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1379 lines
53 KiB
C++
1379 lines
53 KiB
C++
#include "record.hpp"
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#include "labels.hpp"
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#include <iostream>
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#include <sstream>
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#include <boost/format.hpp>
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namespace
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{
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void printAIPackage(ESM::AIPackage p)
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{
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std::cout << " AI Type: " << aiTypeLabel(p.mType)
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<< " (" << boost::format("0x%08X") % p.mType << ")" << std::endl;
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if (p.mType == ESM::AI_Wander)
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{
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std::cout << " Distance: " << p.mWander.mDistance << std::endl;
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std::cout << " Duration: " << p.mWander.mDuration << std::endl;
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std::cout << " Time of Day: " << (int)p.mWander.mTimeOfDay << std::endl;
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if (p.mWander.mShouldRepeat != 1)
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std::cout << " Should repeat: " << (bool)(p.mWander.mShouldRepeat != 0) << std::endl;
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std::cout << " Idle: ";
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for (int i = 0; i != 8; i++)
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std::cout << (int)p.mWander.mIdle[i] << " ";
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std::cout << std::endl;
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}
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else if (p.mType == ESM::AI_Travel)
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{
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std::cout << " Travel Coordinates: (" << p.mTravel.mX << ","
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<< p.mTravel.mY << "," << p.mTravel.mZ << ")" << std::endl;
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std::cout << " Travel Unknown: " << p.mTravel.mUnk << std::endl;
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}
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else if (p.mType == ESM::AI_Follow || p.mType == ESM::AI_Escort)
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{
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std::cout << " Follow Coordinates: (" << p.mTarget.mX << ","
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<< p.mTarget.mY << "," << p.mTarget.mZ << ")" << std::endl;
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std::cout << " Duration: " << p.mTarget.mDuration << std::endl;
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std::cout << " Target ID: " << p.mTarget.mId.toString() << std::endl;
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std::cout << " Unknown: " << p.mTarget.mUnk << std::endl;
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}
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else if (p.mType == ESM::AI_Activate)
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{
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std::cout << " Name: " << p.mActivate.mName.toString() << std::endl;
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std::cout << " Activate Unknown: " << p.mActivate.mUnk << std::endl;
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}
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else {
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std::cout << " BadPackage: " << boost::format("0x%08x") % p.mType << std::endl;
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}
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if (p.mCellName != "")
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std::cout << " Cell Name: " << p.mCellName << std::endl;
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}
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std::string ruleString(ESM::DialInfo::SelectStruct ss)
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{
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std::string rule = ss.mSelectRule;
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if (rule.length() < 5)
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return "INVALID";
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char type = rule[1];
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char indicator = rule[2];
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std::string type_str = "INVALID";
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std::string func_str = str(boost::format("INVALID=%s") % rule.substr(1,3));
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int func;
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std::istringstream iss(rule.substr(2,2));
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iss >> func;
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switch(type)
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{
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case '1':
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type_str = "Function";
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func_str = ruleFunction(func);
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break;
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case '2':
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if (indicator == 's') type_str = "Global short";
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else if (indicator == 'l') type_str = "Global long";
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else if (indicator == 'f') type_str = "Global float";
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break;
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case '3':
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if (indicator == 's') type_str = "Local short";
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else if (indicator == 'l') type_str = "Local long";
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else if (indicator == 'f') type_str = "Local float";
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break;
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case '4': if (indicator == 'J') type_str = "Journal"; break;
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case '5': if (indicator == 'I') type_str = "Item type"; break;
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case '6': if (indicator == 'D') type_str = "NPC Dead"; break;
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case '7': if (indicator == 'X') type_str = "Not ID"; break;
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case '8': if (indicator == 'F') type_str = "Not Faction"; break;
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case '9': if (indicator == 'C') type_str = "Not Class"; break;
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case 'A': if (indicator == 'R') type_str = "Not Race"; break;
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case 'B': if (indicator == 'L') type_str = "Not Cell"; break;
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case 'C': if (indicator == 's') type_str = "Not Local"; break;
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default: break;
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}
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// Append the variable name to the function string if any.
