Moved source to src
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299
src/Enchantments.cpp
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299
src/Enchantments.cpp
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// Enchantments.cpp
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// Implements the cEnchantments class representing a storage for item enchantments and stored-enchantments
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#include "Globals.h"
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#include "Enchantments.h"
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#include "WorldStorage/FastNBT.h"
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cEnchantments::cEnchantments(void)
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{
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// Nothing needed yet, but the constructor needs to be declared and impemented in order to be usable
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}
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cEnchantments::cEnchantments(const AString & a_StringSpec)
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{
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AddFromString(a_StringSpec);
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}
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void cEnchantments::AddFromString(const AString & a_StringSpec)
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{
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// Add enchantments in the stringspec; if a specified enchantment already exists, overwrites it
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// Split the StringSpec into separate declarations, each in the form "id=lvl":
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AStringVector Decls = StringSplit(a_StringSpec, ";");
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for (AStringVector::const_iterator itr = Decls.begin(), end = Decls.end(); itr != end; ++itr)
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{
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// Split each declaration into the id and lvl part:
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if (itr->empty())
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{
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// The decl is empty (may happen if there's an extra semicolon at the end), ignore silently
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continue;
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}
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AStringVector Split = StringSplitAndTrim(*itr, "=");
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if (Split.size() != 2)
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{
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// Malformed decl
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LOG("%s: Malformed enchantment decl: \"%s\", skipping.", __FUNCTION__, itr->c_str());
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continue;
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}
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int id = atoi(Split[0].c_str());
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if ((id == 0) && (Split[0] != "0"))
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{
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id = StringToEnchantmentID(Split[0]);
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}
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int lvl = atoi(Split[1].c_str());
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if (
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((id <= 0) && (Split[0] != "0")) ||
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((lvl == 0) && (Split[1] != "0"))
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)
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{
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// Numbers failed to parse
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LOG("%s: Failed to parse enchantment declaration for numbers: \"%s\" and \"%s\", skipping.",
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__FUNCTION__, Split[0].c_str(), Split[1].c_str()
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);
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continue;
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}
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SetLevel(id, lvl);
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} // for itr - Decls[]
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}
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AString cEnchantments::ToString(void) const
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{
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// Serialize all the enchantments into a string
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AString res;
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for (cEnchantments::cMap::const_iterator itr = m_Enchantments.begin(), end = m_Enchantments.end(); itr != end; ++itr)
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{
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AppendPrintf(res, "%d=%d;", itr->first, itr->second);
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} // for itr - m_Enchantments[]
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return res;
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}
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int cEnchantments::GetLevel(int a_EnchantmentID) const
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{
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// Return the level for the specified enchantment; 0 if not stored
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cMap::const_iterator itr = m_Enchantments.find(a_EnchantmentID);
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if (itr != m_Enchantments.end())
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{
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return itr->second;
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}
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// Not stored, return zero
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return 0;
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}
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void cEnchantments::SetLevel(int a_EnchantmentID, int a_Level)
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{
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// Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0
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if (a_Level == 0)
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{
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// Delete enchantment, if present:
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cMap::iterator itr = m_Enchantments.find(a_EnchantmentID);
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if (itr != m_Enchantments.end())
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{
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m_Enchantments.erase(itr);
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}
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}
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else
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{
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// Add / overwrite enchantment
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m_Enchantments[a_EnchantmentID] = a_Level;
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}
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}
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void cEnchantments::Clear(void)
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{
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m_Enchantments.clear();
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}
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bool cEnchantments::IsEmpty(void) const
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{
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return m_Enchantments.empty();
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}
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int cEnchantments::StringToEnchantmentID(const AString & a_EnchantmentName)
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{
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struct
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{
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int m_Value;
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const char * m_Name;
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} EnchantmentNames[] =
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{
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{ enchProtection, "Protection"},
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{ enchFireProtection, "FireProtection"},
