};
if (idx >= 0 && idx <= 4)
return dialogTypeLabels[idx];
else if (idx == -1)
return "Deleted";
else
return "Invalid";
}
std::string questStatusLabel(int idx)
{
const char *questStatusLabels[] = {
"None",
"Name",
"Finished",
"Restart",
"Deleted"
};
if (idx >= 0 && idx <= 4)
return questStatusLabels[idx];
else
return "Invalid";
}
std::string creatureTypeLabel(int idx)
{
const char *creatureTypeLabels[] = {
"Creature",
"Daedra",
"Undead",
"Humanoid",
};
if (idx >= 0 && idx <= 3)
return creatureTypeLabels[idx];
else
return "Invalid";
}
std::string soundTypeLabel(int idx)
{
const char *soundTypeLabels[] = {
"Left Foot",
"Right Foot",
"Swim Left",
"Swim Right",
"Moan",
"Roar",
"Scream",
"Land"
};
if (idx >= 0 && idx <= 7)
return soundTypeLabels[idx];
else
return "Invalid";
}
std::string weaponTypeLabel(int idx)
{
const char *weaponTypeLabels[] = {
"Short Blade One Hand",
"Long Blade One Hand",
"Long Blade Two Hand",
"Blunt One Hand",
"Blunt Two Close",
"Blunt Two Wide",
"Spear Two Wide",
"Axe One Hand",
"Axe Two Hand",
"Marksman Bow",
"Marksman Crossbow",
"Marksman Thrown",
"Arrow",
"Bolt"
};
if (idx >= 0 && idx <= 13)
return weaponTypeLabels[idx];
else
return "Invalid";
}
std::string aiTypeLabel(int type)
{
if (type == ESM::AI_Wander) return "Wander";
else if (type == ESM::AI_Travel) return "Travel";
else if (type == ESM::AI_Follow) return "Follow";
else if (type == ESM::AI_Escort) return "Escort";
else if (type == ESM::AI_Activate) return "Activate";
else return "Invalid";
}
std::string magicEffectLabel(int idx)
{
const char* magicEffectLabels [] = {
"Water Breathing",
"Swift Swim",
"Water Walking",
"Shield",
"Fire Shield",
"Lightning Shield",
"Frost Shield",
"Burden",
"Feather",
"Jump",
"Levitate",
"SlowFall",
"Lock",
"Open",
"Fire Damage",
"Shock Damage",
"Frost Damage",
"Drain Attribute",
"Drain Health",
"Drain Magicka",
"Drain Fatigue",
"Drain Skill",
"Damage Attribute",
"Damage Health",
"Damage Magicka",
"Damage Fatigue",
"Damage Skill",
"Poison",
"Weakness to Fire",
"Weakness to Frost",
"Weakness to Shock",
"Weakness to Magicka",
"Weakness to Common Disease",
"Weakness to Blight Disease",
"Weakness to Corprus Disease",
"Weakness to Poison",
"Weakness to Normal Weapons",
"Disintegrate Weapon",
"Disintegrate Armor",
"Invisibility",
"Chameleon",
"Light",
"Sanctuary",
"Night Eye",
"Charm",
"Paralyze",
"Silence",
"Blind",
"Sound",
"Calm Humanoid",
"Calm Creature",
"Frenzy Humanoid",
"Frenzy Creature",
"Demoralize Humanoid",
"Demoralize Creature",
"Rally Humanoid",
"Rally Creature",
"Dispel",
"Soultrap",
"Telekinesis",
"Mark",
"Recall",
"Divine Intervention",
"Almsivi Intervention",
"Detect Animal",
"Detect Enchantment",
"Detect Key",
"Spell Absorption",
"Reflect",
"Cure Common Disease",
"Cure Blight Disease",
"Cure Corprus Disease",
"Cure Poison",
"Cure Paralyzation",
"Restore Attribute",
"Restore Health",
"Restore Magicka",
"Restore Fatigue",
"Restore Skill",
"Fortify Attribute",
"Fortify Health",
"Fortify Magicka",
"Fortify Fatigue",
"Fortify Skill",
"Fortify Maximum Magicka",
"Absorb Attribute",
"Absorb Health",
"Absorb Magicka",
"Absorb Fatigue",
"Absorb Skill",
"Resist Fire",
"Resist Frost",
"Resist Shock",
"Resist Magicka",
"Resist Common Disease",
"Resist Blight Disease",
"Resist Corprus Disease",
"Resist Poison",
"Resist Normal Weapons",
"Resist Paralysis",
"Remove Curse",
"Turn Undead",
"Summon Scamp",
"Summon Clannfear",
"Summon Daedroth",
"Summon Dremora",
"Summon Ancestral Ghost",
"Summon Skeletal Minion",
"Summon Bonewalker",
"Summon Greater Bonewalker",
"Summon Bonelord",
"Summon Winged Twilight",
