2014-01-19 10:38:59 -05:00
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#include "Globals.h"
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#include "EnchantmentSerializer.h"
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2014-01-19 11:52:45 -05:00
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#include "Enchantments.h"
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2014-01-19 10:38:59 -05:00
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#include "FastNBT.h"
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2014-01-19 11:52:45 -05:00
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void EnchantmentSerializer::WriteToNBTCompound(cEnchantments const& a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName)
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2014-01-19 10:38:59 -05:00
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{
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// Write the enchantments into the specified NBT writer
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// begin with the LIST tag of the specified name ("ench" or "StoredEnchantments")
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a_Writer.BeginList(a_ListTagName, TAG_Compound);
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for (cEnchantments::cMap::const_iterator itr = a_Enchantments.m_Enchantments.begin(), end = a_Enchantments.m_Enchantments.end(); itr != end; ++itr)
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{
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a_Writer.BeginCompound("");
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a_Writer.AddShort("id", itr->first);
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a_Writer.AddShort("lvl", itr->second);
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a_Writer.EndCompound();
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} // for itr - m_Enchantments[]
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a_Writer.EndList();
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}
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2014-01-19 11:52:45 -05:00
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void EnchantmentSerializer::ParseFromNBT(cEnchantments& a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx)
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2014-01-19 10:38:59 -05:00
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{
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// Read the enchantments from the specified NBT list tag (ench or StoredEnchantments)
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// Verify that the tag is a list:
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if (a_NBT.GetType(a_EnchListTagIdx) != TAG_List)
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{
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LOGWARNING("%s: Invalid EnchListTag type: exp %d, got %d. Enchantments not parsed",
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__FUNCTION__, TAG_List, a_NBT.GetType(a_EnchListTagIdx)
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);
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ASSERT(!"Bad EnchListTag type");
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return;
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}
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// Verify that the list is of Compounds:
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if (a_NBT.GetChildrenType(a_EnchListTagIdx) != TAG_Compound)
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{
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LOGWARNING("%s: Invalid NBT list children type: exp %d, got %d. Enchantments not parsed",
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__FUNCTION__, TAG_Compound, a_NBT.GetChildrenType(a_EnchListTagIdx)
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);
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ASSERT(!"Bad EnchListTag children type");
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return;
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}
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a_Enchantments.Clear();
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// Iterate over all the compound children, parse an enchantment from each:
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for (int tag = a_NBT.GetFirstChild(a_EnchListTagIdx); tag >= 0; tag = a_NBT.GetNextSibling(tag))
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{
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// tag is the compound inside the "ench" list tag
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ASSERT(a_NBT.GetType(tag) == TAG_Compound);
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// Search for the id and lvl tags' values:
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int id = -1, lvl = -1;
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for (int ch = a_NBT.GetFirstChild(tag); ch >= 0; ch = a_NBT.GetNextSibling(ch))
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{
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if (a_NBT.GetType(ch) != TAG_Short)
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{
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continue;
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}
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if (a_NBT.GetName(ch) == "id")
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{
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id = a_NBT.GetShort(ch);
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}
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else if (a_NBT.GetName(ch) == "lvl")
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{
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lvl = a_NBT.GetShort(ch);
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}
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} // for ch - children of the compound tag
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if ((id == -1) || (lvl <= 0))
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{
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// Failed to parse either the id or the lvl, skip this compound
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continue;
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}
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// Store the enchantment:
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a_Enchantments.m_Enchantments[id] = lvl;
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} // for tag - children of the ench list tag
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}
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