252 lines
14 KiB
C++
Executable File
252 lines
14 KiB
C++
Executable File
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// WSSAnvil.h
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// Interfaces to the cWSSAnvil class representing the Anvil world storage scheme
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#pragma once
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#include "WorldStorage.h"
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#include "FastNBT.h"
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#include "../Mobs/Monster.h"
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// fwd: ItemGrid.h
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class cItemGrid;
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class cProjectileEntity;
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class cHangingEntity;
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class cWolf;
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enum
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{
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/// Maximum number of chunks in an MCA file - also the count of the header items
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MCA_MAX_CHUNKS = 32 * 32,
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/// The MCA header is 8 KiB
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MCA_HEADER_SIZE = MCA_MAX_CHUNKS * 8,
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/// There are 5 bytes of header in front of each chunk
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MCA_CHUNK_HEADER_LENGTH = 5,
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} ;
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class cWSSAnvil :
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public cWSSchema
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{
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typedef cWSSchema super;
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public:
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cWSSAnvil(cWorld * a_World, int a_CompressionFactor);
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virtual ~cWSSAnvil();
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protected:
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class cMCAFile
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{
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public:
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cMCAFile(const AString & a_FileName, int a_RegionX, int a_RegionZ);
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bool GetChunkData (const cChunkCoords & a_Chunk, AString & a_Data);
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bool SetChunkData (const cChunkCoords & a_Chunk, const AString & a_Data);
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bool EraseChunkData(const cChunkCoords & a_Chunk);
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int GetRegionX (void) const {return m_RegionX; }
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int GetRegionZ (void) const {return m_RegionZ; }
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const AString & GetFileName(void) const {return m_FileName; }
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protected:
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int m_RegionX;
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int m_RegionZ;
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cFile m_File;
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AString m_FileName;
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// The header, copied from the file so we don't have to seek to it all the time
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// First 1024 entries are chunk locations - the 3 + 1 byte sector-offset and sector-count
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unsigned m_Header[MCA_MAX_CHUNKS];
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// Chunk timestamps, following the chunk headers
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unsigned m_TimeStamps[MCA_MAX_CHUNKS];
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/// Finds a free location large enough to hold a_Data. Gets a hint of the chunk coords, places the data there if it fits. Returns the sector number.
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unsigned FindFreeLocation(int a_LocalX, int a_LocalZ, const AString & a_Data);
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/// Opens a MCA file either for a Read operation (fails if doesn't exist) or for a Write operation (creates new if not found)
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bool OpenFile(bool a_IsForReading);
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} ;
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typedef std::list<cMCAFile *> cMCAFiles;
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cCriticalSection m_CS;
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cMCAFiles m_Files; // a MRU cache of MCA files
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int m_CompressionFactor;
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/// Gets chunk data from the correct file; locks file CS as needed
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bool GetChunkData(const cChunkCoords & a_Chunk, AString & a_Data);
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/// Sets chunk data into the correct file; locks file CS as needed
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bool SetChunkData(const cChunkCoords & a_Chunk, const AString & a_Data);
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/// Loads the chunk from the data (no locking needed)
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bool LoadChunkFromData(const cChunkCoords & a_Chunk, const AString & a_Data);
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/// Saves the chunk into datastream (no locking needed)
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bool SaveChunkToData(const cChunkCoords & a_Chunk, AString & a_Data);
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/// Loads the chunk from NBT data (no locking needed)
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bool LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT & a_NBT);
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/// Saves the chunk into NBT data using a_Writer; returns true on success
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bool SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_Writer);
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/// Loads the chunk's biome map from vanilla-format; returns a_BiomeMap if biomes present and valid, nullptr otherwise
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cChunkDef::BiomeMap * LoadVanillaBiomeMapFromNBT(cChunkDef::BiomeMap * a_BiomeMap, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Loads the chunk's biome map from MCS format; returns a_BiomeMap if biomes present and valid, nullptr otherwise
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cChunkDef::BiomeMap * LoadBiomeMapFromNBT(cChunkDef::BiomeMap * a_BiomeMap, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Loads the chunk's entities from NBT data (a_Tag is the Level\\Entities list tag; may be -1)
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void LoadEntitiesFromNBT(cEntityList & a_Entitites, const cParsedNBT & a_NBT, int a_Tag);
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/// Loads the chunk's BlockEntities from NBT data (a_Tag is the Level\\TileEntities list tag; may be -1)
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void LoadBlockEntitiesFromNBT(cBlockEntityList & a_BlockEntitites, const cParsedNBT & a_NBT, int a_Tag, BLOCKTYPE * a_BlockTypes, NIBBLETYPE * a_BlockMetas);
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/** Loads the data for a block entity from the specified NBT tag.
