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openmw/apps/esmtool/record.cpp

1368 lines
59 KiB
C++

#include "record.hpp"
#include "labels.hpp"
#include <iostream>
#include <numeric>
#include <sstream>
#include <components/esm3/cellstate.hpp>
#include <components/esm3/esmreader.hpp>
#include <components/misc/strings/conversion.hpp>
#include <components/misc/strings/format.hpp>
namespace
{
void printAIPackage(const ESM::AIPackage& p)
{
std::cout << " AI Type: " << aiTypeLabel(p.mType) << " (" << Misc::StringUtils::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: " << static_cast<bool>(p.mWander.mShouldRepeat != 0) << 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 << " Should repeat: " << static_cast<bool>(p.mTravel.mShouldRepeat != 0) << 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 << " Should repeat: " << static_cast<bool>(p.mTarget.mShouldRepeat != 0) << std::endl;
}
else if (p.mType == ESM::AI_Activate)
{
std::cout << " Name: " << p.mActivate.mName.toString() << std::endl;
std::cout << " Should repeat: " << static_cast<bool>(p.mActivate.mShouldRepeat != 0) << std::endl;
}
else
{
std::cout << " BadPackage: " << Misc::StringUtils::format("0x%08X", p.mType) << std::endl;
}
if (!p.mCellName.empty())
std::cout << " Cell Name: " << p.mCellName << std::endl;
}
std::string ruleString(const ESM::DialogueCondition& ss)
{
std::string_view type_str = "INVALID";
std::string_view func_str;
switch (ss.mFunction)
{
case ESM::DialogueCondition::Function_Global:
type_str = "Global";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_Local:
type_str = "Local";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_Journal:
type_str = "Journal";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_Item:
type_str = "Item count";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_Dead:
type_str = "Dead";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_NotId:
type_str = "Not ID";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_NotFaction:
type_str = "Not Faction";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_NotClass:
type_str = "Not Class";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_NotRace:
type_str = "Not Race";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_NotCell:
type_str = "Not Cell";
func_str = ss.mVariable;
break;
case ESM::DialogueCondition::Function_NotLocal:
type_str = "Not Local";
func_str = ss.mVariable;
break;
default:
type_str = "Function";
func_str = ruleFunction(ss.mFunction);
break;
}
std::string_view oper_str = "??";
switch (ss.mComparison)
{
case ESM::DialogueCondition::Comp_Eq:
oper_str = "==";
break;
case ESM::DialogueCondition::Comp_Ne:
oper_str = "!=";
break;
case ESM::DialogueCondition::Comp_Gt:
oper_str = "> ";
break;
case ESM::DialogueCondition::Comp_Ge:
oper_str = ">=";
break;
case ESM::DialogueCondition::Comp_Ls:
oper_str = "< ";
break;
case ESM::DialogueCondition::Comp_Le:
oper_str = "<=";
break;
default:
break;
}
std::ostringstream stream;
std::visit([&](auto value) { stream << value; }, ss.mValue);
std::string result
= Misc::StringUtils::format("%-12s %-32s %2s %s", type_str, func_str, oper_str, stream.str());
return result;
}
void printEffectList(const ESM::EffectList& effects)
{
int i = 0;
for (const ESM::IndexedENAMstruct& effect : effects.mList)
{
std::cout << " Effect[" << i << "]: " << magicEffectLabel(effect.mData.mEffectID) << " ("
<< effect.mData.mEffectID << ")" << std::endl;
if (effect.mData.mSkill != -1)
std::cout << " Skill: " << skillLabel(effect.mData.mSkill) << " (" << (int)effect.mData.mSkill << ")"
<< std::endl;
if (effect.mData.mAttribute != -1)
