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cuberite-2a/source/Enchantments.cpp
2013-11-13 08:17:26 +01:00

300 lines
6.9 KiB
C++

// Enchantments.cpp
// Implements the cEnchantments class representing a storage for item enchantments and stored-enchantments
#include "Globals.h"
#include "Enchantments.h"
#include "WorldStorage/FastNBT.h"
cEnchantments::cEnchantments(void)
{
// Nothing needed yet, but the constructor needs to be declared and impemented in order to be usable
}
cEnchantments::cEnchantments(const AString & a_StringSpec)
{
AddFromString(a_StringSpec);
}
void cEnchantments::AddFromString(const AString & a_StringSpec)
{
// Add enchantments in the stringspec; if a specified enchantment already exists, overwrites it
// Split the StringSpec into separate declarations, each in the form "id=lvl":
AStringVector Decls = StringSplit(a_StringSpec, ";");
for (AStringVector::const_iterator itr = Decls.begin(), end = Decls.end(); itr != end; ++itr)
{
// Split each declaration into the id and lvl part:
if (itr->empty())
{
// The decl is empty (may happen if there's an extra semicolon at the end), ignore silently
continue;
}
AStringVector Split = StringSplitAndTrim(*itr, "=");
if (Split.size() != 2)
{
// Malformed decl
LOG("%s: Malformed enchantment decl: \"%s\", skipping.", __FUNCTION__, itr->c_str());
continue;
}
int id = atoi(Split[0].c_str());
if ((id == 0) && (Split[0] != "0"))
{
id = StringToEnchantmentID(Split[0]);
}
int lvl = atoi(Split[1].c_str());
if (
((id <= 0) && (Split[0] != "0")) ||
((lvl == 0) && (Split[1] != "0"))
)
{
// Numbers failed to parse
LOG("%s: Failed to parse enchantment declaration for numbers: \"%s\" and \"%s\", skipping.",
__FUNCTION__, Split[0].c_str(), Split[1].c_str()
);
continue;
}
SetLevel(id, lvl);
} // for itr - Decls[]
}
AString cEnchantments::ToString(void) const
{
// Serialize all the enchantments into a string
AString res;
for (cEnchantments::cMap::const_iterator itr = m_Enchantments.begin(), end = m_Enchantments.end(); itr != end; ++itr)
{
AppendPrintf(res, "%d=%d;", itr->first, itr->second);
} // for itr - m_Enchantments[]
return res;
}
int cEnchantments::GetLevel(int a_EnchantmentID) const
{
// Return the level for the specified enchantment; 0 if not stored
cMap::const_iterator itr = m_Enchantments.find(a_EnchantmentID);
if (itr != m_Enchantments.end())
{
return itr->second;
}
// Not stored, return zero
return 0;
}
void cEnchantments::SetLevel(int a_EnchantmentID, int a_Level)
{
// Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0
if (a_Level == 0)
{
// Delete enchantment, if present:
cMap::iterator itr = m_Enchantments.find(a_EnchantmentID);
if (itr != m_Enchantments.end())
{
m_Enchantments.erase(itr);
}
}
else
{
// Add / overwrite enchantment
m_Enchantments[a_EnchantmentID] = a_Level;
}
}
void cEnchantments::Clear(void)
{
m_Enchantments.clear();
}
bool cEnchantments::IsEmpty(void) const
{
return m_Enchantments.empty();
}
int cEnchantments::StringToEnchantmentID(const AString & a_EnchantmentName)
{
struct
{
int m_Value;
const char * m_Name;
} EnchantmentNames[] =
{
{ enchProtection, "Protection"},
{ enchFireProtection, "FireProtection"},
{ enchFeatherFalling, "FeatherFalling"},
{ enchBlastProtection, "BlastProtection"},
{ enchProjectileProtection, "ProjectileProtection"},
{ enchRespiration, "Respiration"},
{ enchAquaAffinity, "AquaAffinity"},
{ enchThorns, "Thorns"},
{ enchSharpness, "Sharpness"},
{ enchSmite, "Smite"},
{ enchBaneOfArthropods, "BaneOfArthropods"},
{ enchKnockback, "Knockback"},
{ enchFireAspect, "FireAspect"},
{ enchLooting, "Looting"},
{ enchEfficiency, "Efficiency"},
{ enchSilkTouch, "SilkTouch"},
{ enchUnbreaking, "Unbreaking"},
{ enchFortune, "Fortune"},
{ enchPower, "Power"},
{ enchPunch, "Punch"},
{ enchFlame, "Flame"},
{ enchInfinity, "Infinity"},
{ enchLuckOfTheSea, "LuckOfTheSea"},
{ enchLure, "Lure"},
} ;
for (int i = 0; i < ARRAYCOUNT(EnchantmentNames); i++)
{
if (NoCaseCompare(EnchantmentNames[i].m_Name, a_EnchantmentName) == 0)
{
return EnchantmentNames[i].m_Value;
}
} // for i - EnchantmentNames[]
return -1;
}
bool cEnchantments::operator ==(const cEnchantments & a_Other) const
{
return m_Enchantments == a_Other.m_Enchantments;
}
bool cEnchantments::operator !=(const cEnchantments & a_Other) const
{
return m_Enchantments != a_Other.m_Enchantments;
}
void cEnchantments::WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString & a_ListTagName) const
{
// Write the enchantments into the specified NBT writer
// begin with the LIST tag of the specified name ("ench" or "StoredEnchantments")
a_Writer.BeginList(a_ListTagName, TAG_Compound);
for (cMap::const_iterator itr = m_Enchantments.begin(), end = m_Enchantments.end(); itr != end; ++itr)
{
a_Writer.BeginCompound("");
a_Writer.AddShort("id", itr->first);
a_Writer.AddShort("lvl", itr->second);
a_Writer.EndCompound();
} // for itr - m_Enchantments[]
a_Writer.EndList();
}
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
}