#include #include #include #include "util/font.h" #include "util/audio.h" #include "tiles/tile.h" #include "items/item.h" #include "stdlib.h" #include "player/player.h" #include "util/perlin.h" #include "util/atlas.h" #include "entity/entity.h" typedef struct GameState { Player player; Tile tileMap[MAP_HEIGHT][MAP_WIDTH]; BackgroundTile backgroundTileMap[MAP_HEIGHT][MAP_WIDTH]; AudioData audioData; TileArray neededUpdates; EntityArray entities; Node openList[MAX_OPEN_NODES]; int openCount; } GameState; GameState gameState; int loadGameState(char *filename, Player *plr) { printf("hello from load\n"); fflush(stdout); FILE *gameSave = fopen(filename, "rb"); if (gameSave) { fseek(gameSave, 0L, SEEK_END); long sz = ftell(gameSave); if (sz != sizeof(gameState)) { return 1; } rewind(gameSave); fread(&gameState, sizeof(gameState), 1, gameSave); fclose(gameSave); memcpy(plr, &gameState.player, sizeof(gameState.player)); memcpy(tileMap, gameState.tileMap, sizeof(tileMap)); memcpy(backgroundMap, gameState.backgroundTileMap, sizeof(backgroundMap)); SDL_Rect *tmp = audioData.playerRect; memcpy(&audioData, &gameState.audioData, sizeof(gameState.audioData)); audioData.playerRect = tmp; audioData.totalSamples = 0; memcpy(&neededUpdates, &gameState.neededUpdates, sizeof(gameState.neededUpdates)); memcpy(&entities, &gameState.entities, sizeof(gameState.entities)); openCount = gameState.openCount; memcpy(&openList, &gameState.openList, sizeof(gameState.openList)); plr->cursor.targetTile = NULL; plr->cursor.prevTargetTile = NULL; return 0; } return 1; } void saveGameState(char *filename, Player *plr) { memcpy(&gameState.player, plr, sizeof(gameState.player)); memcpy(gameState.tileMap, tileMap, sizeof(gameState.tileMap)); memcpy(gameState.backgroundTileMap, backgroundMap, sizeof(gameState.backgroundTileMap)); memcpy(&gameState.audioData, &audioData, sizeof(gameState.audioData)); memcpy(&gameState.neededUpdates, &neededUpdates, sizeof(neededUpdates)); memcpy(&gameState.entities, &entities, sizeof(entities)); memcpy(&gameState.openList, &openList, sizeof(openList)); gameState.openCount = openCount; FILE *gameSave = fopen(filename, "wb"); if (!gameSave) { perror("Failed to open file for saving"); return; } fwrite(&gameState, sizeof(gameState), 1, gameSave); fclose(gameSave); } Player player; //Screen dimension constants const int targetFPS = 60; const int delayNeeded = 1000 / targetFPS; #define biggerFont fonts[0] #define smallFont fonts[1] #define smallerFont fonts[2] #define smallestFont fonts[3] char *autosaveName = "autosave.dat"; unsigned long frames = 0; bool cursor = true; void msleep(unsigned int milliseconds) { struct timespec ts; ts.tv_sec = milliseconds / 1000; ts.tv_nsec = (milliseconds % 1000) * 1000000; nanosleep(&ts, NULL); } SDL_GLContext glContext; void genInitMap(); int init() { //Initialize SDL screenRect.x = 0; screenRect.y = 0; screenRect.w = DISPLAY_WIDTH; screenRect.h = DISPLAY_HEIGHT; srand(time(NULL)); memset(tileMap, 0, sizeof(tileMap)); memset(&neededUpdates, 0, sizeof(neededUpdates)); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, NULL); SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE, "1"); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError()); return 1; } //Initialize SDL_ttf if (TTF_Init() == -1) { printf("SDL_ttf could not initialize! SDL_ttf Error: %s\n", TTF_GetError()); return 1; } //Create window window = SDL_CreateWindow("Factory game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DISPLAY_WIDTH, DISPLAY_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); if (window == NULL) { printf("Window could not be created! SDL_Error: %s\n", SDL_GetError()); return 1; } //Get window surface mainRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (mainRenderer == NULL) { printf("Renderer could not be created