std::cout << " Attribute: " << attributeLabel(effect.mData.mAttribute) << " ("
<< (int)effect.mData.mAttribute << ")" << std::endl;
std::cout << " Range: " << rangeTypeLabel(effect.mData.mRange) << " (" << effect.mData.mRange << ")"
<< std::endl;
// Area is always zero if range type is "Self"
if (effect.mData.mRange != ESM::RT_Self)
std::cout << " Area: " << effect.mData.mArea << std::endl;
std::cout << " Duration: " << effect.mData.mDuration << std::endl;
std::cout << " Magnitude: " << effect.mData.mMagnMin << "-" << effect.mData.mMagnMax << std::endl;
i++;
}
}
void printTransport(const std::vector<ESM::Transport::Dest>& transport)
{
for (const ESM::Transport::Dest& dest : transport)
{
std::cout << " Destination Position: " << Misc::StringUtils::format("%12.3f", dest.mPos.pos[0]) << ","
<< Misc::StringUtils::format("%12.3f", dest.mPos.pos[1]) << ","
<< Misc::StringUtils::format("%12.3f", dest.mPos.pos[2]) << ")" << std::endl;
std::cout << " Destination Rotation: " << Misc::StringUtils::format("%9.6f", dest.mPos.rot[0]) << ","
<< Misc::StringUtils::format("%9.6f", dest.mPos.rot[1]) << ","
<< Misc::StringUtils::format("%9.6f", dest.mPos.rot[2]) << ")" << std::endl;
if (!dest.mCellName.empty())
std::cout << " Destination Cell: " << dest.mCellName << std::endl;
}
}
}
namespace EsmTool
{
void CellState::load(ESM::ESMReader& reader, bool& deleted)
{
mCellState.mId = reader.getCellId();
mCellState.load(reader);
if (mCellState.mHasFogOfWar)
mFogState.load(reader);
deleted = false;
reader.skipRecord();
}
std::unique_ptr<RecordBase> RecordBase::create(const ESM::NAME type)
{
std::unique_ptr<RecordBase> record;
switch (type.toInt())
{
case ESM::REC_ACTI:
{
record = std::make_unique<EsmTool::Record<ESM::Activator>>();
break;
}
case ESM::REC_ALCH:
{
record = std::make_unique<EsmTool::Record<ESM::Potion>>();
break;
}
case ESM::REC_APPA:
{
record = std::make_unique<EsmTool::Record<ESM::Apparatus>>();
break;
}
case ESM::REC_ARMO:
{
record = std::make_unique<EsmTool::Record<ESM::Armor>>();
break;
}
case ESM::REC_BODY:
{
record = std::make_unique<EsmTool::Record<ESM::BodyPart>>();
break;
}
case ESM::REC_BOOK:
{
record = std::make_unique<EsmTool::Record<ESM::Book>>();
break;
}
case ESM::REC_BSGN:
{
record = std::make_unique<EsmTool::Record<ESM::BirthSign>>();
break;
}
case ESM::REC_CELL:
{
record = std::make_unique<EsmTool::Record<ESM::Cell>>();
break;
}
case ESM::REC_CLAS:
{
record = std::make_unique<EsmTool::Record<ESM::Class>>();
break;
}
case ESM::REC_CLOT:
{
record = std::make_unique<EsmTool::Record<ESM::Clothing>>();
break;
}
case ESM::REC_CONT:
{
record = std::make_unique<EsmTool::Record<ESM::Container>>();
break;
}
case ESM::REC_CREA:
{
record = std::make_unique<EsmTool::Record<ESM::Creature>>();
break;
}
case ESM::REC_DIAL:
{
record = std::make_unique<EsmTool::Record<ESM::Dialogue>>();
break;
}
case ESM::REC_DOOR:
{
record = std::make_unique<EsmTool::Record<ESM::Door>>();
break;
}
case ESM::REC_ENCH:
{
record = std::make_unique<EsmTool::Record<ESM::Enchantment>>();
break;
}
case ESM::REC_FACT:
{
record = std::make_unique<EsmTool::Record<ESM::Faction>>();
break;
}
case ESM::REC_GLOB:
{
record = std::make_unique<EsmTool::Record<ESM::Global>>();
break;
}
case ESM::REC_GMST:
{
record = std::make_unique<EsmTool::Record<ESM::GameSetting>>();
break;
}
case ESM::REC_INFO:
{
record = std::make_unique<EsmTool::Record<ESM::DialInfo>>();
break;
}
case ESM::REC_INGR:
{
record = std::make_unique<EsmTool::Record<ESM::Ingredient>>();
break;
}
case ESM::REC_LAND:
{
record = std::make_unique<EsmTool::Record<ESM::Land>>();
break;
}
case ESM::REC_LEVI:
{
record = std::make_unique<EsmTool::Record<ESM::ItemLevList>>();
