예제 #1
0
void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
{
    std::auto_ptr<cArrowEntity> Arrow(new cArrowEntity(NULL, 0, 0, 0, Vector3d(0, 0, 0)));
    if (!LoadProjectileBaseFromNBT(*Arrow.get(), a_NBT, a_TagIdx))
    {
        return;
    }

    // Load pickup state:
    int PickupIdx = a_NBT.FindChildByName(a_TagIdx, "pickup");
    if (PickupIdx > 0)
    {
        Arrow->SetPickupState((cArrowEntity::ePickupState)a_NBT.GetByte(PickupIdx));
    }
    else
    {
        // Try the older "player" tag:
        int PlayerIdx = a_NBT.FindChildByName(a_TagIdx, "player");
        if (PlayerIdx > 0)
        {
            Arrow->SetPickupState((a_NBT.GetByte(PlayerIdx) == 0) ? cArrowEntity::psNoPickup : cArrowEntity::psInSurvivalOrCreative);
        }
    }

    // Load damage:
    int DamageIdx = a_NBT.FindChildByName(a_TagIdx, "damage");
    if (DamageIdx > 0)
    {
        Arrow->SetDamageCoeff(a_NBT.GetDouble(DamageIdx));
    }

    // Store the new arrow in the entities list:
    a_Entities.push_back(Arrow.release());
}
예제 #2
0
void cWSSAnvil::LoadMinecartCFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
{
    int Items = a_NBT.FindChildByName(a_TagIdx, "Items");
    if ((Items < 0) || (a_NBT.GetType(Items) != TAG_List))
    {
        return;  // Make it an empty chest - the chunk loader will provide an empty cChestEntity for this
    }
    std::auto_ptr<cMinecartWithChest> Minecart(new cMinecartWithChest(0, 0, 0));
    if (!LoadEntityBaseFromNBT(*Minecart.get(), a_NBT, a_TagIdx))
    {
        return;
    }
    for (int Child = a_NBT.GetFirstChild(Items); Child != -1; Child = a_NBT.GetNextSibling(Child))
    {
        int Slot = a_NBT.FindChildByName(Child, "Slot");
        if ((Slot < 0) || (a_NBT.GetType(Slot) != TAG_Byte))
        {
            continue;
        }
        cItem Item;
        if (LoadItemFromNBT(Item, a_NBT, Child))
        {
            Minecart->SetSlot(a_NBT.GetByte(Slot), Item);
        }
    }  // for itr - ItemDefs[]
    a_Entities.push_back(Minecart.release());
}
예제 #3
0
void cWSSAnvil::LoadNoteFromNBT(cBlockEntityList & a_BlockEntities, const cParsedNBT & a_NBT, int a_TagIdx)
{
    ASSERT(a_NBT.GetType(a_TagIdx) == TAG_Compound);
    int x, y, z;
    if (!GetBlockEntityNBTPos(a_NBT, a_TagIdx, x, y, z))
    {
        return;
    }
    std::auto_ptr<cNoteEntity> Note(new cNoteEntity(x, y, z, m_World));
    int note = a_NBT.FindChildByName(a_TagIdx, "note");
    if (note >= 0)
    {
        Note->SetPitch(a_NBT.GetByte(note));
    }
    a_BlockEntities.push_back(Note.release());
}
예제 #4
0
bool cWSSAnvil::LoadProjectileBaseFromNBT(cProjectileEntity & a_Entity, const cParsedNBT & a_NBT, int a_TagIdx)
{
    if (!LoadEntityBaseFromNBT(a_Entity, a_NBT, a_TagIdx))
    {
        return false;
    }

    bool IsInGround = false;
    int InGroundIdx = a_NBT.FindChildByName(a_TagIdx, "inGround");
    if (InGroundIdx > 0)
    {
        IsInGround = (a_NBT.GetByte(InGroundIdx) != 0);
    }
    a_Entity.SetIsInGround(IsInGround);