SDL_Error: %s\n", SDL_GetError()); return 1; } initAtlas(mainRenderer); loadBackgroundTiles(mainRenderer); loadTiles(mainRenderer); loadItems(mainRenderer); loadEntities(mainRenderer); Entity entTest; memset(&entTest, 0, sizeof(Entity)); entTest.tileRect.x = 4; entTest.tileRect.y = 5; entTest.renderRect.w = TILE_SIZE; entTest.renderRect.h = TILE_SIZE; entTest.target.x = 0; entTest.target.y = 0; entTest.health = 100; entTest.type = GHOST; add_entity(&entities, entTest); setupTiles(); // for (ItemType i = 0; i < ITEMREGISTRY_SIZE; i++) { // if (strlen(ItemRegistry[i].name)) { // printf("%d -> %s\n", i, ItemRegistry[i].name); // } // } // Create OpenGL context glContext = SDL_GL_CreateContext(window); if (!glContext) { fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError()); exit(1); } // Use OpenGL context SDL_GL_MakeCurrent(window, glContext); // Make sure OpenGL context is current before any OpenGL rendering audioData.playerRect = &player.rect; audioData.maxPanDistance = DISPLAY_WIDTH / 2; SDL_AudioSpec spec = {0}; spec.freq = SAMPLE_RATE; spec.format = AUDIO_F32; spec.channels = 2; spec.samples = 4096; spec.callback = audio_callback; spec.userdata = &audioData; SDL_AudioDeviceID dev = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0); if (dev == 0) { printf("Failed to open audio: %s\n", SDL_GetError()); SDL_Quit(); } for (int t = 0; t < MIDI_TRACK_MAX; t++) { midiEventCount[t] = 0; nextMidiEvent[t] = 0; } load_midi_file("assets/audio/testaid.mid"); load_midi_file("assets/audio/bg.mid"); SDL_PauseAudioDevice(dev, 0); SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255); SDL_RenderClear(mainRenderer); SDL_Rect viewport = {0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT}; SDL_RenderSetViewport(mainRenderer, &viewport); SDL_SetRenderDrawBlendMode(mainRenderer, SDL_BLENDMODE_BLEND); biggerFont = prepText(mainRenderer, 16, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallFont = prepText(mainRenderer, 12, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallerFont = prepText(mainRenderer, 8, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallestFont = prepText(mainRenderer, 4, "assets/PublicPixel.ttf", 255, 255, 255, 255); SDL_RenderSetLogicalSize(mainRenderer, DISPLAY_WIDTH, DISPLAY_HEIGHT); initPlayer(&player); for (ItemType i = 0; i < 13; i++) { player.inventory.hotKeySlots[i] = i; } initTiles(); //generateTestMap(); return 0; } int render() { SDL_SetRenderDrawColor(mainRenderer, 32, 32, 32, 255); SDL_RenderClear(mainRenderer); SDL_Rect rect2; rect2.x = 0; rect2.y = 0; rect2.w = ATLAS_SIZE; rect2.h = ATLAS_SIZE; renderAllTiles(mainRenderer, player.rect); renderEntities(mainRenderer, player.rect); renderPlayer(&player); if (!renderAtlas) { SDL_RenderCopy(mainRenderer, backgroundTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, tilesTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, itemsTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, entityTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, hudTexture, &screenRect, &screenRect); } else { SDL_RenderCopy(mainRenderer, atlasTexture, &rect2, &rect2); } SDL_RenderPresent(mainRenderer); frames++; if (!(frames % 60)) { cursor = !cursor; } return 0; } int processEvent(SDL_Event e) { if (e.type == SDL_QUIT) { return 0; } else if (e.type == SDL_WINDOWEVENT && e.window.event == SDL_WINDOWEVENT_RESIZED) { int newWidth = e.window.data1; int newHeight = e.window.data2; // Adjust the viewport to match the new window size; SDL_Rect viewport = {0, 0, newWidth, newHeight}; SDL_RenderSetViewport(mainRenderer, &viewport); } else if (e.type == SDL_KEYDOWN) { SDL_KeyCode keySym = e.key.keysym.sym; SDL_Scancode scanCode = e.key.keysym.scancode; SDL_Keymod keyMod = e.key.keysym.mod; cursor = true; switch (keySym) { case SDLK_p: speed = speed == 0 ? 