break;
}
case ESM::REC_LEVC:
{
record = std::make_unique<EsmTool::Record<ESM::CreatureLevList>>();
break;
}
case ESM::REC_LIGH:
{
record = std::make_unique<EsmTool::Record<ESM::Light>>();
break;
}
case ESM::REC_LOCK:
{
record = std::make_unique<EsmTool::Record<ESM::Lockpick>>();
break;
}
case ESM::REC_LTEX:
{
record = std::make_unique<EsmTool::Record<ESM::LandTexture>>();
break;
}
case ESM::REC_MISC:
{
record = std::make_unique<EsmTool::Record<ESM::Miscellaneous>>();
break;
}
case ESM::REC_MGEF:
{
record = std::make_unique<EsmTool::Record<ESM::MagicEffect>>();
break;
}
case ESM::REC_NPC_:
{
record = std::make_unique<EsmTool::Record<ESM::NPC>>();
break;
}
case ESM::REC_PGRD:
{
record = std::make_unique<EsmTool::Record<ESM::Pathgrid>>();
break;
}
case ESM::REC_PROB:
{
record = std::make_unique<EsmTool::Record<ESM::Probe>>();
break;
}
case ESM::REC_RACE:
{
record = std::make_unique<EsmTool::Record<ESM::Race>>();
break;
}
case ESM::REC_REGN:
{
record = std::make_unique<EsmTool::Record<ESM::Region>>();
break;
}
case ESM::REC_REPA:
{
record = std::make_unique<EsmTool::Record<ESM::Repair>>();
break;
}
case ESM::REC_SCPT:
{
record = std::make_unique<EsmTool::Record<ESM::Script>>();
break;
}
case ESM::REC_SKIL:
{
record = std::make_unique<EsmTool::Record<ESM::Skill>>();
break;
}
case ESM::REC_SNDG:
{
record = std::make_unique<EsmTool::Record<ESM::SoundGenerator>>();
break;
}
case ESM::REC_SOUN:
{
record = std::make_unique<EsmTool::Record<ESM::Sound>>();
break;
}
case ESM::REC_SPEL:
{
record = std::make_unique<EsmTool::Record<ESM::Spell>>();
break;
}
case ESM::REC_STAT:
{
record = std::make_unique<EsmTool::Record<ESM::Static>>();
break;
}
case ESM::REC_WEAP:
{
record = std::make_unique<EsmTool::Record<ESM::Weapon>>();
break;
}
case ESM::REC_SSCR:
{
record = std::make_unique<EsmTool::Record<ESM::StartScript>>();
break;
}
case ESM::REC_CSTA:
{
record = std::make_unique<EsmTool::Record<CellState>>();
break;
}
default:
break;
}
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;
if (!mData.mScript.empty())
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
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 << " Flags: " << potionFlags(mData.mData.mFlags) << std::endl;
printEffectList(mData.mEffects);
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
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.empty())
std::cout << " Script: " << mData.mScript << std::endl;
if (!mData.mEnchant.empty())
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;
for (const ESM::PartReference& part : mData.mParts.mParts)
{
std::cout << " Body Part: " << bodyPartLabel(part.mPart) << " (" << (int)(part.mPart) << ")" << std::endl;
std::cout << " Male Name: " << part.mMale << std::endl;
if (!part.mFemale.empty())
std::cout << " Female Name: " << part.mFemale << std::endl;
}
std::cout << " Deleted: " << mIsDeleted << 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;
if (!mData.mScript.empty())
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Type: " << apparatusTypeLabel(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 << " Quality: " << mData.mData.mQuality << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
std::cout << " Script: " << mData.mScript << std::endl;
if (!mData.mEnchant.empty())
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;
}
std::cout << " Deleted: " << mIsDeleted << 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;
for (const auto& power : mData.mPowers.mList)
std::cout << " Power: " << power << std::endl;
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Cell>::print()
{
// None of the cells have names...