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{ enchFeatherFalling, "FeatherFalling"},
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{ enchBlastProtection, "BlastProtection"},
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{ enchProjectileProtection, "ProjectileProtection"},
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{ enchRespiration, "Respiration"},
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{ enchAquaAffinity, "AquaAffinity"},
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{ enchThorns, "Thorns"},
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{ enchSharpness, "Sharpness"},
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{ enchSmite, "Smite"},
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{ enchBaneOfArthropods, "BaneOfArthropods"},
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{ enchKnockback, "Knockback"},
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{ enchFireAspect, "FireAspect"},
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{ enchLooting, "Looting"},
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{ enchEfficiency, "Efficiency"},
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{ enchSilkTouch, "SilkTouch"},
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{ enchUnbreaking, "Unbreaking"},
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{ enchFortune, "Fortune"},
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{ enchPower, "Power"},
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{ enchPunch, "Punch"},
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{ enchFlame, "Flame"},
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{ enchInfinity, "Infinity"},
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{ enchLuckOfTheSea, "LuckOfTheSea"},
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{ enchLure, "Lure"},
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} ;
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for (int i = 0; i < ARRAYCOUNT(EnchantmentNames); i++)
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{
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if (NoCaseCompare(EnchantmentNames[i].m_Name, a_EnchantmentName) == 0)
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{
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return EnchantmentNames[i].m_Value;
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}
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} // for i - EnchantmentNames[]
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return -1;
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}
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bool cEnchantments::operator ==(const cEnchantments & a_Other) const
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{
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return m_Enchantments == a_Other.m_Enchantments;
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}
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bool cEnchantments::operator !=(const cEnchantments & a_Other) const
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{
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return m_Enchantments != a_Other.m_Enchantments;
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}
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void cEnchantments::WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString & a_ListTagName) const
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{
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// Write the enchantments into the specified NBT writer
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// begin with the LIST tag of the specified name ("ench" or "StoredEnchantments")
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a_Writer.BeginList(a_ListTagName, TAG_Compound);
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for (cMap::const_iterator itr = m_Enchantments.begin(), end = m_Enchantments.end(); itr != end; ++itr)
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{
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a_Writer.BeginCompound("");
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a_Writer.AddShort("id", itr->first);
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a_Writer.AddShort("lvl", itr->second);
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a_Writer.EndCompound();
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} // for itr - m_Enchantments[]
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a_Writer.EndList();
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}
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void cEnchantments::ParseFromNBT(const cParsedNBT & a_NBT, int a_EnchListTagIdx)
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{
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// Read the enchantments from the specified NBT list tag (ench or StoredEnchantments)
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// Verify that the tag is a list:
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if (a_NBT.GetType(a_EnchListTagIdx) != TAG_List)
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{
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LOGWARNING("%s: Invalid EnchListTag type: exp %d, got %d. Enchantments not parsed",
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__FUNCTION__, TAG_List, a_NBT.GetType(a_EnchListTagIdx)
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);
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ASSERT(!"Bad EnchListTag type");
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return;
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}
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// Verify that the list is of Compounds:
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if (a_NBT.GetChildrenType(a_EnchListTagIdx) != TAG_Compound)
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{
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LOGWARNING("%s: Invalid NBT list children type: exp %d, got %d. Enchantments not parsed",
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__FUNCTION__, TAG_Compound, a_NBT.GetChildrenType(a_EnchListTagIdx)
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);
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ASSERT(!"Bad EnchListTag children type");
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return;
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}
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Clear();
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// Iterate over all the compound children, parse an enchantment from each:
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for (int tag = a_NBT.GetFirstChild(a_EnchListTagIdx); tag >= 0; tag = a_NBT.GetNextSibling(tag))
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{
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// tag is the compound inside the "ench" list tag
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ASSERT(a_NBT.GetType(tag) == TAG_Compound);
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// Search for the id and lvl tags' values:
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int id = -1, lvl = -1;
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for (int ch = a_NBT.GetFirstChild(tag); ch >= 0; ch = a_NBT.GetNextSibling(ch))
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{
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if (a_NBT.GetType(ch) != TAG_Short)
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{
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continue;
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}
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if (a_NBT.GetName(ch) == "id")
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{
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id = a_NBT.GetShort(ch);
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}
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else if (a_NBT.GetName(ch) == "lvl")
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{
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lvl = a_NBT.GetShort(ch);
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}
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} // for ch - children of the compound tag
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if ((id == -1) || (lvl <= 0))
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{
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// Failed to parse either the id or the lvl, skip this compound
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continue;
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}
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// Store the enchantment:
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m_Enchantments[id] = lvl;
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} // for tag - children of the ench list tag
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}
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