"Summon Hunger",
"Summon Golden Saint",
"Summon Flame Atronach",
"Summon Frost Atronach",
"Summon Storm Atronach",
"Fortify Attack",
"Command Creature",
"Command Humanoid",
"Bound Dagger",
"Bound Longsword",
"Bound Mace",
"Bound Battle Axe",
"Bound Spear",
"Bound Longbow",
"EXTRA SPELL",
"Bound Cuirass",
"Bound Helm",
"Bound Boots",
"Bound Shield",
"Bound Gloves",
"Corprus",
"Vampirism",
"Summon Centurion Sphere",
"Sun Damage",
"Stunted Magicka",
"Summon Fabricant",
"sEffectSummonCreature01",
"sEffectSummonCreature02",
"sEffectSummonCreature03",
"sEffectSummonCreature04",
"sEffectSummonCreature05"
};
if (idx >= 0 && idx <= 143)
return magicEffectLabels[idx];
else
return "Invalid";
}
std::string attributeLabel(int idx)
{
const char* attributeLabels [] = {
"Strength",
"Intelligence",
"Willpower",
"Agility",
"Speed",
"Endurance",
"Personality",
"Luck"
};
if (idx >= 0 && idx <= 7)
return attributeLabels[idx];
else
return "Invalid";
}
std::string spellTypeLabel(int idx)
{
const char* spellTypeLabels [] = {
"Spells",
"Abilities",
"Blight Disease",
"Disease",
"Curse",
"Powers"
};
if (idx >= 0 && idx <= 5)
return spellTypeLabels[idx];
else
return "Invalid";
}
std::string specializationLabel(int idx)
{
const char* specializationLabels [] = {
"Combat",
"Magic",
"Stealth"
};
if (idx >= 0 && idx <= 2)
return specializationLabels[idx];
else
return "Invalid";
}
std::string skillLabel(int idx)
{
const char* skillLabels [] = {
"Block",
"Armorer",
"Medium Armor",
"Heavy Armor",
"Blunt Weapon",
"Long Blade",
"Axe",
"Spear",
"Athletics",
"Enchant",
"Destruction",
"Alteration",
"Illusion",
"Conjuration",
"Mysticism",
"Restoration",
"Alchemy",
"Unarmored",
"Security",
"Sneak",
"Acrobatics",
"Light Armor",
"Short Blade",
"Marksman",
"Mercantile",
"Speechcraft",
"Hand-to-hand"
};
if (idx >= 0 && idx <= 27)
return skillLabels[idx];
else
return "Invalid";
}
std::string apparatusTypeLabel(int idx)
{
const char* apparatusTypeLabels [] = {
"Mortar",
"Alembic",
"Calcinator",
"Retort",
};
if (idx >= 0 && idx <= 3)
return apparatusTypeLabels[idx];
else
return "Invalid";
}
std::string rangeTypeLabel(int idx)
{
const char* rangeTypeLabels [] = {
"Self",
"Touch",
"Target"
};
if (idx >= 0 && idx <= 3)
return rangeTypeLabels[idx];
else
return "Invalid";
}
std::string schoolLabel(int idx)
{
const char* schoolLabels [] = {
"Alteration",
"Conjuration",
"Destruction",
"Illusion",
"Mysticism",
"Restoration"
};
if (idx >= 0 && idx <= 5)
return schoolLabels[idx];
else
return "Invalid";
}
std::string enchantTypeLabel(int idx)
{
const char* enchantTypeLabels [] = {
"Cast Once",
"Cast When Strikes",
"Cast When Used",
"Constant Effect"
};
if (idx >= 0 && idx <= 3)
return enchantTypeLabels[idx];
else
return "Invalid";
}
std::string ruleFunction(int idx)
{
std::string ruleFunctions[] = {
"Reaction Low",
"Reaction High",
"Rank Requirement",
"NPC? Reputation",
"Health Percent",
"Player Reputation",
"NPC Level",
"Player Health Percent",
"Player Magicka",
"Player Fatigue",
"Player Attribute Strength",
"Player Skill Block",
"Player Skill Armorer",
"Player Skill Medium Armor",
"Player Skill Heavy Armor",
"Player Skill Blunt Weapon",
"Player Skill Long Blade",
"Player Skill Axe",
"Player Skill Spear",
"Player Skill Athletics",
"Player Skill Enchant",
"Player Skill Destruction",
"Player Skill Alteration",
"Player Skill Illusion",
"Player Skill Conjuration",
"Player Skill Mysticism",
"Player SKill Restoration",
"Player Skill Alchemy",
"Player Skill Unarmored",
"Player Skill Security",
"Player Skill Sneak",
"Player Skill Acrobatics",
"Player Skill Light Armor",