if (!mData.mName.empty())
std::cout << " Name: " << mData.mName << std::endl;
if (!mData.mRegion.empty())
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))
{
if (mData.hasAmbient())
{
// TODO: see if we can change the integer representation to something more sensible
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;
}
else
{
std::cout << " No Ambient Information" << std::endl;
}
std::cout << " Water Level: " << mData.mWater << std::endl;
}
else
std::cout << " Map Color: " << Misc::StringUtils::format("0x%08X", mData.mMapColor) << std::endl;
std::cout << " RefId counter: " << mData.mRefNumCounter << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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 << " AI Services: " << Misc::StringUtils::format("0x%08X", mData.mData.mServices) << std::endl;
for (size_t i = 0; i < mData.mData.mAttribute.size(); ++i)
std::cout << " Attribute" << (i + 1) << ": " << attributeLabel(mData.mData.mAttribute[i]) << " ("
<< mData.mData.mAttribute[i] << ")" << std::endl;
std::cout << " Specialization: " << specializationLabel(mData.mData.mSpecialization) << " ("
<< mData.mData.mSpecialization << ")" << std::endl;
for (const auto& skills : mData.mData.mSkills)
std::cout << " Minor Skill: " << skillLabel(skills[0]) << " (" << skills[0] << ")" << std::endl;
for (const auto& skills : mData.mData.mSkills)
std::cout << " Major Skill: " << skillLabel(skills[1]) << " (" << skills[1] << ")" << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
std::cout << " Script: " << mData.mScript << std::endl;
if (!mData.mEnchant.empty())
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;
for (const ESM::PartReference& part : mData.mParts.mParts)
{
std::cout << " Body Part: " << bodyPartLabel(part.mPart) << " (" << (int)(part.mPart) << ")" << std::endl;
std::cout << " Male Name: " << part.mMale << std::endl;
if (!part.mFemale.empty())
std::cout << " Female Name: " << part.mFemale << std::endl;
}
std::cout << " Deleted: " << mIsDeleted << 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.empty())
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << containerFlags(mData.mFlags) << std::endl;
std::cout << " Weight: " << mData.mWeight << std::endl;
for (const ESM::ContItem& item : mData.mInventory.mList)
std::cout << " Inventory: Count: " << Misc::StringUtils::format("%4d", item.mCount)
<< " Item: " << item.mItem << std::endl;
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Creature>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
if (!mData.mScript.empty())
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " Flags: " << creatureFlags((int)mData.mFlags) << std::endl;
std::cout << " Blood Type: " << mData.mBloodType + 1 << 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;
for (size_t i = 0; i < mData.mData.mAttributes.size(); ++i)
std::cout << " " << ESM::Attribute::indexToRefId(i) << ": " << mData.mData.mAttributes[i] << 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;
for (const ESM::ContItem& item : mData.mInventory.mList)
std::cout << " Inventory: Count: " << Misc::StringUtils::format("%4d", item.mCount)
<< " Item: " << item.mItem << std::endl;
for (const auto& spell : mData.mSpells.mList)
std::cout << " Spell: " << spell << std::endl;
printTransport(mData.getTransport());
std::cout << " Artificial Intelligence: " << 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 Services:" << Misc::StringUtils::format("0x%08X", mData.mAiData.mServices) << std::endl;
for (const ESM::AIPackage& package : mData.mAiPackage.mList)
printAIPackage(package);
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Dialogue>::print()
{
std::cout << " StringId: " << mData.mStringId << std::endl;
std::cout << " Type: " << dialogTypeLabel(mData.mType) << " (" << (int)mData.mType << ")" << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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?
