void cEnchantments::ParseFromNBT(const cParsedNBT & a_NBT, int a_EnchListTagIdx) { // Read the enchantments from the specified NBT list tag (ench or StoredEnchantments) // Verify that the tag is a list: if (a_NBT.GetType(a_EnchListTagIdx) != TAG_List) { LOGWARNING("%s: Invalid EnchListTag type: exp %d, got %d. Enchantments not parsed", __FUNCTION__, TAG_List, a_NBT.GetType(a_EnchListTagIdx) ); ASSERT(!"Bad EnchListTag type"); return; } // Verify that the list is of Compounds: if (a_NBT.GetChildrenType(a_EnchListTagIdx) != TAG_Compound) { LOGWARNING("%s: Invalid NBT list children type: exp %d, got %d. Enchantments not parsed", __FUNCTION__, TAG_Compound, a_NBT.GetChildrenType(a_EnchListTagIdx) ); ASSERT(!"Bad EnchListTag children type"); return; } Clear(); // Iterate over all the compound children, parse an enchantment from each: for (int tag = a_NBT.GetFirstChild(a_EnchListTagIdx); tag >= 0; tag = a_NBT.GetNextSibling(tag)) { // tag is the compound inside the "ench" list tag ASSERT(a_NBT.GetType(tag) == TAG_Compound); // Search for the id and lvl tags' values: int id = -1, lvl = -1; for (int ch = a_NBT.GetFirstChild(tag); ch >= 0; ch = a_NBT.GetNextSibling(ch)) { if (a_NBT.GetType(ch) != TAG_Short) { continue; } if (a_NBT.GetName(ch) == "id") { id = a_NBT.GetShort(ch); } else if (a_NBT.GetName(ch) == "lvl") { lvl = a_NBT.GetShort(ch); } } // for ch - children of the compound tag if ((id == -1) || (lvl <= 0)) { // Failed to parse either the id or the lvl, skip this compound continue; } // Store the enchantment: m_Enchantments[id] = lvl; } // for tag - children of the ench list tag }
bool cWSSAnvil::LoadDoublesListFromNBT(double * a_Doubles, int a_NumDoubles, const cParsedNBT & a_NBT, int a_TagIdx) { if ((a_TagIdx < 0) || (a_NBT.GetType(a_TagIdx) != TAG_List) || (a_NBT.GetChildrenType(a_TagIdx) != TAG_Double)) { return false; } int idx = 0; for (int Tag = a_NBT.GetFirstChild(a_TagIdx); (Tag > 0) && (idx < a_NumDoubles); Tag = a_NBT.GetNextSibling(Tag), ++idx) { a_Doubles[idx] = a_NBT.GetDouble(Tag); } // for Tag - PosTag[] return (idx == a_NumDoubles); // Did we read enough doubles? }
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; }