"Player Skill Short Blade",
"Player Skill Marksman",
"Player Skill Mercantile",
"Player Skill Speechcraft",
"Player Skill Hand to Hand",
// Unknown1=0->Male, Unknown1=1->Female
"Player Gender",
"Player Expelled from Faction",
"Player Diseased (Common)",
"Player Diseased (Blight)",
"Player Clothing Modifier",
"Player Crime Level",
"Player Same Sex",
"Player Same Race",
"Player Same Faction",
"Faction Rank Difference",
"Player Detected",
"Alarmed",
"Choice Selected",
"Player Attribute Intelligence",
"Player Attribute Willpower",
"Player Attribute Agility",
"Player Attribute Speed",
"Player Attribute Endurance",
"Player Attribute Personality",
"Player Attribute Luck",
"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",
//Unkown but causes NPCs to growl and roar.
"UNKNOWN 72"
};
if (idx >= 0 && idx <= 72)
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_Playable) properties += "Playable ";
int unused = (0xFFFFFFFF ^
(ESM::BodyPart::BPF_Female|
ESM::BodyPart::BPF_Playable));
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 ";
// CHANGE? 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::Biped) properties += "Biped ";
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::Biped|
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 leveledListFlags(int flags)
{
std::string properties = "";
if (flags == 0) properties += "[None] ";
if (flags & ESM::LeveledListBase::AllLevels) properties += "AllLevels ";
// BUG? This flag apparently not present on creature lists...
if (flags & ESM::LeveledListBase::Each) properties += "Each ";
// BUG! The unsused bits should be defined in LeveledListBase.
int unused = (0xFFFFFFFF ^
(ESM::LeveledListBase::AllLevels|
ESM::LeveledListBase::Each));
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] ";
// Enchanting & SpellMaking occur on the same list of effects.
// "EXTRA SPELL" appears in the construction set under both the
// spell making and enchanting tabs as an allowed effect. Since
// most of the effects without this flags are defective in various
// ways, it's still very unclear what these flag bits are.
if (flags & ESM::MagicEffect::SpellMaking) properties += "SpellMaking ";
if (flags & ESM::MagicEffect::Enchanting) properties += "Enchanting ";
if (flags & 0x00000040) properties += "RangeNoSelf ";
if (flags & 0x00000080) properties += "RangeTouch ";
if (flags & 0x00000100) properties += "RangeTarget ";
if (flags & 0x00001000) properties += "Unknown2 ";
if (flags & 0x00000001) properties += "AffectSkill ";
if (flags & 0x00000002) properties += "AffectAttribute ";
if (flags & ESM::MagicEffect::NoDuration) properties += "NoDuration ";
if (flags & 0x00000008) properties += "NoMagnitude ";
if (flags & 0x00000010) properties += "Negative ";
if (flags & 0x00000020) properties += "Unknown1 ";
// ESM componet says 0x800 is negative, but none of the magic
// effects have this flags set.
if (flags & ESM::MagicEffect::Negative) properties += "Unused ";
// Since only Chameleon has this flag it could be anything
// that uniquely distinguishes Chameleon.
if (flags & 0x00002000) properties += "Chameleon ";
if (flags & 0x00004000) properties += "Bound ";
if (flags & 0x00008000) properties += "Summon ";
// Calm, Demoralize, Frenzy, Lock, Open, Rally, Soultrap, Turn Unded
if (flags & 0x00010000) properties += "Unknown3 ";
if (flags & 0x00020000) properties += "Absorb ";
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 defines 0x8 as
// AutoCalc. The former seems to be correct. All Bethesda
// records have bit 0x8 set. A suspiciously large portion of
// females have autocalc turned off.
