// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT // Part of fCraft | Copyright (c) 2009-2014 Matvei Stefarov | BSD-3 | See LICENSE.txt using System; using System.IO; using System.IO.Compression; using System.Text; using ClassicalSharp.Entities; using ClassicalSharp.Network; namespace ClassicalSharp.Map { /// Imports a world from a LVL map file (MCLawl server map) public sealed class MapLvlImporter : IMapFormatImporter { const int Version = 1874; const byte customTile = 163; public byte[] Load(Stream stream, Game game, out int width, out int height, out int length) { GZipHeaderReader gsHeader = new GZipHeaderReader(); while (!gsHeader.ReadHeader(stream)) { } using (DeflateStream gs = new DeflateStream(stream, CompressionMode.Decompress)) { BinaryReader r = new BinaryReader(gs); ushort header = r.ReadUInt16(); width = header == Version ? r.ReadUInt16() : header; length = r.ReadUInt16(); height = r.ReadUInt16(); LocalPlayer p = game.LocalPlayer; p.Spawn.X = r.ReadUInt16(); p.Spawn.Z = r.ReadUInt16(); p.Spawn.Y = r.ReadUInt16(); p.SpawnYaw = (float)Utils.PackedToDegrees(r.ReadByte()); p.SpawnPitch = (float)Utils.PackedToDegrees(r.ReadByte()); if (header == Version) r.ReadUInt16(); // pervisit and perbuild perms byte[] blocks = new byte[width * height * length]; int read = gs.Read(blocks, 0, blocks.Length); ConvertPhysicsBlocks(blocks); if (gs.ReadByte() != 0xBD) return blocks; ReadCustomBlocks(gs, width, height, length, blocks); return blocks; } } void ReadCustomBlocks(Stream s, int width, int height, int length, byte[] blocks) { byte[] chunk = new byte[16 * 16 * 16]; for (int y = 0; y < height; y += 16) for (int z = 0; z < length; z += 16) for (int x = 0; x < width; x += 16) { if (s.ReadByte() != 1) continue; s.Read(chunk, 0, chunk.Length); int baseIndex = (y * length + z) * width + x; for (int i = 0; i < chunk.Length; i++) { int bx = i & 0xF, by = (i >> 8) & 0xF, bz = (i >> 4) & 0xF; int index = baseIndex + (by * length + bz) * width + bx; if (blocks[index] != customTile) continue; blocks[index] = chunk[i]; } } } unsafe void ConvertPhysicsBlocks(byte[] blocks) { byte* conv = stackalloc byte[256]; int count = Block.CpeCount; for (int i = 0; i < count; i++) conv[i] = (byte)i; for (int i = count; i < 256; i++) conv[i] = table[i - count]; for (int i = 0; i < blocks.Length; i++) blocks[i] = conv[blocks[i]]; } static byte[] table = new byte[] { 0, 0, 0, 0, 39, 36, 36, 10, 46, 21, 22, 22, 22, 22, 4, 0, 22, 21, 0, 22, 23, 24, 22, 26, 27, 28, 30, 31, 32, 33, 34, 35, 36, 22, 20, 49, 45, 1, 4, 0, 9, 11, 4, 19, 5, 17, 10, 49, 20, 1, 18, 12, 5, 25, 46, 44, 17, 49, 20, 1, 18, 12, 5, 25, 36, 34, 0, 9, 11, 46, 44, 0, 9, 11, 8, 10, 22, 27, 22, 8, 10, 28, 17, 49, 20, 1, 18, 12, 5, 25, 46, 44, 11, 9, 0, 9, 11, customTile, 0, 0, 9, 11, 0, 0, 0, 0, 0, 0, 0, 28, 22, 21, 11, 0, 0, 0, 46, 46, 10, 10, 46, 20, 41, 42, 11, 9, 0, 8, 10, 10, 8, 0, 22, 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 10, 0, 0, 0, 0, 0, 22, 22, 42, 3, 2, 29, 47, 0, 0, 0, 0, 0, 27, 46, 48, 24, 22, 36, 34, 8, 10, 21, 29, 22, 10, 22, 22, 41, 19, 35, 21, 29, 49, 34, 16, 41, 0, 22 }; } }