ClassiCube/ClassicalSharp/Map/Formats/MapLvl.Importer.cs
2016-08-30 12:49:24 +10:00

93 lines
3.4 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
// Part of fCraft | Copyright (c) 2009-2014 Matvei Stefarov <me@matvei.org> | 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 {
/// <summary> Imports a world from a LVL map file (MCLawl server map) </summary>
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 = BlockInfo.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 };
}
}