c789a8ddf5
+ Boats are saved + Boats have physics + Boats spawn
117 lines
3.2 KiB
C++
117 lines
3.2 KiB
C++
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// NBTChunkSerializer.h
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// Declares the cNBTChunkSerializer class that is used for saving individual chunks into NBT format used by Anvil
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#pragma once
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#include "../ChunkDef.h"
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// fwd:
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class cFastNBTWriter;
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class cEntity;
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class cBlockEntity;
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class cBoat;
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class cChestEntity;
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class cDispenserEntity;
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class cDropperEntity;
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class cFurnaceEntity;
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class cHopperEntity;
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class cJukeboxEntity;
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class cNoteEntity;
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class cSignEntity;
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class cFallingBlock;
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class cMinecart;
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class cMinecartWithChest;
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class cMinecartWithFurnace;
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class cMinecartWithTNT;
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class cMinecartWithHopper;
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class cMonster;
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class cPickup;
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class cItemGrid;
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class cProjectileEntity;
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class cNBTChunkSerializer :
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public cChunkDataSeparateCollector
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{
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public:
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cChunkDef::BiomeMap m_Biomes;
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unsigned char m_VanillaBiomes[cChunkDef::Width * cChunkDef::Width];
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bool m_BiomesAreValid;
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cNBTChunkSerializer(cFastNBTWriter & a_Writer);
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/// Close NBT tags that we've opened
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void Finish(void);
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bool IsLightValid(void) const {return m_IsLightValid; }
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protected:
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/* From cChunkDataSeparateCollector we inherit:
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- m_BlockTypes[]
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- m_BlockMetas[]
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- m_BlockLight[]
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- m_BlockSkyLight[]
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*/
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cFastNBTWriter & m_Writer;
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bool m_IsTagOpen; // True if a tag has been opened in the callbacks and not yet closed.
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bool m_HasHadEntity; // True if any Entity has already been received and processed
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bool m_HasHadBlockEntity; // True if any BlockEntity has already been received and processed
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bool m_IsLightValid; // True if the chunk lighting is valid
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/// Writes an item into the writer, if slot >= 0, adds the Slot tag. The compound is named as requested.
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void AddItem(const cItem & a_Item, int a_Slot, const AString & a_CompoundName = "");
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/// Writes an item grid into the writer; begins the stored slot numbers with a_BeginSlotNum. Note that it doesn't begin nor end the list tag
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void AddItemGrid(const cItemGrid & a_Grid, int a_BeginSlotNum = 0);
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// Block entities:
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void AddBasicTileEntity(cBlockEntity * a_Entity, const char * a_EntityTypeID);
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void AddChestEntity (cChestEntity * a_Entity);
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void AddDispenserEntity(cDispenserEntity * a_Entity);
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void AddDropperEntity (cDropperEntity * a_Entity);
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void AddFurnaceEntity (cFurnaceEntity * a_Furnace);
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void AddHopperEntity (cHopperEntity * a_Entity);
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void AddJukeboxEntity (cJukeboxEntity * a_Jukebox);
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void AddNoteEntity (cNoteEntity * a_Note);
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void AddSignEntity (cSignEntity * a_Sign);
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// Entities:
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void AddBasicEntity (cEntity * a_Entity, const AString & a_ClassName);
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void AddBoatEntity (cBoat * a_Boat);
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void AddFallingBlockEntity(cFallingBlock * a_FallingBlock);
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void AddMinecartEntity (cMinecart * a_Minecart);
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void AddMonsterEntity (cMonster * a_Monster);
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void AddPickupEntity (cPickup * a_Pickup);
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void AddProjectileEntity (cProjectileEntity * a_Projectile);
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void AddMinecartChestContents(cMinecartWithChest * a_Minecart);
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// cChunkDataSeparateCollector overrides:
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virtual bool LightIsValid(bool a_IsLightValid) override;
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virtual void BiomeData(const cChunkDef::BiomeMap * a_BiomeMap) override;
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virtual void Entity(cEntity * a_Entity) override;
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virtual void BlockEntity(cBlockEntity * a_Entity) override;
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} ; // class cNBTChunkSerializer
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