0.004f : 0; break; case SDLK_r: if (player.inventory.activeSlotIndex == 0 && player.cursor.canReach && player.cursor.targetTile->type != TYPE_AIR) { player.cursor.direction = player.cursor.targetTile->direction; } player.cursor.direction = (player.cursor.direction + 2) % ORIENT_DIRECTION_COUNT; if (player.inventory.activeSlotIndex == 0 && player.cursor.canReach) { player.cursor.targetTile->direction = player.cursor.direction; } break; case SDLK_u: laneTarget = !laneTarget; break; case SDLK_F3: debugMode = !debugMode; break; case SDLK_F10: renderAtlas = !renderAtlas; break; case SDLK_F4: Tile *tile = &tileMap[playerTileY][playerTileX]; break; case SDLK_LALT: itemViewing = !itemViewing; break; default: break; } } else if (e.type == SDL_MOUSEWHEEL) { int dAmount = 0; if (e.wheel.y > 0) { dAmount = 1; } else if (e.wheel.y < 0) { dAmount = -1; } const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) { // currentScale += dAmount / 10.0f; // if (currentScale > 4) { // currentScale = 4; // } else if (currentScale < 0.5f) { // currentScale = 0.5f; // } //setZoom(currentScale); } else { moveActivePlayerSlot(&player, dAmount == -1, !(keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT])); } } return 1; } void processMousePosition() { SDL_Rect viewport; SDL_RenderGetViewport(mainRenderer, &viewport); uint32_t mouseButtons = SDL_GetMouseState(&player.cursor.windowX, &player.cursor.windowY); if (mouseButtons & SDL_BUTTON_LMASK) { if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_AIR && player.inventory.activeSlotIndex < tileTypeIndex) { if (player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) { player.inventory.slotCounts[player.inventory.activeSlotIndex]--; player.cursor.targetTile->type = player.inventory.activeSlotIndex; player.cursor.targetTile->health = TileRegistry[player.inventory.activeSlotIndex].maxHealth; player.cursor.targetTile->rect.x = player.cursor.tileX; player.cursor.targetTile->rect.y = player.cursor.tileY; if (TileRegistry[player.inventory.activeSlotIndex].needsTicks) { player.cursor.targetTile->neededUpdateIndex = add_tile(&neededUpdates, player.cursor.targetTile->rect); } player.cursor.targetTile->direction = player.cursor.direction; } } else if (player.cursor.targetTile->type == player.inventory.activeSlotIndex) { player.cursor.targetTile->direction = player.cursor.direction; } } if (player.cursor.canReach && mouseButtons & SDL_BUTTON_RMASK) { int tileIndex = player.cursor.targetTile->type; uint16_t targetBreakTime = TileRegistry[tileIndex].breakTime; if (targetBreakTime) { if (player.cursor.breakingProgress >= targetBreakTime) { if (player.cursor.targetTile->type < tileTypeIndex) { player.inventory.slotCounts[player.cursor.targetTile->type]++; } for (int lane = 0; lane < 2; lane++) { if (player.cursor.targetTile->items[lane].type != 0) { int itemType = player.cursor.targetTile->items[lane].type; if (itemType < itemRegistryIndex) { player.inventory.slotCounts[itemType]++; } player.cursor.targetTile->items[lane].type = 0; } } audioData.synthVoices[player.cursor.targetTile->audioCh].volume = 0; int neededIndex = player.cursor.targetTile->neededUpdateIndex; if (TileRegistry[player.cursor.targetTile->type].needsTicks && neededUpdates.tiles[neededIndex].x == player.cursor.targetTile->rect.x && neededUpdates.tiles[neededIndex].y == player.cursor.targetTile->rect.y) { remove_tile(&neededUpdates, neededIndex); } player.cursor.targetTile->type = TYPE_AIR; player.cursor.breakingProgress = 0; } else { player.cursor.breakingProgress++; } //printf("Player breaking %d\n", player.cursor.breakingProgress); } } else { player.cursor.breakingProgress = 0; } if (player.cursor.targetTile != player.cursor.prevTargetTile) { player.cursor.breakingProgress = 0; } if (mouseButtons & SDL_BUTTON_MMASK) { if (player.cursor.targetTile->type > 