for (const ESM::DialInfo& info : mData.mInfo)
std::cout << "INFO!" << info.mId << std::endl;
}
template <>
void Record<ESM::Door>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Model: " << mData.mModel << std::endl;
if (!mData.mScript.empty())
std::cout << " Script: " << mData.mScript << std::endl;
std::cout << " OpenSound: " << mData.mOpenSound << std::endl;
std::cout << " CloseSound: " << mData.mCloseSound << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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 << " Flags: " << enchantmentFlags(mData.mData.mFlags) << std::endl;
printEffectList(mData.mEffects);
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Faction>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Hidden: " << mData.mData.mIsHidden << std::endl;
for (size_t i = 0; i < mData.mData.mAttribute.size(); ++i)
std::cout << " Attribute" << (i + 1) << ": " << attributeLabel(mData.mData.mAttribute[i]) << " ("
<< mData.mData.mAttribute[i] << ")" << std::endl;
for (int skill : mData.mData.mSkills)
if (skill != -1)
std::cout << " Skill: " << skillLabel(skill) << " (" << skill << ")" << std::endl;
for (size_t i = 0; i != mData.mData.mRankData.size(); i++)
if (!mData.mRanks[i].empty())
{
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].mPrimarySkill << std::endl;
std::cout << " Two Skills at Level: " << mData.mData.mRankData[i].mFavouredSkill << std::endl;
std::cout << " Faction Reaction: " << mData.mData.mRankData[i].mFactReaction << std::endl;
}
for (const auto& reaction : mData.mReactions)
std::cout << " Reaction: " << reaction.second << " = " << reaction.first << std::endl;
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Global>::print()
{
std::cout << " " << mData.mValue << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
std::cout << " Previous ID: " << mData.mPrev << std::endl;
if (!mData.mNext.empty())
std::cout << " Next ID: " << mData.mNext << std::endl;
std::cout << " Text: " << mData.mResponse << std::endl;
if (!mData.mActor.empty())
std::cout << " Actor: " << mData.mActor << std::endl;
if (!mData.mRace.empty())
std::cout << " Race: " << mData.mRace << std::endl;
if (!mData.mClass.empty())
std::cout << " Class: " << mData.mClass << std::endl;
std::cout << " Factionless: " << mData.mFactionLess << std::endl;
if (!mData.mFaction.empty())
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.empty())
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.empty())
std::cout << " Cell: " << mData.mCell << std::endl;
if (mData.mData.mDisposition > 0)
std::cout << " Disposition/Journal index: " << mData.mData.mDisposition << std::endl;
if (mData.mData.mGender != ESM::DialInfo::NA)
std::cout << " Gender: " << static_cast<int>(mData.mData.mGender) << std::endl;
if (!mData.mSound.empty())
std::cout << " Sound File: " << mData.mSound << std::endl;
std::cout << " Quest Status: " << questStatusLabel(mData.mQuestStatus) << " (" << mData.mQuestStatus << ")"
<< std::endl;
std::cout << " Type: " << dialogTypeLabel(mData.mData.mType) << std::endl;
for (const auto& rule : mData.mSelects)
std::cout << " Select Rule: " << ruleString(rule) << std::endl;
if (!mData.mResultScript.empty())
{
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;
}
}
std::cout << " Deleted: " << mIsDeleted << 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.empty())
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;
}
std::cout << " Deleted: " << mIsDeleted << 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 << " DataTypes: " << mData.mDataTypes << std::endl;
if (const ESM::Land::LandData* data = mData.getLandData(mData.mDataTypes))
{
std::cout << " MinHeight: " << data->mMinHeight << std::endl;
std::cout << " MaxHeight: " << data->mMaxHeight << std::endl;
std::cout << " DataLoaded: " << data->mDataLoaded << std::endl;