    // TODO: Load inTile, TileCoords

    return true;
}
예제 #5
0
bool cWSSAnvil::LoadItemFromNBT(cItem & a_Item, const cParsedNBT & a_NBT, int a_TagIdx)
{
    int ID = a_NBT.FindChildByName(a_TagIdx, "id");
    if ((ID < 0) || (a_NBT.GetType(ID) != TAG_Short))
    {
        return false;
    }
    a_Item.m_ItemType = (ENUM_ITEM_ID)(a_NBT.GetShort(ID));

    int Damage = a_NBT.FindChildByName(a_TagIdx, "Damage");
    if ((Damage < 0) || (a_NBT.GetType(Damage) != TAG_Short))
    {
        return false;
    }
    a_Item.m_ItemDamage = a_NBT.GetShort(Damage);

    int Count = a_NBT.FindChildByName(a_TagIdx, "Count");
    if ((Count < 0) || (a_NBT.GetType(Count) != TAG_Byte))
    {
        return false;
    }
    a_Item.m_ItemCount = a_NBT.GetByte(Count);

    // Find the "tag" tag, used for enchantments and other extra data
    int TagTag = a_NBT.FindChildByName(a_TagIdx, "tag");
    if (TagTag <= 0)
    {
        // No extra data
        return true;
    }

    // Load enchantments:
    const char * EnchName = (a_Item.m_ItemType == E_ITEM_BOOK) ? "StoredEnchantments" : "ench";
    int EnchTag = a_NBT.FindChildByName(TagTag, EnchName);
    if (EnchTag > 0)
    {
        a_Item.m_Enchantments.ParseFromNBT(a_NBT, EnchTag);
    }

    return true;
}
예제 #6
0
void cWSSAnvil::LoadItemGridFromNBT(cItemGrid & a_ItemGrid, const cParsedNBT & a_NBT, int a_ItemsTagIdx, int a_SlotOffset)
{
    int NumSlots = a_ItemGrid.GetNumSlots();
    for (int Child = a_NBT.GetFirstChild(a_ItemsTagIdx); Child != -1; Child = a_NBT.GetNextSibling(Child))
    {
        int SlotTag = a_NBT.FindChildByName(Child, "Slot");
        if ((SlotTag < 0) || (a_NBT.GetType(SlotTag) != TAG_Byte))
        {
            continue;
        }
        int SlotNum = (int)(a_NBT.GetByte(SlotTag)) - a_SlotOffset;
        if ((SlotNum < 0) || (SlotNum >= NumSlots))
        {
            // SlotNum outside of the range
            continue;
        }
        cItem Item;
        if (LoadItemFromNBT(Item, a_NBT, Child))
        {
            a_ItemGrid.SetSlot(SlotNum, Item);
        }
    }  // for itr - ItemDefs[]
}
예제 #7
0
bool cMapSerializer::LoadMapFromNBT(const cParsedNBT & a_NBT)
{
	int Data = a_NBT.FindChildByName(0, "data");
	if (Data < 0)
	{
		return false;
	}

	int CurrLine = a_NBT.FindChildByName(Data, "scale");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_Byte))
	{
		unsigned int Scale = (unsigned int)a_NBT.GetByte(CurrLine);
		m_Map->SetScale(Scale);
	}

	CurrLine = a_NBT.FindChildByName(Data, "dimension");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_Byte))
	{
		eDimension Dimension = (eDimension) a_NBT.GetByte(CurrLine);
		
		if (Dimension != m_Map->m_World->GetDimension())
		{
			// TODO 2014-03-20 xdot: We should store nether maps in nether worlds, e.t.c.
			return false;
		}
	}

	CurrLine = a_NBT.FindChildByName(Data, "width");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_Short))
	{
		unsigned int Width = (unsigned int)a_NBT.GetShort(CurrLine);
		if (Width != 128)
		{
			return false;
		}
		m_Map->m_Width = Width;
	}

	CurrLine = a_NBT.FindChildByName(Data, "height");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_Short))
	{
		unsigned int Height = (unsigned int)a_NBT.GetShort(CurrLine);
		if (Height >= 256)
		{
			return false;
		}
		m_Map->m_Height = Height;
	}