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Returns the loaded block entity, or nullptr upon failure. */
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cBlockEntity * LoadBlockEntityFromNBT(const cParsedNBT & a_NBT, int a_Tag, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/// Loads a cItem contents from the specified NBT tag; returns true if successful. Doesn't load the Slot tag
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bool LoadItemFromNBT(cItem & a_Item, const cParsedNBT & a_NBT, int a_TagIdx);
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/** Loads contentents of an Items[] list tag into a cItemGrid
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ItemGrid begins at the specified slot offset
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Slots outside the ItemGrid range are ignored
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*/
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void LoadItemGridFromNBT(cItemGrid & a_ItemGrid, const cParsedNBT & a_NBT, int a_ItemsTagIdx, int s_SlotOffset = 0);
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/** Returns true iff the "id" child tag inside the specified tag equals the specified expected type. */
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bool CheckBlockEntityType(const cParsedNBT & a_NBT, int a_TagIdx, const char * a_ExpectedType);
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cBlockEntity * LoadBeaconFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadChestFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_ChestBlockType);
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cBlockEntity * LoadCommandBlockFromNBT(const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadDispenserFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadDropperFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadFlowerPotFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadFurnaceFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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cBlockEntity * LoadMobSpawnerFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadHopperFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadJukeboxFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadMobHeadFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadNoteBlockFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * LoadSignFromNBT (const cParsedNBT & a_NBT, int a_TagIdx, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SignBlockType);
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void LoadEntityFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_EntityTagIdx, const char * a_IDTag, size_t a_IDTagLength);
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void LoadBoatFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadEnderCrystalFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadFallingBlockFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadPickupFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadTNTFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadExpOrbFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadHangingFromNBT (cHangingEntity & a_Hanging, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadItemFrameFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMinecartRFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMinecartCFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMinecartFFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMinecartTFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMinecartHFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadArrowFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSplashPotionFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSnowballFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadEggFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadFireballFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadFireChargeFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadThrownEnderpearlFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadBatFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadBlazeFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadCaveSpiderFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadChickenFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadCowFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadCreeperFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadEnderDragonFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadEndermanFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadGhastFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadGiantFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadGuardianFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadHorseFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadIronGolemFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMagmaCubeFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadMooshroomFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadOcelotFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadPigFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadRabbitFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSheepFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSilverfishFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSkeletonFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSlimeFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSnowGolemFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSpiderFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadSquidFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadVillagerFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadWitchFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadWitherFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadWolfFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadZombieFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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void LoadPigZombieFromNBT (cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx);
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/** Loads the wolf's owner information from the NBT into the specified wolf entity. */
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void LoadWolfOwner(cWolf & a_Wolf, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Loads entity common data from the NBT compound; returns true if successful
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bool LoadEntityBaseFromNBT(cEntity & a_Entity, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Loads monster common data from the NBT compound; returns true if successful
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bool LoadMonsterBaseFromNBT(cMonster & a_Monster, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Loads projectile common data from the NBT compound; returns true if successful
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bool LoadProjectileBaseFromNBT(cProjectileEntity & a_Entity, const cParsedNBT & a_NBT, int a_TagIx);
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/// Loads an array of doubles of the specified length from the specified NBT list tag a_TagIdx; returns true if successful
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bool LoadDoublesListFromNBT(double * a_Doubles, int a_NumDoubles, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Loads an array of floats of the specified length from the specified NBT list tag a_TagIdx; returns true if successful
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bool LoadFloatsListFromNBT(float * a_Floats, int a_NumFloats, const cParsedNBT & a_NBT, int a_TagIdx);
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/// Helper function for extracting the X, Y, and Z int subtags of a NBT compound; returns true if successful
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bool GetBlockEntityNBTPos(const cParsedNBT & a_NBT, int a_TagIdx, int & a_X, int & a_Y, int & a_Z);
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/// Gets the correct MCA file either from cache or from disk, manages the m_MCAFiles cache; assumes m_CS is locked
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cMCAFile * LoadMCAFile(const cChunkCoords & a_Chunk);
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/// Copies a_Length bytes of data from the specified NBT Tag's Child into the a_Destination buffer
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void CopyNBTData(const cParsedNBT & a_NBT, int a_Tag, const AString & a_ChildName, char * a_Destination, size_t a_Length);
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// cWSSchema overrides:
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virtual bool LoadChunk(const cChunkCoords & a_Chunk) override;
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virtual bool SaveChunk(const cChunkCoords & a_Chunk) override;
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virtual const AString GetName(void) const override {return "anvil"; }
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} ;
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