本文整理汇总了C++中cParsedNBT::GetChildrenType方法的典型用法代码示例。如果您正苦于以下问题:C++ cParsedNBT::GetChildrenType方法的具体用法?C++ cParsedNBT::GetChildrenType怎么用?C++ cParsedNBT::GetChildrenType使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cParsedNBT
的用法示例。
在下文中一共展示了cParsedNBT::GetChildrenType方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ParseFromNBT
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
}
示例2: LoadDoublesListFromNBT
bool cWSSAnvil::LoadDoublesListFromNBT(double * a_Doubles, int a_NumDoubles, const cParsedNBT & a_NBT, int a_TagIdx)
{
if ((a_TagIdx < 0) || (a_NBT.GetType(a_TagIdx) != TAG_List) || (a_NBT.GetChildrenType(a_TagIdx) != TAG_Double))
{
return false;
}
int idx = 0;
for (int Tag = a_NBT.GetFirstChild(a_TagIdx); (Tag > 0) && (idx < a_NumDoubles); Tag = a_NBT.GetNextSibling(Tag), ++idx)
{
a_Doubles[idx] = a_NBT.GetDouble(Tag);
} // for Tag - PosTag[]
return (idx == a_NumDoubles); // Did we read enough doubles?
}
示例3: LoadChunkFromNBT
bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT & a_NBT)
{
// The data arrays, in MCA-native y/z/x ordering (will be reordered for the final chunk data)
cChunkDef::BlockTypes BlockTypes;
cChunkDef::BlockNibbles MetaData;
cChunkDef::BlockNibbles BlockLight;
cChunkDef::BlockNibbles SkyLight;
memset(BlockTypes, E_BLOCK_AIR, sizeof(BlockTypes));
memset(MetaData, 0, sizeof(MetaData));
memset(SkyLight, 0xff, sizeof(SkyLight)); // By default, data not present in the NBT means air, which means full skylight
memset(BlockLight, 0x00, sizeof(BlockLight));
// Load the blockdata, blocklight and skylight:
int Level = a_NBT.FindChildByName(0, "Level");
if (Level < 0)
{
return false;
}
int Sections = a_NBT.FindChildByName(Level, "Sections");
if ((Sections < 0) || (a_NBT.GetType(Sections) != TAG_List) || (a_NBT.GetChildrenType(Sections) != TAG_Compound))
{
return false;
}
for (int Child = a_NBT.GetFirstChild(Sections); Child >= 0; Child = a_NBT.GetNextSibling(Child))
{
int y = 0;
int SectionY = a_NBT.FindChildByName(Child, "Y");
if ((SectionY < 0) || (a_NBT.GetType(SectionY) != TAG_Byte))
{
continue;
}
y = a_NBT.GetByte(SectionY);
if ((y < 0) || (y > 15))
{
continue;
}
CopyNBTData(a_NBT, Child, "Blocks", (char *)&(BlockTypes[y * 4096]), 4096);
CopyNBTData(a_NBT, Child, "Data", (char *)&(MetaData[y * 2048]), 2048);
CopyNBTData(a_NBT, Child, "SkyLight", (char *)&(SkyLight[y * 2048]), 2048);
CopyNBTData(a_NBT, Child, "BlockLight", (char *)&(BlockLight[y * 2048]), 2048);
} // for itr - LevelSections[]
// Load the biomes from NBT, if present and valid. First try MCS-style, then Vanilla-style:
cChunkDef::BiomeMap BiomeMap;
cChunkDef::BiomeMap * Biomes = LoadBiomeMapFromNBT(&BiomeMap, a_NBT, a_NBT.FindChildByName(Level, "MCSBiomes"));
if (Biomes == NULL)
{
// MCS-style biomes not available, load vanilla-style:
Biomes = LoadVanillaBiomeMapFromNBT(&BiomeMap, a_NBT, a_NBT.FindChildByName(Level, "Biomes"));
}
// Load the entities from NBT:
cEntityList Entities;
cBlockEntityList BlockEntities;
LoadEntitiesFromNBT (Entities, a_NBT, a_NBT.FindChildByName(Level, "Entities"));
LoadBlockEntitiesFromNBT(BlockEntities, a_NBT, a_NBT.FindChildByName(Level, "TileEntities"), BlockTypes, MetaData);
bool IsLightValid = (a_NBT.FindChildByName(Level, "MCSIsLightValid") > 0);
/*
// Uncomment this block for really cool stuff :)
// DEBUG magic: Invert the underground, so that we can see the MC generator in action :)
bool ShouldInvert[cChunkDef::Width * cChunkDef::Width];
memset(ShouldInvert, 0, sizeof(ShouldInvert));
for (int y = cChunkDef::Height - 1; y >= 0; y--)
{
for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
{
int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
if (ShouldInvert[x + cChunkDef::Width * z])
{
BlockTypes[Index] = (BlockTypes[Index] == E_BLOCK_AIR) ? E_BLOCK_STONE : E_BLOCK_AIR;
}
else
{
switch (BlockTypes[Index])
{
case E_BLOCK_AIR:
case E_BLOCK_LEAVES:
{
// nothing needed
break;
}
default:
{
ShouldInvert[x + cChunkDef::Width * z] = true;
}
}
BlockTypes[Index] = E_BLOCK_AIR;
}
}
} // for y
//*/
m_World->SetChunkData(
a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ,
BlockTypes, MetaData,
IsLightValid ? BlockLight : NULL,
IsLightValid ? SkyLight : NULL,
//.........这里部分代码省略.........