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if (type != '1') func_str = rule.substr(5);
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// In the previous switch, we assumed that the second char was X
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// for all types not qual to one. If this wasn't true, go back to
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// the error message.
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if (type != '1' && rule[3] != 'X')
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func_str = str(boost::format("INVALID=%s") % rule.substr(1,3));
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char oper = rule[4];
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std::string oper_str = "??";
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switch (oper)
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{
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case '0': oper_str = "=="; break;
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case '1': oper_str = "!="; break;
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case '2': oper_str = "> "; break;
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case '3': oper_str = ">="; break;
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case '4': oper_str = "< "; break;
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case '5': oper_str = "<="; break;
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default: break;
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}
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std::ostringstream stream;
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stream << ss.mValue;
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std::string result = str(boost::format("%-12s %-32s %2s %s")
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% type_str % func_str % oper_str % stream.str());
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return result;
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}
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void printEffectList(ESM::EffectList effects)
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{
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int i = 0;
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std::vector<ESM::ENAMstruct>::iterator eit;
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for (eit = effects.mList.begin(); eit != effects.mList.end(); ++eit)
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{
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std::cout << " Effect[" << i << "]: " << magicEffectLabel(eit->mEffectID)
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<< " (" << eit->mEffectID << ")" << std::endl;
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if (eit->mSkill != -1)
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std::cout << " Skill: " << skillLabel(eit->mSkill)
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<< " (" << (int)eit->mSkill << ")" << std::endl;
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if (eit->mAttribute != -1)
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std::cout << " Attribute: " << attributeLabel(eit->mAttribute)
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<< " (" << (int)eit->mAttribute << ")" << std::endl;
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std::cout << " Range: " << rangeTypeLabel(eit->mRange)
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<< " (" << eit->mRange << ")" << std::endl;
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// Area is always zero if range type is "Self"
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if (eit->mRange != ESM::RT_Self)
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std::cout << " Area: " << eit->mArea << std::endl;
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std::cout << " Duration: " << eit->mDuration << std::endl;
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std::cout << " Magnitude: " << eit->mMagnMin << "-" << eit->mMagnMax << std::endl;
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i++;
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}
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}
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void printTransport(const std::vector<ESM::Transport::Dest>& transport)
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{
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std::vector<ESM::Transport::Dest>::const_iterator dit;
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for (dit = transport.begin(); dit != transport.end(); ++dit)
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{
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std::cout << " Destination Position: "
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<< boost::format("%12.3f") % dit->mPos.pos[0] << ","
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<< boost::format("%12.3f") % dit->mPos.pos[1] << ","
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<< boost::format("%12.3f") % dit->mPos.pos[2] << ")" << std::endl;
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std::cout << " Destination Rotation: "
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<< boost::format("%9.6f") % dit->mPos.rot[0] << ","
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<< boost::format("%9.6f") % dit->mPos.rot[1] << ","
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<< boost::format("%9.6f") % dit->mPos.rot[2] << ")" << std::endl;
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if (dit->mCellName != "")
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std::cout << " Destination Cell: " << dit->mCellName << std::endl;
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}
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}
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}
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namespace EsmTool {
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RecordBase *
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RecordBase::create(ESM::NAME type)
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{
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RecordBase *record = 0;
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switch (type.intval) {
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case ESM::REC_ACTI:
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{
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record = new EsmTool::Record<ESM::Activator>;
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break;
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}
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case ESM::REC_ALCH:
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{
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record = new EsmTool::Record<ESM::Potion>;
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break;
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}
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case ESM::REC_APPA:
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{
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record = new EsmTool::Record<ESM::Apparatus>;
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break;
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}
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case ESM::REC_ARMO:
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{
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record = new EsmTool::Record<ESM::Armor>;
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break;
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}
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case ESM::REC_BODY:
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{
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record = new EsmTool::Record<ESM::BodyPart>;
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break;
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}
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case ESM::REC_BOOK:
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{
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record = new EsmTool::Record<ESM::Book>;
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break;
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}
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case ESM::REC_BSGN:
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{
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record = new EsmTool::Record<ESM::BirthSign>;
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break;
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}
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case ESM::REC_CELL:
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{
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record = new EsmTool::Record<ESM::Cell>;
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break;
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}
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case ESM::REC_CLAS:
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{
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record = new EsmTool::Record<ESM::Class>;
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break;
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}
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case ESM::REC_CLOT:
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{
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record = new EsmTool::Record<ESM::Clothing>;
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break;
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}
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case ESM::REC_CONT:
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{
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record = new EsmTool::Record<ESM::Container>;
