You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/esmtool/record.cpp

1298 lines
51 KiB
C++

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