0) { setActivePlayerSlot(&player, player.cursor.targetTile->type); } } // Translate mouseRect coordinates to viewport space player.cursor.windowX = ((player.cursor.windowX - viewport.x) * DISPLAY_WIDTH) / viewport.w; player.cursor.windowY = (player.cursor.windowY - viewport.y) * DISPLAY_HEIGHT / viewport.h; player.cursor.tileX = (player.cursor.windowX + player.rect.x) / TILE_SIZE - (DISPLAY_WIDTH / TILE_SIZE / 2); player.cursor.tileY = (player.cursor.windowY + player.rect.y) / TILE_SIZE - (DISPLAY_HEIGHT / TILE_SIZE / 2); if (player.cursor.tileX < 0) { player.cursor.tileX = 0; } if (player.cursor.tileY < 0) { player.cursor.tileY = 0; } if (player.cursor.tileX >= MAP_WIDTH) { player.cursor.tileX = MAP_WIDTH - 1; } if (player.cursor.tileY >= MAP_HEIGHT) { player.cursor.tileY = MAP_HEIGHT - 1; } player.cursor.prevTargetTile = player.cursor.targetTile; player.cursor.targetTile = &tileMap[player.cursor.tileY][player.cursor.tileX]; player.cursor.targetTileRect.x = player.cursor.tileX * TILE_SIZE; player.cursor.targetTileRect.y = player.cursor.tileY * TILE_SIZE; player.cursor.tileDiffX = player.cursor.tileX - playerTileX; player.cursor.tileDiffY = player.cursor.tileY - playerTileY; player.cursor.tileDiff = floorf(sqrtf(powf(player.cursor.tileDiffX, 2) + powf(player.cursor.tileDiffY, 2))); player.cursor.canReach = player.cursor.tileDiff <= playerReach; adjustRect(&player.cursor.targetTileRect, player.rect); } void processKeyboardHeld() { const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); int cameraSpeed = playerSpeed; if (keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT]) { cameraSpeed *= 8; } if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) { cameraSpeed /= 2; } if (keyboardState[SDL_SCANCODE_F8]) { if (player.cursor.targetTile->health) { player.cursor.targetTile->health--; } } if (player.cursor.breakingProgress == 0) { SDL_Rect newRect = player.rect; if (keyboardState[SDL_SCANCODE_W]) { newRect.y -= cameraSpeed; if (newRect.y >= 0 && canMoveWithRadius(newRect)) { player.rect = newRect; } } if (keyboardState[SDL_SCANCODE_S]) { newRect = player.rect; newRect.y += cameraSpeed; if (newRect.y + newRect.h <= MAP_HEIGHT * TILE_SIZE && canMoveWithRadius(newRect)) { player.rect = newRect; } } if (keyboardState[SDL_SCANCODE_A]) { newRect = player.rect; newRect.x -= cameraSpeed; if (newRect.x >= 0 && canMoveWithRadius(newRect)) { player.rect = newRect; } } if (keyboardState[SDL_SCANCODE_D]) { newRect = player.rect; newRect.x += cameraSpeed; if (newRect.x + newRect.w <= MAP_WIDTH * TILE_SIZE && canMoveWithRadius(newRect)) { player.rect = newRect; } } // Update tileRect only after actual movement player.tileRect.x = player.rect.x / TILE_SIZE; player.tileRect.y = player.rect.y / TILE_SIZE; } if (keyboardState[SDL_SCANCODE_F]) { for (int x = playerTileX - 2; x < playerTileX + 2; x++) { if (x < 0) { continue; } if (x >= MAP_WIDTH) { continue; } for (int y = playerTileY - 2; y < playerTileY + 2; y++) { if (y < 0) { continue; } if (y >= MAP_HEIGHT) { continue; } Tile *t = &tileMap[y][x]; if (t->type == TYPE_BELT) { for (uint8_t lane = 0; lane < 2; lane++) { ItemOnBelt *item = &t->items[lane]; if (item->type != 0) { player.inventory.slotCounts[item->type]++; item->type = 0; } } } } } } if (keyboardState[SDL_SCANCODE_Q]) { if (player.cursor.targetTile->type > 0 && player.inventory.activeSlotIndex == 0) { setActivePlayerSlot(&player, player.cursor.targetTile->type); } else { setActivePlayerSlot(&player, 0); } } if (keyboardState[SDL_SCANCODE_F9]) { player.inventory.slotCounts[player.inventory.activeSlotIndex]++; } if (keyboardState[SDL_SCANCODE_Y]) { if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT && player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) { for (uint8_t lane = 0; lane < 1; lane++) { if (player.cursor.targetTile->items[lane].type == 