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break;
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}
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case ESM::REC_CREA:
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{
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record = new EsmTool::Record<ESM::Creature>;
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break;
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}
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case ESM::REC_DIAL:
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{
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record = new EsmTool::Record<ESM::Dialogue>;
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break;
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}
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case ESM::REC_DOOR:
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{
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record = new EsmTool::Record<ESM::Door>;
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break;
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}
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case ESM::REC_ENCH:
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{
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record = new EsmTool::Record<ESM::Enchantment>;
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break;
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}
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case ESM::REC_FACT:
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{
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record = new EsmTool::Record<ESM::Faction>;
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break;
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}
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case ESM::REC_GLOB:
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{
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record = new EsmTool::Record<ESM::Global>;
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break;
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}
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case ESM::REC_GMST:
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{
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record = new EsmTool::Record<ESM::GameSetting>;
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break;
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}
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case ESM::REC_INFO:
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{
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record = new EsmTool::Record<ESM::DialInfo>;
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break;
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}
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case ESM::REC_INGR:
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{
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record = new EsmTool::Record<ESM::Ingredient>;
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break;
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}
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case ESM::REC_LAND:
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{
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record = new EsmTool::Record<ESM::Land>;
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break;
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}
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case ESM::REC_LEVI:
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{
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record = new EsmTool::Record<ESM::ItemLevList>;
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break;
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}
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case ESM::REC_LEVC:
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{
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record = new EsmTool::Record<ESM::CreatureLevList>;
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break;
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}
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case ESM::REC_LIGH:
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{
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record = new EsmTool::Record<ESM::Light>;
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break;
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}
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case ESM::REC_LOCK:
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{
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record = new EsmTool::Record<ESM::Lockpick>;
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break;
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}
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case ESM::REC_LTEX:
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{
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record = new EsmTool::Record<ESM::LandTexture>;
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break;
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}
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case ESM::REC_MISC:
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{
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record = new EsmTool::Record<ESM::Miscellaneous>;
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break;
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}
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case ESM::REC_MGEF:
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{
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record = new EsmTool::Record<ESM::MagicEffect>;
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break;
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}
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case ESM::REC_NPC_:
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{
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record = new EsmTool::Record<ESM::NPC>;
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break;
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}
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case ESM::REC_PGRD:
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{
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record = new EsmTool::Record<ESM::Pathgrid>;
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break;
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}
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case ESM::REC_PROB:
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{
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record = new EsmTool::Record<ESM::Probe>;
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break;
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}
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case ESM::REC_RACE:
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{
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record = new EsmTool::Record<ESM::Race>;
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break;
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}
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case ESM::REC_REGN:
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{
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record = new EsmTool::Record<ESM::Region>;
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break;
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}
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case ESM::REC_REPA:
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{
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record = new EsmTool::Record<ESM::Repair>;
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break;
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}
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case ESM::REC_SCPT:
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{
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record = new EsmTool::Record<ESM::Script>;
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break;
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}
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case ESM::REC_SKIL:
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{
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record = new EsmTool::Record<ESM::Skill>;
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break;
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}
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case ESM::REC_SNDG:
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{
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record = new EsmTool::Record<ESM::SoundGenerator>;
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break;
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}
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case ESM::REC_SOUN:
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{
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record = new EsmTool::Record<ESM::Sound>;
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break;
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}
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case ESM::REC_SPEL:
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{
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record = new EsmTool::Record<ESM::Spell>;
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break;
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}
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case ESM::REC_STAT:
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{
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record = new EsmTool::Record<ESM::Static>;
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break;
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}
