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