From 73f787feb328ffe349d803ca01363ba57178760b Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sun, 2 Jun 2013 21:21:32 +0000 Subject: Enchantments are now stored in Anvil world and in player inventory git-svn-id: http://mc-server.googlecode.com/svn/trunk@1541 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/WorldStorage/WSSAnvil.cpp | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) (limited to 'source/WorldStorage') diff --git a/source/WorldStorage/WSSAnvil.cpp b/source/WorldStorage/WSSAnvil.cpp index 14b87670d..1b70083c2 100644 --- a/source/WorldStorage/WSSAnvil.cpp +++ b/source/WorldStorage/WSSAnvil.cpp @@ -615,7 +615,22 @@ bool cWSSAnvil::LoadItemFromNBT(cItem & a_Item, const cParsedNBT & a_NBT, int a_ } a_Item.m_ItemCount = a_NBT.GetByte(Count); - // TODO: enchantments and other item properties + // Find the "tag" tag, used for enchantments and other extra data + int TagTag = a_NBT.FindChildByName(a_TagIdx, "tag"); + if (TagTag <= 0) + { + // No extra data + return true; + } + + // Load enchantments: + const char * EnchName = (a_Item.m_ItemType == E_ITEM_BOOK) ? "StoredEnchantments" : "ench"; + int EnchTag = a_NBT.FindChildByName(TagTag, EnchName); + if (EnchTag > 0) + { + a_Item.m_Enchantments.ParseFromNBT(a_NBT, EnchTag); + } + return true; } -- cgit v1.2.3