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case ESM::REC_WEAP:
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{
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record = new EsmTool::Record<ESM::Weapon>;
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break;
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}
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case ESM::REC_SSCR:
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{
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record = new EsmTool::Record<ESM::StartScript>;
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break;
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}
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default:
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record = 0;
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}
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if (record) {
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record->mType = type;
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}
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return record;
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}
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template<>
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void Record<ESM::Activator>::print()
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{
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std::cout << " Name: " << mData.mName << std::endl;
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std::cout << " Model: " << mData.mModel << std::endl;
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std::cout << " Script: " << mData.mScript << std::endl;
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std::cout << " Deleted: " << mIsDeleted << std::endl;
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}
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template<>
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void Record<ESM::Potion>::print()
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{
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std::cout << " Name: " << mData.mName << std::endl;
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std::cout << " Model: " << mData.mModel << std::endl;
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std::cout << " Icon: " << mData.mIcon << std::endl;
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if (mData.mScript != "")
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std::cout << " Script: " << mData.mScript << std::endl;
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std::cout << " Weight: " << mData.mData.mWeight << std::endl;
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std::cout << " Value: " << mData.mData.mValue << std::endl;
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std::cout << " AutoCalc: " << mData.mData.mAutoCalc << std::endl;
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printEffectList(mData.mEffects);
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std::cout << " Deleted: " << mIsDeleted << std::endl;
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}
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template<>
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void Record<ESM::Armor>::print()
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{
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std::cout << " Name: " << mData.mName << std::endl;
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std::cout << " Model: " << mData.mModel << std::endl;
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std::cout << " Icon: " << mData.mIcon << std::endl;
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if (mData.mScript != "")
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std::cout << " Script: " << mData.mScript << std::endl;
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if (mData.mEnchant != "")
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std::cout << " Enchantment: " << mData.mEnchant << std::endl;
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std::cout << " Type: " << armorTypeLabel(mData.mData.mType)
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<< " (" << mData.mData.mType << ")" << std::endl;
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std::cout << " Weight: " << mData.mData.mWeight << std::endl;
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std::cout << " Value: " << mData.mData.mValue << std::endl;
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std::cout << " Health: " << mData.mData.mHealth << std::endl;
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std::cout << " Armor: " << mData.mData.mArmor << std::endl;
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std::cout << " Enchantment Points: " << mData.mData.mEnchant << std::endl;
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std::vector<ESM::PartReference>::iterator pit;
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for (pit = mData.mParts.mParts.begin(); pit != mData.mParts.mParts.end(); ++pit)
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{
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std::cout << " Body Part: " << bodyPartLabel(pit->mPart)
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<< " (" << (int)(pit->mPart) << ")" << std::endl;
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std::cout << " Male Name: " << pit->mMale << std::endl;
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if (pit->mFemale != "")
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std::cout << " Female Name: " << pit->mFemale << std::endl;
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}
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std::cout << " Deleted: " << mIsDeleted << std::endl;
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}
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template<>
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void Record<ESM::Apparatus>::print()
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{
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std::cout << " Name: " << mData.mName << std::endl;
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std::cout << " Model: " << mData.mModel << std::endl;
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std::cout << " Icon: " << mData.mIcon << std::endl;
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std::cout << " Script: " << mData.mScript << std::endl;
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std::cout << " Type: " << apparatusTypeLabel(mData.mData.mType)
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<< " (" << mData.mData.mType << ")" << std::endl;
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std::cout << " Weight: " << mData.mData.mWeight << std::endl;
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std::cout << " Value: " << mData.mData.mValue << std::endl;
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std::cout << " Quality: " << mData.mData.mQuality << std::endl;
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std::cout << " Deleted: " << mIsDeleted << std::endl;
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}
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template<>
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void Record<ESM::BodyPart>::print()
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{
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std::cout << " Race: " << mData.mRace << std::endl;
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std::cout << " Model: " << mData.mModel << std::endl;
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std::cout << " Type: " << meshTypeLabel(mData.mData.mType)
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<< " (" << (int)mData.mData.mType << ")" << std::endl;
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std::cout << " Flags: " << bodyPartFlags(mData.mData.mFlags) << std::endl;
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std::cout << " Part: " << meshPartLabel(mData.mData.mPart)
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<< " (" << (int)mData.mData.mPart << ")" << std::endl;
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std::cout << " Vampire: " << (int)mData.mData.mVampire << std::endl;
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std::cout << " Deleted: " << mIsDeleted << std::endl;
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}
|
|
|
|
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;
|
|
}
|
|
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;
|
|
std::vector<std::string>::iterator pit;
|
|
for (pit = mData.mPowers.mList.begin(); pit != mData.mPowers.mList.end(); ++pit)
|
|
std::cout << " Power: " << *pit << std::endl;
|
|
std::cout << " Deleted: " << mIsDeleted << 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;
|
|
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 << " 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 << " Minor Skill: " << skillLabel(mData.mData.mSkills[i][0])
|
|
<< " (" << mData.mData.mSkills[i][0] << ")" << std::endl;
|
|
for (int i = 0; i != 5; i++)
|
|
std::cout << " Major Skill: " << skillLabel(mData.mData.mSkills[i][1])
|
|
<< " (" << mData.mData.mSkills[i][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 != "")
|
|
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;
|
|
}
|
|
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 != "")
|
|
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;
|
|
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;
|
|
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;
|
|
|
|
printTransport(mData.getTransport());
|
|
|
|
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);
|
|
std::cout << " Deleted: " << mIsDeleted << std::endl;
|
|
}
|
|
|
|
template<>
|
|
void Record<ESM::Dialogue>::print()
|
|
{
|
|
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?
