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// 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 cChunkDataSeparateCollector
{
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 cChunkDataSeparateCollector we inherit:
	- m_BlockTypes[]
	- m_BlockMetas[]
	- m_BlockLight[]
	- m_BlockSkyLight[] */

	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