if (flags & ESM::NPC::Autocalc) properties += "Unknown ";
if (flags & 0x00000010) 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 ^
(ESM::NPC::Autocalc|
0x00000010|
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;
}

@ -0,0 +1,64 @@
#ifndef OPENMW_ESMTOOL_LABELS_H
#define OPENMW_ESMTOOL_LABELS_H
#include <string>
std::string bodyPartLabel(char idx);
std::string meshPartLabel(char idx);
std::string meshTypeLabel(char idx);
std::string clothingTypeLabel(int idx);
std::string armorTypeLabel(int idx);
std::string dialogTypeLabel(int idx);
std::string questStatusLabel(int idx);
std::string creatureTypeLabel(int idx);
std::string soundTypeLabel(int idx);
std::string weaponTypeLabel(int idx);
// This function's a bit different because the types are record types,
// not consecutive values.
std::string aiTypeLabel(int type);
// This one's also a bit different, because it enumerates dialog
// select rule functions, not types. Structurally, it still converts
// indexes to strings for display.
std::string ruleFunction(int idx);
// The labels below here can all be loaded from GMSTs, but are not
// currently because among other things, that requires loading the
// GMSTs before dumping any of the records.
// If the data format supported ordered lists of GMSTs (post 1.0), the
// lists could define the valid values, their localization strings,
// and the indexes for referencing the types in other records in the
// database. Then a single label function could work for all types.
std::string magicEffectLabel(int idx);
std::string attributeLabel(int idx);
std::string spellTypeLabel(int idx);
std::string specializationLabel(int idx);
std::string skillLabel(int idx);
std::string apparatusTypeLabel(int idx);
std::string rangeTypeLabel(int idx);
std::string schoolLabel(int idx);
std::string enchantTypeLabel(int idx);
// The are the flag functions that convert a bitmask into a list of
// human readble strings representing the set bits.
std::string bodyPartFlags(int flags);
std::string cellFlags(int flags);
std::string containerFlags(int flags);
std::string creatureFlags(int flags);
std::string landFlags(int flags);
std::string leveledListFlags(int flags);
std::string lightFlags(int flags);
std::string magicEffectFlags(int flags);
std::string npcFlags(int flags);
std::string raceFlags(int flags);
std::string spellFlags(int flags);
std::string weaponFlags(int flags);
// Missing flags functions:
// aiServicesFlags, possibly more
#endif

@ -1,54 +1,126 @@
#include "record.hpp"
#include "labels.hpp"
#include <iostream>
#include <boost/format.hpp>
void printAIPackage(ESM::AIPackage p)
{
if (p.mType == ESM::AI_Wander)
{
std::cout << " AIType Wander:" << std::endl;
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 << " AIType Travel:" << std::endl;
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)
{
if (p.mType == ESM::AI_Follow) std::cout << " AIType Follow:" << std::endl;
else std::cout << " AIType Escort:" << std::endl;
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 << " AIType Activate:" << std::endl;
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::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)
@ -57,12 +129,16 @@ void printEffectList(ESM::EffectList effects)
std::vector<ESM::ENAMstruct>::iterator eit;
for (eit = effects.mList.begin(); eit != effects.mList.end(); eit++)
{
std::cout << " Effect[" << i << "]: " << eit->mEffectID << std::endl;
std::cout << " Effect[" << i << "]: " << magicEffectLabel(eit->mEffectID)
<< " (" << eit->mEffectID << ")" << std::endl;
if (eit->mSkill != -1)
std::cout << " Skill: " << (int)eit->mSkill << std::endl;
std::cout << " Skill: " << skillLabel(eit->mSkill)
<< " (" << (int)eit->mSkill << ")" << std::endl;
if (eit->mAttribute != -1)
std::cout << " Attribute: " << (int)eit->mAttribute << std::endl;
std::cout << " Range: " << eit->mRange << std::endl;
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;
@ -331,7 +407,8 @@ void Record<ESM::Armor>::print()
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Type: " << mData.mData.mType << 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;
@ -340,7 +417,8 @@ void Record<ESM::Armor>::print()
std::vector<ESM::PartReference>::iterator pit;
for (pit = mData.mParts.mParts.begin(); pit != mData.mParts.mParts.end(); pit++)
{
std::cout << " Body Part: " << (int)(pit->mPart) << std::endl;
