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cuberite-2a/src/WorldStorage/NBTChunkSerializer.h

140 lines
4.4 KiB
C++

// NBTChunkSerializer.h
// Declares the cNBTChunkSerializer class that is used for saving individual chunks into NBT format used by Anvil
#pragma once
#include "../ChunkDataCallback.h"
// fwd:
class cFastNBTWriter;
class cEntity;
class cBlockEntity;
class cBoat;
class cBeaconEntity;
class cBedEntity;
class cBrewingstandEntity;
class cChestEntity;
class cCommandBlockEntity;
class cDispenserEntity;
class cDropperEntity;
class cEnderCrystal;
class cFurnaceEntity;
class cHopperEntity;
class cJukeboxEntity;
class cNoteEntity;
class cSignEntity;
class cMobHeadEntity;
class cMobSpawnerEntity;
class cFlowerPotEntity;
class cFallingBlock;
class cMinecart;
class cMinecartWithChest;
class cMonster;
class cPickup;
class cItemGrid;
class cProjectileEntity;
class cTNTEntity;
class cExpOrb;
class cHangingEntity;
class cItemFrame;
class cLeashKnot;
class cPainting;
class cNBTChunkSerializer :
public cChunkDataCopyCollector
{
public:
cChunkDef::BiomeMap m_Biomes;
unsigned char m_VanillaBiomes[cChunkDef::Width * cChunkDef::Width];
int m_VanillaHeightMap[cChunkDef::Width * cChunkDef::Width];
bool m_BiomesAreValid;
cNBTChunkSerializer(cFastNBTWriter & a_Writer);
/** Close NBT tags that we've opened */
void Finish(void);
bool IsLightValid(void) const { return m_IsLightValid; }
protected:
/* From cChunkDataCopyCollector we inherit:
- cChunkData m_Data */
cFastNBTWriter & m_Writer;
bool m_IsTagOpen; // True if a tag has been opened in the callbacks and not yet closed.
bool m_HasHadEntity; // True if any Entity has already been received and processed
bool m_HasHadBlockEntity; // True if any BlockEntity has already been received and processed
bool m_IsLightValid; // True if the chunk lighting is valid
/** Writes an item into the writer, if slot >= 0, adds the Slot tag. The compound is named as requested. */
void AddItem(const cItem & a_Item, int a_Slot, const AString & a_CompoundName = "");
/** 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 */
void AddItemGrid(const cItemGrid & a_Grid, int a_BeginSlotNum = 0);
// Block entities:
void AddBasicTileEntity (cBlockEntity * a_Entity, const char * a_EntityTypeID);
void AddBeaconEntity (cBeaconEntity * a_Entity);
void AddBedEntity (cBedEntity * a_Entity);
void AddBrewingstandEntity(cBrewingstandEntity * a_Brewingstand);
void AddChestEntity (cChestEntity * a_Entity, BLOCKTYPE a_ChestType);
void AddDispenserEntity (cDispenserEntity * a_Entity);
void AddDropperEntity (cDropperEntity * a_Entity);
void AddFurnaceEntity (cFurnaceEntity * a_Furnace);
void AddHopperEntity (cHopperEntity * a_Entity);
void AddJukeboxEntity (cJukeboxEntity * a_Jukebox);
void AddMobSpawnerEntity (cMobSpawnerEntity * a_MobSpawner);
void AddNoteEntity (cNoteEntity * a_Note);
void AddSignEntity (cSignEntity * a_Sign);
void AddMobHeadEntity (cMobHeadEntity * a_MobHead);
void AddCommandBlockEntity(cCommandBlockEntity * a_CmdBlock);
void AddFlowerPotEntity (cFlowerPotEntity * a_FlowerPot);
// Entities:
void AddBasicEntity (cEntity * a_Entity, const AString & a_ClassName);
void AddBoatEntity (cBoat * a_Boat);
void AddEnderCrystalEntity(cEnderCrystal * a_EnderCrystal);
void AddFallingBlockEntity(cFallingBlock * a_FallingBlock);
void AddMinecartEntity (cMinecart * a_Minecart);
void AddMonsterEntity (cMonster * a_Monster);
void AddPickupEntity (cPickup * a_Pickup);
void AddProjectileEntity (cProjectileEntity * a_Projectile);
void AddHangingEntity (cHangingEntity * a_Hanging);
void AddTNTEntity (cTNTEntity * a_TNT);
void AddExpOrbEntity (cExpOrb * a_ExpOrb);
void AddItemFrameEntity (cItemFrame * a_ItemFrame);
void AddLeashKnotEntity (cLeashKnot * a_LeashKnot);
void AddPaintingEntity (cPainting * a_Painting);
void AddMinecartChestContents(cMinecartWithChest * a_Minecart);
// cChunkDataSeparateCollector overrides:
virtual void LightIsValid(bool a_IsLightValid) override;
virtual void HeightMap(const cChunkDef::HeightMap * a_HeightMap) override;
virtual void BiomeData(const cChunkDef::BiomeMap * a_BiomeMap) override;
virtual void Entity(cEntity * a_Entity) override;
virtual void BlockEntity(cBlockEntity * a_Entity) override;
} ; // class cNBTChunkSerializer