// 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("\n"); for (int z = MinRegionZ; z <= MaxRegionZ; z++) { HTML.Printf(""); for (int x = MinRegionX; x <= MaxRegionX; x++) { HTML.Printf("", x, z); } HTML.Printf("\n"); } HTML.Printf("
"); } } }