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;
@ -354,7 +432,8 @@ void Record<ESM::Apparatus>::print()
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Icon: " << mData.mIcon << std::endl;
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Type: " << mData.mData.mType << 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;
@ -365,9 +444,11 @@ void Record<ESM::BodyPart>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
std::cout << " Type: " << (int)mData.mData.mType << std::endl;
std::cout << " Flags: " << (int)mData.mData.mFlags << std::endl;
std::cout << " Part: " << (int)mData.mData.mPart << 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;
}
@ -413,7 +494,7 @@ void Record<ESM::Cell>::print()
std::cout << " Name: " << mData.mName << std::endl;
if (mData.mRegion != "")
std::cout << " Region: " << mData.mRegion << std::endl;
std::cout << " Flags: " << (int)mData.mData.mFlags << std::endl;
std::cout << " Flags: " << cellFlags(mData.mData.mFlags) << std::endl;
std::cout << " Coordinates: " << " (" << mData.getGridX() << ","
<< mData.getGridY() << ")" << std::endl;
@ -441,13 +522,18 @@ void Record<ESM::Class>::print()
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: " << mData.mData.mAttribute[0] << std::endl;
std::cout << " Attribute2: " << mData.mData.mAttribute[1] << std::endl;
std::cout << " Specialization: " << mData.mData.mSpecialization << 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: " << mData.mData.mSkills[i][0] << std::endl;
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: " << mData.mData.mSkills[i][1] << std::endl;
std::cout << " Minor Skill: " << skillLabel(mData.mData.mSkills[i][1])
<< " (" << mData.mData.mSkills[i][1] << ")" << std::endl;
}
template<>
@ -460,10 +546,20 @@ void Record<ESM::Clothing>::print()
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Type: " << mData.mData.mType << 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;
// mEnchant also in CTDTstruct?
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<>
@ -473,7 +569,7 @@ void Record<ESM::Container>::print()
std::cout << " Model: " << mData.mModel << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << mData.mFlags << 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++)
@ -487,11 +583,12 @@ 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: " << mData.mFlags << 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: " << mData.mData.mType << 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;
@ -547,7 +644,8 @@ void Record<ESM::Creature>::print()
template<>
void Record<ESM::Dialogue>::print()
{
std::cout << " Type: " << (int)mData.mType << std::endl;
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?
@ -569,7 +667,8 @@ void Record<ESM::Door>::print()
template<>
void Record<ESM::Enchantment>::print()
{
std::cout << " Type: " << mData.mData.mType << std::endl;
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;
@ -583,11 +682,14 @@ void Record<ESM::Faction>::print()
std::cout << " Hidden: " << mData.mData.mIsHidden << std::endl;
if (mData.mData.mUnknown != -1)
std::cout << " Unknown: " << mData.mData.mUnknown << std::endl;
std::cout << " Attribute1: " << mData.mData.mAttribute1 << std::endl;
std::cout << " Attribute2: " << mData.mData.mAttribute2 << 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: " << mData.mData.mSkillID[i] << std::endl;
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] != "")
{
@ -683,13 +785,14 @@ void Record<ESM::DialInfo>::print()
// std::cout << "-------------------------------------------" << std::endl;
}
std::cout << " Quest Status: " << mData.mQuestStatus << 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: " << sit->mType << " " << sit->mSelectRule << std::endl;
std::cout << " Select Rule: " << ruleString(*sit) << std::endl;
}
template<>
@ -706,9 +809,12 @@ void Record<ESM::Ingredient>::print()
{
// A value of -1 means no effect
if (mData.mData.mEffectID[i] == -1) continue;
std::cout << " Effect: " << mData.mData.mEffectID[i] << std::endl;
std::cout << " Skill: " << mData.mData.mSkills[i] << std::endl;
std::cout << " Attribute: " << mData.mData.mAttributes[i] << std::endl;
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;
}
}
@ -716,7 +822,7 @@ template<>
void Record<ESM::Land>::print()
{
std::cout << " Coordinates: (" << mData.mX << "," << mData.mY << ")" << std::endl;