	CurrLine = a_NBT.FindChildByName(Data, "xCenter");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_Int))
	{
		int CenterX = a_NBT.GetInt(CurrLine);
		m_Map->m_CenterX = CenterX;
	}

	CurrLine = a_NBT.FindChildByName(Data, "zCenter");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_Int))
	{
		int CenterZ = a_NBT.GetInt(CurrLine);
		m_Map->m_CenterZ = CenterZ;
	}

	unsigned int NumPixels = m_Map->GetNumPixels();
	m_Map->m_Data.resize(NumPixels);

	CurrLine = a_NBT.FindChildByName(Data, "colors");
	if ((CurrLine >= 0) && (a_NBT.GetType(CurrLine) == TAG_ByteArray))
	{
		memcpy(m_Map->m_Data.data(), a_NBT.GetData(CurrLine), NumPixels);
	}

	return true;
}
예제 #8
0
void cFireworkItem::ParseFromNBT(cFireworkItem & a_FireworkItem, const cParsedNBT & a_NBT, int a_TagIdx, const ENUM_ITEM_ID a_Type)
{
	if (a_TagIdx < 0)
	{
		return;
	}

	switch (a_Type)
	{
		case E_ITEM_FIREWORK_STAR:
		{
			for (int explosiontag = a_NBT.GetFirstChild(a_TagIdx); explosiontag >= 0; explosiontag = a_NBT.GetNextSibling(explosiontag))
			{
				eTagType TagType = a_NBT.GetType(explosiontag);
				if (TagType == TAG_Byte) // Custon name tag
				{
					AString ExplosionName = a_NBT.GetName(explosiontag);

					if (ExplosionName == "Flicker")
					{
						a_FireworkItem.m_HasFlicker = (a_NBT.GetByte(explosiontag) == 1);
					}
					else if (ExplosionName == "Trail")
					{
						a_FireworkItem.m_HasTrail = (a_NBT.GetByte(explosiontag) == 1);
					}
					else if (ExplosionName == "Type")
					{
						a_FireworkItem.m_Type = a_NBT.GetByte(explosiontag);
					}
				}
				else if (TagType == TAG_IntArray)
				{
					AString ExplosionName = a_NBT.GetName(explosiontag);

					if (ExplosionName == "Colors")
					{
						// Divide by four as data length returned in bytes
						int DataLength = a_NBT.GetDataLength(explosiontag);
						// round to the next highest multiple of four
						DataLength -= DataLength % 4; 
						if (DataLength == 0)
						{
							continue;
						}

						const char * ColourData = (a_NBT.GetData(explosiontag));
						for (int i = 0; i < DataLength; i += 4 /* Size of network int*/)
						{
							a_FireworkItem.m_Colours.push_back(GetBEInt(ColourData + i));
						}
					}
					else if (ExplosionName == "FadeColors")
					{
						int DataLength = a_NBT.GetDataLength(explosiontag) / 4;
						// round to the next highest multiple of four
						DataLength -= DataLength % 4; 
						if (DataLength == 0)
						{
							continue;
						}