}
mData.unloadData();
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
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;
for (const ESM::LevelledListBase::LevelItem& item : mData.mList)
std::cout << " Creature: Level: " << item.mLevel << " Creature: " << item.mId << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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;
for (const ESM::LevelledListBase::LevelItem& item : mData.mList)
std::cout << " Inventory: Level: " << item.mLevel << " Item: " << item.mId << std::endl;
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Light>::print()
{
if (!mData.mName.empty())
std::cout << " Name: " << mData.mName << std::endl;
if (!mData.mModel.empty())
std::cout << " Model: " << mData.mModel << std::endl;
if (!mData.mIcon.empty())
std::cout << " Icon: " << mData.mIcon << std::endl;
if (!mData.mScript.empty())
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;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
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;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
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;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
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;
std::cout << " Deleted: " << mIsDeleted << 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;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
std::cout << " Casting Static: " << mData.mCasting << std::endl;
if (!mData.mCastSound.empty())
std::cout << " Casting Sound: " << mData.mCastSound << std::endl;
if (!mData.mBolt.empty())
std::cout << " Bolt Static: " << mData.mBolt << std::endl;
if (!mData.mBoltSound.empty())
std::cout << " Bolt Sound: " << mData.mBoltSound << std::endl;
if (!mData.mHit.empty())
std::cout << " Hit Static: " << mData.mHit << std::endl;
if (!mData.mHitSound.empty())
std::cout << " Hit Sound: " << mData.mHitSound << std::endl;
if (!mData.mArea.empty())
std::cout << " Area Static: " << mData.mArea << std::endl;
if (!mData.mAreaSound.empty())
std::cout << " Area Sound: " << mData.mAreaSound << std::endl;
std::cout << " School: " << schoolLabel(ESM::MagicSchool::skillRefIdToIndex(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.empty())
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.mFlags & ESM::Miscellaneous::Key) << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
std::cout << " Script: " << mData.mScript << std::endl;
if (!mData.mFaction.empty())
std::cout << " Faction: " << mData.mFaction << std::endl;
std::cout << " Flags: " << npcFlags((int)mData.mFlags) << std::endl;
if (mData.mBloodType != 0)
std::cout << " Blood Type: " << mData.mBloodType + 1 << std::endl;
if (mData.mNpdtType == ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
{
std::cout << " Level: " << mData.mNpdt.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt.mRank << std::endl;
std::cout << " Gold: " << mData.mNpdt.mGold << std::endl;
}
else
{
std::cout << " Level: " << mData.mNpdt.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt.mRank << std::endl;
std::cout << " Attributes:" << std::endl;
for (size_t i = 0; i != mData.mNpdt.mAttributes.size(); i++)
std::cout << " " << attributeLabel(i) << ": " << int(mData.mNpdt.mAttributes[i]) << std::endl;
std::cout << " Skills:" << std::endl;
for (size_t i = 0; i != mData.mNpdt.mSkills.size(); i++)
std::cout << " " << skillLabel(i) << ": " << int(mData.mNpdt.mSkills[i]) << std::endl;
std::cout << " Health: " << mData.mNpdt.mHealth << std::endl;
std::cout << " Magicka: " << mData.mNpdt.mMana << std::endl;
std::cout << " Fatigue: " << mData.mNpdt.mFatigue << std::endl;
std::cout << " Gold: " << mData.mNpdt.mGold << std::endl;
}
for (const ESM::ContItem& item : mData.mInventory.mList)