std::cout << " Flags: " << mData.mFlags << std::endl;
std::cout << " Flags: " << landFlags(mData.mFlags) << std::endl;
std::cout << " HasData: " << mData.mHasData << std::endl;
std::cout << " DataTypes: " << mData.mDataTypes << std::endl;
@ -739,7 +845,7 @@ template<>
void Record<ESM::CreatureLevList>::print()
{
std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
std::cout << " Flags: " << mData.mFlags << 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++)
@ -751,7 +857,7 @@ template<>
void Record<ESM::ItemLevList>::print()
{
std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
std::cout << " Flags: " << mData.mFlags << 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++)
@ -770,7 +876,7 @@ void Record<ESM::Light>::print()
std::cout << " Icon: " << mData.mIcon << std::endl;
if (mData.mScript != "")
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << mData.mData.mFlags << 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;
@ -802,6 +908,7 @@ void Record<ESM::Probe>::print()
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;
@ -835,10 +942,11 @@ void Record<ESM::LandTexture>::print()
template<>
void Record<ESM::MagicEffect>::print()
{
std::cout << " Index: " << mData.mIndex << std::endl;
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: " << mData.mData.mFlags << 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;
@ -856,7 +964,8 @@ void Record<ESM::MagicEffect>::print()
std::cout << " Area Static: " << mData.mArea << std::endl;
if (mData.mAreaSound != "")
std::cout << " Area Sound: " << mData.mAreaSound << std::endl;
std::cout << " School: " << mData.mData.mSchool << 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;
@ -893,7 +1002,7 @@ void Record<ESM::NPC>::print()
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mFaction != "")
std::cout << " Faction: " << mData.mFaction << std::endl;
std::cout << " Flags: " << mData.mFlags << std::endl;
std::cout << " Flags: " << npcFlags(mData.mFlags) << std::endl;
// Seriously?
if (mData.mNpdt52.mGold == -10)
@ -929,7 +1038,7 @@ void Record<ESM::NPC>::print()
std::cout << " Skills:" << std::endl;
for (int i = 0; i != 27; i++)
std::cout << " " << i << " = "
std::cout << " " << skillLabel(i) << ": "
<< (int)((unsigned char)mData.mNpdt52.mSkills[i]) << std::endl;
std::cout << " Health: " << mData.mNpdt52.mHealth << std::endl;
@ -1018,7 +1127,7 @@ void Record<ESM::Race>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Flags: " << mData.mData.mFlags << std::endl;
std::cout << " Flags: " << raceFlags(mData.mData.mFlags) << std::endl;
std::cout << " Male:" << std::endl;
std::cout << " Strength: "
@ -1067,8 +1176,10 @@ void Record<ESM::Race>::print()
for (int i = 0; i != 7; i++)
// Not all races have 7 skills.
if (mData.mData.mBonus[i].mSkill != -1)
std::cout << " Skill: " << mData.mData.mBonus[i].mSkill
<< " = " << mData.mData.mBonus[i].mBonus << std::endl;
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++)
@ -1130,18 +1241,15 @@ void Record<ESM::Script>::print()
template<>
void Record<ESM::Skill>::print()
{
std::cout << " ID: " << mData.mIndex << std::endl;
const char *spec = 0;
int specId = mData.mData.mSpecialization;
if (specId == 0) {
spec = "Combat";
} else if (specId == 1) {
spec = "Magic";
} else {
spec = "Stealth";
}
std::cout << " Type: " << spec << std::endl;
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<>
@ -1149,7 +1257,8 @@ void Record<ESM::SoundGenerator>::print()
{
std::cout << " Creature: " << mData.mCreature << std::endl;
std::cout << " Sound: " << mData.mSound << std::endl;
std::cout << " Type: " << mData.mType << std::endl;
std::cout << " Type: " << soundTypeLabel(mData.mType)
<< " (" << mData.mType << ")" << std::endl;
}
template<>
@ -1166,8 +1275,9 @@ template<>
void Record<ESM::Spell>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Type: " << mData.mData.mType << std::endl;
std::cout << " Flags: " << mData.mData.mFlags << 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);
}
@ -1199,8 +1309,9 @@ void Record<ESM::Weapon>::print()
std::cout << " Script: " << mData.mScript << std::endl;
if (mData.mEnchant != "")
std::cout << " Enchantment: " << mData.mEnchant << std::endl;
std::cout << " Type: " << mData.mData.mType << std::endl;
std::cout << " Flags: " << mData.mData.mFlags << 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;

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