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cuberite-2a/Tools/AnvilStats/HeightBiomeMap.cpp

227 lines
4.9 KiB
C++

// HeightBiomeMap.cpp
// Declares the cHeightBiomeMap class representing a stats module that produces an image of heights and biomes combined
#include "Globals.h"
#include "HeightBiomeMap.h"
#include "HeightMap.h"
cHeightBiomeMap::cHeightBiomeMap(void) :
super("HeBi"),
m_MinRegionX(100000),
m_MaxRegionX(-100000),
m_MinRegionZ(100000),
m_MaxRegionZ(-100000)
{
}
bool cHeightBiomeMap::OnNewRegion(int a_RegionX, int a_RegionZ)
{
if (a_RegionX < m_MinRegionX)
{
m_MinRegionX = a_RegionX;
}
if (a_RegionX > m_MaxRegionX)
{
m_MaxRegionX = a_RegionX;
}
if (a_RegionZ < m_MinRegionZ)
{
m_MinRegionZ = a_RegionZ;
}
if (a_RegionZ > m_MaxRegionZ)
{
m_MaxRegionZ = a_RegionZ;
}
return super::OnNewRegion(a_RegionX, a_RegionZ);
}
bool cHeightBiomeMap::OnNewChunk(int a_ChunkX, int a_ChunkZ)
{
m_CurrentChunkX = a_ChunkX;
m_CurrentChunkZ = a_ChunkZ;
m_CurrentChunkRelX = m_CurrentChunkX - m_CurrentRegionX * 32;
m_CurrentChunkRelZ = m_CurrentChunkZ - m_CurrentRegionZ * 32;
ASSERT((m_CurrentChunkRelX >= 0) && (m_CurrentChunkRelX < 32));
ASSERT((m_CurrentChunkRelZ >= 0) && (m_CurrentChunkRelZ < 32));
memset(m_BlockTypes, 0, sizeof(m_BlockTypes));
return CALLBACK_CONTINUE;
}
bool cHeightBiomeMap::OnBiomes(const unsigned char * a_BiomeData)
{
memcpy(m_ChunkBiomes, a_BiomeData, sizeof(m_ChunkBiomes));
return CALLBACK_CONTINUE;
}
bool cHeightBiomeMap::OnHeightMap(const int * a_HeightMapBE)
{
for (int i = 0; i < ARRAYCOUNT(m_ChunkHeight); i++)
{
m_ChunkHeight[i] = ntohl(a_HeightMapBE[i]);
} // for i - m_ChunkHeight
return CALLBACK_CONTINUE;
}
bool cHeightBiomeMap::OnSection(
unsigned char a_Y,
const BLOCKTYPE * a_BlockTypes,
const NIBBLETYPE * a_BlockAdditional,
const NIBBLETYPE * a_BlockMeta,
const NIBBLETYPE * a_BlockLight,
const NIBBLETYPE * a_BlockSkyLight
)
{
// Copy the section data into the appropriate place in the internal buffer
memcpy(m_BlockTypes + a_Y * 16 * 16 * 16, a_BlockTypes, 16 * 16 * 16);
return CALLBACK_CONTINUE;
}
bool cHeightBiomeMap::OnSectionsFinished(void)
{
static const int BiomePalette[] =
{
// ARGB:
0xff0000ff, /* Ocean */
0xff00cf3f, /* Plains */
0xffffff00, /* Desert */
0xff7f7f7f, /* Extreme Hills */
0xff00cf00, /* Forest */
0xff007f3f, /* Taiga */
0xff3f7f00, /* Swampland */
0xff003fff, /* River */
0xff7f0000, /* Hell */
0xff007fff, /* Sky */
0xff3f3fff, /* Frozen Ocean */
0xff3f3fff, /* Frozen River */
0xff7fffcf, /* Ice Plains */
0xff3fcf7f, /* Ice Mountains */
0xffcf00cf, /* Mushroom Island */
0xff7f00ff, /* Mushroom Island Shore */
0xffffff3f, /* Beach */
0xffcfcf00, /* Desert Hills */
0xff00cf3f, /* Forest Hills */
0xff006f1f, /* Taiga Hills */
0xff7f8f7f, /* Extreme Hills Edge */
0xff004f00, /* Jungle */
0xff003f00, /* Jungle Hills */
} ;
// Remove trees and other unwanted stuff from the heightmap:
for (int z = 0; z < 16; z++)
{
int PixelLine[16]; // line of 16 pixels that is used as a buffer for setting the image pixels
for (int x = 0; x < 16; x++)
{
int Height = m_ChunkHeight[16 * z + x];
for (int y = Height; y >= 0; y--)
{
if (cHeightMap::IsGround(m_BlockTypes[256 * y + 16 * z + x]))
{
Height = y;
break; // for y
}
} // for y
// Set the color based on the biome and height:
char Biome = m_ChunkBiomes[16 * z + x];
PixelLine[x] = ShadeColor(BiomePalette[Biome], Height);
} // for x
// Set the pixelline into the image:
SetPixelURow(m_CurrentChunkRelX * 16, m_CurrentChunkRelZ * 16 + z, 16, PixelLine);
} // for z
return CALLBACK_ABORT;
}
////////////////////////////////////////////////////////////////////////////////
// cHeightBiomeMapFactory:
cHeightBiomeMapFactory::~cHeightBiomeMapFactory()
{
// Get the min and max region coords:
int MinRegionX = 100000;
int MaxRegionX = -100000;
int MinRegionZ = 100000;
int MaxRegionZ = -100000;
for (cCallbacks::iterator itr = m_Callbacks.begin(), end = m_Callbacks.end(); itr != end; ++itr)
{
cHeightBiomeMap * cb = (cHeightBiomeMap *)(*itr);
if (cb->m_MinRegionX < MinRegionX)
{
MinRegionX = cb->m_MinRegionX;
}
if (cb->m_MaxRegionX > MaxRegionX)
{
MaxRegionX = cb->m_MaxRegionX;
}
if (cb->m_MinRegionZ < MinRegionZ)
{
MinRegionZ = cb->m_MinRegionZ;
}
if (cb->m_MaxRegionZ > MaxRegionZ)
{
MaxRegionZ = cb->m_MaxRegionZ;
}
}
// If the size is small enough, write an HTML file referencing all the images in a table:
if ((MaxRegionX >= MinRegionX) && (MaxRegionZ >= MinRegionZ) && (MaxRegionX - MinRegionX < 100) && (MaxRegionZ - MinRegionZ < 100))
{
cFile HTML("HeBi.html", cFile::fmWrite);
if (HTML.IsOpen())
{
HTML.Printf("<html><body><table cellspacing=0 cellpadding=0>\n");
for (int z = MinRegionZ; z <= MaxRegionZ; z++)
{
HTML.Printf("<tr>");
for (int x = MinRegionX; x <= MaxRegionX; x++)
{
HTML.Printf("<td><img src=\"HeBi.%d.%d.bmp\" /></td>", x, z);
}
HTML.Printf("</tr>\n");
}
HTML.Printf("</table></body></html>");
}
}
}