std::cout << " Inventory: Count: " << Misc::StringUtils::format("%4d", item.mCount)
<< " Item: " << item.mItem << std::endl;
for (const auto& spell : mData.mSpells.mList)
std::cout << " Spell: " << spell << std::endl;
printTransport(mData.getTransport());
std::cout << " Artificial Intelligence: " << 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 Services:" << Misc::StringUtils::format("0x%08X", mData.mAiData.mServices) << std::endl;
for (const ESM::AIPackage& package : mData.mAiPackage.mList)
printAIPackage(package);
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
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 << " Granularity: " << mData.mData.mGranularity << std::endl;
if (mData.mData.mPoints != mData.mPoints.size())
std::cout << " Reported Point Count: " << mData.mData.mPoints << std::endl;
std::cout << " Point Count: " << mData.mPoints.size() << std::endl;
std::cout << " Edge Count: " << mData.mEdges.size() << std::endl;
int i = 0;
for (const ESM::Pathgrid::Point& point : mData.mPoints)
{
std::cout << " Point[" << i << "]:" << std::endl;
std::cout << " Coordinates: (" << point.mX << "," << point.mY << "," << point.mZ << ")" << std::endl;
std::cout << " Auto-Generated: " << (int)point.mAutogenerated << std::endl;
std::cout << " Connections: " << (int)point.mConnectionNum << std::endl;
i++;
}
i = 0;
for (const ESM::Pathgrid::Edge& edge : mData.mEdges)
{
std::cout << " Edge[" << i << "]: " << edge.mV0 << " -> " << edge.mV1 << std::endl;
if (edge.mV0 >= mData.mData.mPoints || edge.mV1 >= mData.mData.mPoints)
std::cout << " BAD POINT IN EDGE!" << std::endl;
i++;
}
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Race>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Flags: " << raceFlags(mData.mData.mFlags) << std::endl;
std::cout << " Male:" << std::endl;
for (int j = 0; j < ESM::Attribute::Length; ++j)
{
ESM::RefId id = ESM::Attribute::indexToRefId(j);
std::cout << " " << id << ": " << mData.mData.getAttribute(id, true) << std::endl;
}
std::cout << " Height: " << mData.mData.mMaleHeight << std::endl;
std::cout << " Weight: " << mData.mData.mMaleWeight << std::endl;
std::cout << " Female:" << std::endl;
for (int j = 0; j < ESM::Attribute::Length; ++j)
{
ESM::RefId id = ESM::Attribute::indexToRefId(j);
std::cout << " " << id << ": " << mData.mData.getAttribute(id, false) << std::endl;
}
std::cout << " Height: " << mData.mData.mFemaleHeight << std::endl;
std::cout << " Weight: " << mData.mData.mFemaleWeight << std::endl;
for (const auto& bonus : mData.mData.mBonus)
// Not all races have 7 skills.
if (bonus.mSkill != -1)
std::cout << " Skill: " << skillLabel(bonus.mSkill) << " (" << bonus.mSkill << ") = " << bonus.mBonus
<< std::endl;
for (const auto& power : mData.mPowers.mList)
std::cout << " Power: " << power << std::endl;
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Region>::print()
{
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Weather:" << std::endl;
std::array<std::string_view, 10> weathers
= { "Clear", "Cloudy", "Fog", "Overcast", "Rain", "Thunder", "Ash", "Blight", "Snow", "Blizzard" };
for (size_t i = 0; i < weathers.size(); ++i)
std::cout << " " << weathers[i] << ": " << static_cast<unsigned>(mData.mData.mProbabilities[i])
<< std::endl;
std::cout << " Map Color: " << mData.mMapColor << std::endl;
if (!mData.mSleepList.empty())
std::cout << " Sleep List: " << mData.mSleepList << std::endl;
for (const ESM::Region::SoundRef& soundref : mData.mSoundList)
std::cout << " Sound: " << (int)soundref.mChance << " = " << soundref.mSound << std::endl;
}
template <>
void Record<ESM::Script>::print()
{
std::cout << " Name: " << mData.mId << std::endl;
std::cout << " Num Shorts: " << mData.mNumShorts << std::endl;
std::cout << " Num Longs: " << mData.mNumLongs << std::endl;