						const char * FadeColourData = (a_NBT.GetData(explosiontag));
						for (int i = 0; i < DataLength; i += 4 /* Size of network int*/)
						{
							a_FireworkItem.m_FadeColours.push_back(GetBEInt(FadeColourData + i));
						}
					}
				}
			}
			break;
		}
		case E_ITEM_FIREWORK_ROCKET:
		{
			for (int fireworkstag = a_NBT.GetFirstChild(a_TagIdx); fireworkstag >= 0; fireworkstag = a_NBT.GetNextSibling(fireworkstag))
			{
				eTagType TagType = a_NBT.GetType(fireworkstag);
				if (TagType == TAG_Byte) // Custon name tag
				{
					if (a_NBT.GetName(fireworkstag) == "Flight")
					{
						a_FireworkItem.m_FlightTimeInTicks = a_NBT.GetByte(fireworkstag) * 20;
					}
				}
				else if ((TagType == TAG_List) && (a_NBT.GetName(fireworkstag) == "Explosions"))
				{
					int ExplosionsChild = a_NBT.GetFirstChild(fireworkstag);
					if ((a_NBT.GetType(ExplosionsChild) == TAG_Compound) && (a_NBT.GetName(ExplosionsChild).empty()))
					{
						ParseFromNBT(a_FireworkItem, a_NBT, ExplosionsChild, E_ITEM_FIREWORK_STAR);
					}
				}
			}
			break;
		}
		default: ASSERT(!"Unhandled firework item!"); break;
	}
}
예제 #9
0
void cWSSAnvil::LoadFurnaceFromNBT(cBlockEntityList & a_BlockEntities, const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE * a_BlockTypes, NIBBLETYPE * a_BlockMetas)
{
    ASSERT(a_NBT.GetType(a_TagIdx) == TAG_Compound);
    int x, y, z;
    if (!GetBlockEntityNBTPos(a_NBT, a_TagIdx, x, y, z))
    {
        return;
    }
    int Items = a_NBT.FindChildByName(a_TagIdx, "Items");
    if ((Items < 0) || (a_NBT.GetType(Items) != TAG_List))
    {
        return;  // Make it an empty furnace - the chunk loader will provide an empty cFurnaceEntity for this
    }

    // Convert coords to relative:
    int RelX = x;
    int RelZ = z;
    int ChunkX, ChunkZ;
    cChunkDef::AbsoluteToRelative(RelX, y, RelZ, ChunkX, ChunkZ);

    // Create the furnace entity, with proper BlockType and BlockMeta info:
    BLOCKTYPE  BlockType = cChunkDef::GetBlock(a_BlockTypes, RelX, y, RelZ);
    NIBBLETYPE BlockMeta = cChunkDef::GetNibble(a_BlockMetas, RelX, y, RelZ);
    std::auto_ptr<cFurnaceEntity> Furnace(new cFurnaceEntity(x, y, z, BlockType, BlockMeta, m_World));

    // Load slots:
    for (int Child = a_NBT.GetFirstChild(Items); Child != -1; Child = a_NBT.GetNextSibling(Child))
    {
        int Slot = a_NBT.FindChildByName(Child, "Slot");
        if ((Slot < 0) || (a_NBT.GetType(Slot) != TAG_Byte))
        {
            continue;
        }
        cItem Item;
        if (LoadItemFromNBT(Item, a_NBT, Child))
        {
            Furnace->SetSlot(a_NBT.GetByte(Slot), Item);
        }
    }  // for itr - ItemDefs[]

    // Load burn time:
    int BurnTime = a_NBT.FindChildByName(a_TagIdx, "BurnTime");
    if (BurnTime >= 0)
    {
        Int16 bt = a_NBT.GetShort(BurnTime);
        // Anvil doesn't store the time that the fuel can burn. We simply "reset" the current value to be the 100%
        Furnace->SetBurnTimes(bt, 0);
    }

    // Load cook time:
    int CookTime = a_NBT.FindChildByName(a_TagIdx, "CookTime");
    if (CookTime >= 0)
    {
        Int16 ct = a_NBT.GetShort(CookTime);
        // Anvil doesn't store the time that an item takes to cook. We simply use the default - 10 seconds (200 ticks)
        Furnace->SetCookTimes(200, ct);
    }

    // Restart cooking:
    Furnace->ContinueCooking();
    a_BlockEntities.push_back(Furnace.release());
}
예제 #10
0
bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT & a_NBT)
{
    // The data arrays, in MCA-native y/z/x ordering (will be reordered for the final chunk data)
    cChunkDef::BlockTypes   BlockTypes;
    cChunkDef::BlockNibbles MetaData;
    cChunkDef::BlockNibbles BlockLight;
    cChunkDef::BlockNibbles SkyLight;

    memset(BlockTypes, E_BLOCK_AIR, sizeof(BlockTypes));
    memset(MetaData,   0,           sizeof(MetaData));
    memset(SkyLight,   0xff,        sizeof(SkyLight));  // By default, data not present in the NBT means air, which means full skylight
    memset(BlockLight, 0x00,        sizeof(BlockLight));

