示例#1
0
        private void btnSave_Click(object sender, EventArgs e) {
            var result = saveMap.ShowDialog();

            if (result != DialogResult.OK) 
                return;

            if (_loaded) {
                var timer = new Stopwatch();
                timer.Start();

                _map.Save(saveMap.FileName);

                timer.Stop();

                lblTime.Text = "Time: " + timer.Elapsed.TotalSeconds;
            } else {
                // -- Create a map and save it.
                var timer = new Stopwatch();
                timer.Start();

                _map = new Classicworld(128, 128, 128) {MapName = "New Map!"};
                _map.Save(saveMap.FileName);

                timer.Stop();

                lblTime.Text = "Time: " + timer.Elapsed.TotalSeconds;
            }
        }
示例#2
0
文件: D3Map.cs 项目: umby24/Hypercube
        public void LoadMap(string directory, string mapName)
        {
            if (!File.Exists(directory + "/Data-Layer.gz") || !File.Exists(directory + "/Config.txt"))
                return; // -- Not a valid map.

            // -- Load the Config data first..
            var configfile = new Settings("TempD3Config.txt", LoadConfig, directory, false);
            configfile.LoadFile();

            Mapsize = new Vector3S {
                X = (short) configfile.Read("Size_X", 128),
                Y = (short) configfile.Read("Size_Y", 128),
                Z = (short) configfile.Read("Size_Z", 128)
            };

            Spawn = new Vector3S {
                X = (short) float.Parse(configfile.Read("Spawn_X", "1.0")),
                Y = (short) float.Parse(configfile.Read("Spawn_Y", "1.0")),
                Z = (short) float.Parse(configfile.Read("Spawn_Z", "1.0"))
            };

            SpawnRot = (byte)configfile.Read("Spawn_Rot", 0);
            SpawnLook = (byte)configfile.Read("Spawn_Look", 0);

            Motd = configfile.Read("MOTD_Override", "");
            PhysicsStopped = Convert.ToBoolean(configfile.Read("Physic_Stopped", 0));

            // -- Load the block data
            GZip.DecompressFile(directory + "/Data-Layer.gz");
            byte[] allData;

            using (var br = new BinaryReader(new FileStream(directory + "/Data-Layer.gz", FileMode.Open)))
                allData = br.ReadBytes((int)br.BaseStream.Length);

            GZip.CompressFile(directory + "/Data-Layer.gz");

            if (allData.Length != (Mapsize.X * Mapsize.Y * Mapsize.Z) * 4) {
                // -- Size error..
                return;
            }

            Blockdata = new byte[Mapsize.X * Mapsize.Y * Mapsize.Z];
            // -- Converts block data from the D3 array format to the ClassicWorld array format.
            for (var x = 0; x < Mapsize.X; x++) {
                for (var y = 0; y < Mapsize.Y; y++) {
                    for (var z = 0; z < Mapsize.Z; z++)
                        Blockdata[GetIndex(x, y, z)] = allData[GetBlock(x, y, z)];
                }
            }

            // -- Now, Block data will be properly oriented for use in ClassicWorld maps, and we have all the data we need to create a classicworld map.

            var cwMap = new Classicworld(Mapsize.X, Mapsize.Z, Mapsize.Y) {
                BlockData = Blockdata,
                SpawnX = Spawn.X,
                SpawnY = Spawn.Z,
                SpawnZ = Spawn.Y,
                SpawnRotation = SpawnRot,
                SpawnLook = SpawnLook,
                MapName = mapName
            }; // -- Classicworld is in notchian Coordinates.

            cwMap.Save("Maps/" + mapName + ".cw");
            Blockdata = null;
            cwMap.BlockData = null;
            GC.Collect();
            // -- Conversion Complete.
        }