|
|
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;
|
|
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 << " AutoCalc: " << mData.mData.mAutocalc << 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;
|
|
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;
|
|
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 != "")
|
|
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/Journal index: " << 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;
|
|
}
|
|
}
|
|
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 != "")
|
|
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 << " Height Offset: " << data->mHeightOffset << std::endl;
|
|
// Lots of missing members.
|
|
std::cout << " Unknown1: " << data->mUnk1 << std::endl;
|
|
std::cout << " Unknown2: " << data->mUnk2 << 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;
|
|
std::vector<ESM::LevelledListBase::LevelItem>::iterator iit;
|
|
for (iit = mData.mList.begin(); iit != mData.mList.end(); ++iit)
|
|
std::cout << " Creature: Level: " << iit->mLevel
|
|
<< " Creature: " << iit->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;
|
|
std::vector<ESM::LevelledListBase::LevelItem>::iterator iit;
|
|
for (iit = mData.mList.begin(); iit != mData.mList.end(); ++iit)
|
|
std::cout << " Inventory: Level: " << iit->mLevel
|
|
<< " Item: " << iit->mId << std::endl;
|
|
std::cout << " Deleted: " << mIsDeleted << 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;
|
|
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 != "")
|
|
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 != "")
|
|
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 != "")
|
|
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 != "")
|
|
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;
|
|
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 != "")
|
|
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: " << 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)(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;
|
|
|
|
printTransport(mData.getTransport());
|
|
|
|
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);
|
|
|
|
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 << " 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++;
|
|
}
|
|
|
|
std::cout << " Deleted: " << mIsDeleted << std::endl;
|
|
}
|
|
|
|
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 j=0; j<8; ++j)
|
|
std::cout << " " << sAttributeNames[j] << ": "
|
|
<< mData.mData.mAttributeValues[j].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;
|
|
|
|
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::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;
|
|
}
|
|
|
|
std::cout << " Deleted: " << mIsDeleted << 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;
|
|
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 != "")
|
|
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;
|
|
std::cout << " Deleted: " << mIsDeleted << std::endl;
|
|
}
|
|
|
|
template<>
|
|
std::string Record<ESM::Cell>::getId() const
|
|
{
|
|
return mData.mName;
|
|
}
|
|
|
|
template<>
|
|
std::string Record<ESM::Land>::getId() const
|
|
{
|
|
return ""; // No ID for Land record
|
|
}
|
|
|
|
template<>
|
|
std::string Record<ESM::MagicEffect>::getId() const
|
|
{
|
|
return ""; // No ID for MagicEffect record
|
|
}
|
|
|
|
template<>
|
|
std::string Record<ESM::Pathgrid>::getId() const
|
|
{
|
|
return ""; // No ID for Pathgrid record
|
|
}
|
|
|
|
template<>
|
|
std::string Record<ESM::Skill>::getId() const
|
|
{
|
|
return ""; // No ID for Skill record
|
|
}
|
|
|
|
} // end namespace
|