MCServer world compatiblity with vanilla and mcedit.
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@ -765,6 +765,22 @@ void cNBTChunkSerializer::LightIsValid(bool a_IsLightValid)
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void cNBTChunkSerializer::HeightMap(const cChunkDef::HeightMap * a_HeightMap)
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{
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for (int RelX = 0; RelX < cChunkDef::Width; RelX++)
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{
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for (int RelZ = 0; RelZ < cChunkDef::Width; RelZ++)
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{
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int Height = cChunkDef::GetHeight(*a_HeightMap, RelX, RelZ);
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m_VanillaHeightMap[(RelZ << 4) | RelX] = Height;
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}
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}
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}
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void cNBTChunkSerializer::BiomeData(const cChunkDef::BiomeMap * a_BiomeMap)
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void cNBTChunkSerializer::BiomeData(const cChunkDef::BiomeMap * a_BiomeMap)
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{
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{
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memcpy(m_Biomes, a_BiomeMap, sizeof(m_Biomes));
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memcpy(m_Biomes, a_BiomeMap, sizeof(m_Biomes));
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@ -59,6 +59,7 @@ class cNBTChunkSerializer :
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public:
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public:
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cChunkDef::BiomeMap m_Biomes;
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cChunkDef::BiomeMap m_Biomes;
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unsigned char m_VanillaBiomes[cChunkDef::Width * cChunkDef::Width];
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unsigned char m_VanillaBiomes[cChunkDef::Width * cChunkDef::Width];
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int m_VanillaHeightMap[cChunkDef::Width * cChunkDef::Width];
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bool m_BiomesAreValid;
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bool m_BiomesAreValid;
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@ -125,6 +126,7 @@ protected:
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// cChunkDataSeparateCollector overrides:
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// cChunkDataSeparateCollector overrides:
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virtual void LightIsValid(bool a_IsLightValid) override;
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virtual void LightIsValid(bool a_IsLightValid) override;
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virtual void HeightMap(const cChunkDef::HeightMap * a_HeightMap) override;
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virtual void BiomeData(const cChunkDef::BiomeMap * a_BiomeMap) 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 Entity(cEntity * a_Entity) override;
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virtual void BlockEntity(cBlockEntity * a_Entity) override;
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virtual void BlockEntity(cBlockEntity * a_Entity) override;
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@ -96,10 +96,26 @@ cWSSAnvil::cWSSAnvil(cWorld * a_World, int a_CompressionFactor) :
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if (!cFile::Exists(fnam))
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if (!cFile::Exists(fnam))
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{
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{
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cFastNBTWriter Writer;
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cFastNBTWriter Writer;
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Writer.BeginCompound("");
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Writer.BeginCompound("Data");
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Writer.AddInt("SpawnX", (int)(a_World->GetSpawnX()));
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Writer.AddByte("allowCommands", 1);
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Writer.AddInt("SpawnY", (int)(a_World->GetSpawnY()));
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Writer.AddByte("Difficulty", 2);
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Writer.AddInt("SpawnZ", (int)(a_World->GetSpawnZ()));
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Writer.AddByte("hardcore", 0);
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Writer.AddByte("initialized", 1);
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Writer.AddByte("MapFeatures", 1);
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Writer.AddByte("raining", a_World->IsWeatherRain() ? 1 : 0);
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Writer.AddByte("thundering", a_World->IsWeatherStorm() ? 1 : 0);
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Writer.AddInt("GameType", (int)a_World->GetGameMode());
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Writer.AddInt("generatorVersion", 1);
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Writer.AddInt("SpawnX", (int)a_World->GetSpawnX());
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Writer.AddInt("SpawnY", (int)a_World->GetSpawnY());
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Writer.AddInt("SpawnZ", (int)a_World->GetSpawnZ());
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Writer.AddInt("version", 19133);
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Writer.AddLong("DayTime", (Int64)a_World->GetTimeOfDay());
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Writer.AddLong("Time", a_World->GetWorldAge());
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Writer.AddLong("SizeOnDisk", 0);
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Writer.AddString("generatorName", "default");
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Writer.AddString("generatorOptions", "");
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Writer.AddString("LevelName", a_World->GetName());
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Writer.EndCompound();
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Writer.EndCompound();
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Writer.Finish();
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Writer.Finish();
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@ -440,6 +456,13 @@ bool cWSSAnvil::SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_
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a_Writer.BeginCompound("Level");
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a_Writer.BeginCompound("Level");
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a_Writer.AddInt("xPos", a_Chunk.m_ChunkX);
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a_Writer.AddInt("xPos", a_Chunk.m_ChunkX);
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a_Writer.AddInt("zPos", a_Chunk.m_ChunkZ);
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a_Writer.AddInt("zPos", a_Chunk.m_ChunkZ);
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// Add "Entities" and "TileEntities". MCEdit can't load the chunk if one of these lists doesn't exists.
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a_Writer.BeginList("Entities", TAG_Compound);
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a_Writer.EndList();
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a_Writer.BeginList("TileEntities", TAG_Compound);
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a_Writer.EndList();
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cNBTChunkSerializer Serializer(a_Writer);
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cNBTChunkSerializer Serializer(a_Writer);
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if (!m_World->GetChunkData(a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ, Serializer))
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if (!m_World->GetChunkData(a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ, Serializer))
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{
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{
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@ -454,7 +477,10 @@ bool cWSSAnvil::SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_
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a_Writer.AddByteArray("Biomes", (const char *)(Serializer.m_VanillaBiomes), ARRAYCOUNT(Serializer.m_VanillaBiomes));
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a_Writer.AddByteArray("Biomes", (const char *)(Serializer.m_VanillaBiomes), ARRAYCOUNT(Serializer.m_VanillaBiomes));
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a_Writer.AddIntArray ("MCSBiomes", (const int *)(Serializer.m_Biomes), ARRAYCOUNT(Serializer.m_Biomes));
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a_Writer.AddIntArray ("MCSBiomes", (const int *)(Serializer.m_Biomes), ARRAYCOUNT(Serializer.m_Biomes));
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}
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}
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// Save heightmap (Vanilla require this):
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a_Writer.AddIntArray("HeightMap", (const int *)Serializer.m_VanillaHeightMap, ARRAYCOUNT(Serializer.m_VanillaHeightMap));
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// Save blockdata:
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// Save blockdata:
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a_Writer.BeginList("Sections", TAG_Compound);
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a_Writer.BeginList("Sections", TAG_Compound);
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size_t SliceSizeBlock = cChunkDef::Width * cChunkDef::Width * 16;
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size_t SliceSizeBlock = cChunkDef::Width * cChunkDef::Width * 16;
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@ -485,6 +511,9 @@ bool cWSSAnvil::SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_
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{
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{
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a_Writer.AddByte("MCSIsLightValid", 1);
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a_Writer.AddByte("MCSIsLightValid", 1);
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}
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}
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// Save the world age to the chunk data. Required by vanilla and mcedit.
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a_Writer.AddLong("LastUpdate", m_World->GetWorldAge());
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// Store the flag that the chunk has all the ores, trees, dungeons etc. MCS chunks are always complete.
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// Store the flag that the chunk has all the ores, trees, dungeons etc. MCS chunks are always complete.
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a_Writer.AddByte("TerrainPopulated", 1);
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a_Writer.AddByte("TerrainPopulated", 1);
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