std::cout << " Num Floats: " << mData.mNumFloats << std::endl;
std::cout << " Script Data Size: " << mData.mScriptData.size() << std::endl;
std::cout << " Table Size: " << ESM::computeScriptStringTableSize(mData.mVarNames) << std::endl;
for (const std::string& variable : mData.mVarNames)
std::cout << " Variable: " << variable << std::endl;
std::cout << " ByteCode: ";
for (const unsigned char& byte : mData.mScriptData)
std::cout << Misc::StringUtils::format("%02X", (int)(byte));
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;
}
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::Skill>::print()
{
int index = ESM::Skill::refIdToIndex(mData.mId);
std::cout << " ID: " << skillLabel(index) << " (" << index << ")" << 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()
{
if (!mData.mCreature.empty())
std::cout << " Creature: " << mData.mCreature << std::endl;
std::cout << " Sound: " << mData.mSound << std::endl;
std::cout << " Type: " << soundTypeLabel(mData.mType) << " (" << mData.mType << ")" << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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;
std::cout << " Deleted: " << mIsDeleted << 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);
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<ESM::StartScript>::print()
{
std::cout << " Start Script: " << mData.mId << std::endl;
std::cout << " Start Data: " << mData.mData << std::endl;
std::cout << " Deleted: " << mIsDeleted << 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.empty())
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.empty())
std::cout << " Icon: " << mData.mIcon << std::endl;
if (!mData.mScript.empty())
std::cout << " Script: " << mData.mScript << std::endl;
if (!mData.mEnchant.empty())
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;
std::cout << " Deleted: " << mIsDeleted << std::endl;
}
template <>
void Record<CellState>::print()
{
std::cout << " Cell Id: \"" << mData.mCellState.mId.toString() << "\"" << std::endl;
std::cout << " Water Level: " << mData.mCellState.mWaterLevel << std::endl;
std::cout << " Has Fog Of War: " << mData.mCellState.mHasFogOfWar << std::endl;
std::cout << " Last Respawn:" << std::endl;
std::cout << " Day:" << mData.mCellState.mLastRespawn.mDay << std::endl;
std::cout << " Hour:" << mData.mCellState.mLastRespawn.mHour << std::endl;
if (mData.mCellState.mHasFogOfWar)
{
std::cout << " North Marker Angle: " << mData.mFogState.mNorthMarkerAngle << std::endl;
std::cout << " Bounds:" << std::endl;
std::cout << " Min X: " << mData.mFogState.mBounds.mMinX << std::endl;
std::cout << " Min Y: " << mData.mFogState.mBounds.mMinY << std::endl;
std::cout << " Max X: " << mData.mFogState.mBounds.mMaxX << std::endl;
std::cout << " Max Y: " << mData.mFogState.mBounds.mMaxY << std::endl;
for (const ESM::FogTexture& fogTexture : mData.mFogState.mFogTextures)
{
std::cout << " Fog Texture:" << std::endl;
std::cout << " X: " << fogTexture.mX << std::endl;
std::cout << " Y: " << fogTexture.mY << std::endl;
std::cout << " Image Data: (" << fogTexture.mImageData.size() << ")" << std::endl;
}
}
}
template <>
std::string Record<ESM::Cell>::getId() const
{
return std::string(); // No ID for Cell record
}
template <>
std::string Record<ESM::Land>::getId() const
{
return std::string(); // No ID for Land record
}
template <>
std::string Record<ESM::MagicEffect>::getId() const
{
return std::string(); // No ID for MagicEffect record
}
template <>
std::string Record<ESM::Pathgrid>::getId() const
{
return std::string(); // No ID for Pathgrid record
}
template <>
std::string Record<ESM::Skill>::getId() const
{
return std::string(); // No ID for Skill record
}
template <>
std::string Record<CellState>::getId() const
{
return std::string(); // No ID for CellState record
}
} // end namespace