    // Load the blockdata, blocklight and skylight:
    int Level = a_NBT.FindChildByName(0, "Level");
    if (Level < 0)
    {
        return false;
    }
    int Sections = a_NBT.FindChildByName(Level, "Sections");
    if ((Sections < 0) || (a_NBT.GetType(Sections) != TAG_List) || (a_NBT.GetChildrenType(Sections) != TAG_Compound))
    {
        return false;
    }
    for (int Child = a_NBT.GetFirstChild(Sections); Child >= 0; Child = a_NBT.GetNextSibling(Child))
    {
        int y = 0;
        int SectionY = a_NBT.FindChildByName(Child, "Y");
        if ((SectionY < 0) || (a_NBT.GetType(SectionY) != TAG_Byte))
        {
            continue;
        }
        y = a_NBT.GetByte(SectionY);
        if ((y < 0) || (y > 15))
        {
            continue;
        }
        CopyNBTData(a_NBT, Child, "Blocks",     (char *)&(BlockTypes[y * 4096]), 4096);
        CopyNBTData(a_NBT, Child, "Data",       (char *)&(MetaData[y   * 2048]), 2048);
        CopyNBTData(a_NBT, Child, "SkyLight",   (char *)&(SkyLight[y   * 2048]), 2048);
        CopyNBTData(a_NBT, Child, "BlockLight", (char *)&(BlockLight[y * 2048]), 2048);
    }  // for itr - LevelSections[]

    // Load the biomes from NBT, if present and valid. First try MCS-style, then Vanilla-style:
    cChunkDef::BiomeMap BiomeMap;
    cChunkDef::BiomeMap * Biomes = LoadBiomeMapFromNBT(&BiomeMap, a_NBT, a_NBT.FindChildByName(Level, "MCSBiomes"));
    if (Biomes == NULL)
    {
        // MCS-style biomes not available, load vanilla-style:
        Biomes = LoadVanillaBiomeMapFromNBT(&BiomeMap, a_NBT, a_NBT.FindChildByName(Level, "Biomes"));
    }

    // Load the entities from NBT:
    cEntityList      Entities;
    cBlockEntityList BlockEntities;
    LoadEntitiesFromNBT     (Entities,      a_NBT, a_NBT.FindChildByName(Level, "Entities"));
    LoadBlockEntitiesFromNBT(BlockEntities, a_NBT, a_NBT.FindChildByName(Level, "TileEntities"), BlockTypes, MetaData);

    bool IsLightValid = (a_NBT.FindChildByName(Level, "MCSIsLightValid") > 0);

    /*
    // Uncomment this block for really cool stuff :)
    // DEBUG magic: Invert the underground, so that we can see the MC generator in action :)
    bool ShouldInvert[cChunkDef::Width * cChunkDef::Width];
    memset(ShouldInvert, 0, sizeof(ShouldInvert));
    for (int y = cChunkDef::Height - 1; y >= 0; y--)
    {
    	for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
    	{
    		int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
    		if (ShouldInvert[x + cChunkDef::Width * z])
    		{
    			BlockTypes[Index] = (BlockTypes[Index] == E_BLOCK_AIR) ? E_BLOCK_STONE : E_BLOCK_AIR;
    		}
    		else
    		{
    			switch (BlockTypes[Index])
    			{
    				case E_BLOCK_AIR:
    				case E_BLOCK_LEAVES:
    				{
    					// nothing needed
    					break;
    				}
    				default:
    				{
    					ShouldInvert[x + cChunkDef::Width * z] = true;
    				}
    			}
    			BlockTypes[Index] = E_BLOCK_AIR;
    		}
    	}
    }  // for y
    //*/

    m_World->SetChunkData(
        a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ,
        BlockTypes, MetaData,
        IsLightValid ? BlockLight : NULL,
        IsLightValid ? SkyLight : NULL,
        NULL, Biomes,
        Entities, BlockEntities,
        false
    );
    return true;
}