0) { putItem(player.cursor.tileX, player.cursor.tileY, player.inventory.activeSlotIndex, lane); player.inventory.slotCounts[player.inventory.activeSlotIndex]--; break; } } } } unsigned int slot = 0; if (keyboardState[SDL_SCANCODE_GRAVE]) { slot = 1; } else if (keyboardState[SDL_SCANCODE_1]) { slot = 2; } else if (keyboardState[SDL_SCANCODE_2]) { slot = 3; } else if (keyboardState[SDL_SCANCODE_3]) { slot = 4; } else if (keyboardState[SDL_SCANCODE_4]) { slot = 5; } else if (keyboardState[SDL_SCANCODE_5]) { slot = 6; } else if (keyboardState[SDL_SCANCODE_6]) { slot = 7; } else if (keyboardState[SDL_SCANCODE_7]) { slot = 8; } else if (keyboardState[SDL_SCANCODE_8]) { slot = 9; } else if (keyboardState[SDL_SCANCODE_9]) { slot = 10; } else if (keyboardState[SDL_SCANCODE_0]) { slot = 11; } else if (keyboardState[SDL_SCANCODE_MINUS]) { slot = 12; } else if (keyboardState[SDL_SCANCODE_EQUALS]) { slot = 13; } if (slot > 0 && slot < sizeof(player.inventory.hotKeySlots) / sizeof(player.inventory.hotKeySlots[0])) { setActivePlayerSlot(&player, player.inventory.hotKeySlots[slot]); } } int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) { int status = init(); if (status) { return status; } if (loadGameState(autosaveName, &player)) { genInitMap(); } // audioData.synthVoices[0].frequency = 1000; // audioData.synthVoices[0].phase = 0; // audioData.synthVoices[0].sourceRect.w = TILE_SIZE; // audioData.synthVoices[0].sourceRect.h = TILE_SIZE; // audioData.synthVoices[0].sourceRect.x = 100 * TILE_SIZE; // audioData.synthVoices[0].sourceRect.y = 100 * TILE_SIZE; // audioData.synthVoices[0].volume = 255; // audioData.synthVoices[0].waveform = WAVE_SINE; //Hack to get window to stay up SDL_Event e; Uint64 start; Uint64 end; while (running) { start = SDL_GetTicks64(); processMousePosition(); processKeyboardHeld(); while (SDL_PollEvent(&e)) { running = processEvent(e); } entities.entities[0].target = player.tileRect; updateItems(); updateEntities(); updatePlayer(&player); updateTiles(); animationStep++; status = render(); if (status) { return status; } end = SDL_GetTicks64(); const unsigned long timeNeeded = end - start; if (timeNeeded < delayNeeded) { SDL_Delay(delayNeeded - timeNeeded); } } saveGameState(autosaveName, &player); for (uint8_t i = 0; i < fontCount; i++) { destroyFont(&fonts[i]); } puts(SDL_GetError()); if (mainRenderer) SDL_DestroyRenderer(mainRenderer); if (window) SDL_DestroyWindow(window); if (glContext) SDL_GL_DeleteContext(glContext); SDL_Quit(); return 0; } // Main generator: void genInitMap() { const double terrainScale = 2; const double humidityScale = 1; const double oreScale = 2; const int terrainOct = 4; const int humidityOct = 4; const int oreOct = 4; int seedX = rand(); int seedY = rand(); int seedN = rand(); // Min/max trackers double terrainMin = 1e9, terrainMax = -1e9; double humidityMin = 1e9, humidityMax = -1e9; double oreNrmMin = 1e9, oreNrmMax = -1e9; for (uint16_t y = 0; y < MAP_HEIGHT; y++) { for (uint16_t x = 0; x < MAP_WIDTH; x++) { double terrain = pnoise2d(x + 1000 + seedX, y + 1000 + seedY, terrainScale, terrainOct, seedN); double humidity = pnoise2d(x + seedX, y + seedY, humidityScale, humidityOct, seedN); double oreNrm = pnoise2d(x + 9999 + seedX, y + 1111 + seedY, oreScale, oreOct, seedN); // Track min/max if (terrain < terrainMin) terrainMin = terrain; if (terrain > terrainMax) terrainMax = terrain; if (humidity < humidityMin) humidityMin = humidity; if (humidity > humidityMax) humidityMax = humidity; if (oreNrm < oreNrmMin) oreNrmMin = oreNrm; if (oreNrm > oreNrmMax) oreNrmMax = oreNrm; // [Same as your original terrain generation logic...] BackgroundType baseType = BGType_COBBLE0; if (terrain < 0.30) { baseType = (humidity < 0.5) ? BGType_WATER_SHALLOW : BGType_WATER_DEEP; } else if (terrain < 0.35) { if (humidity < 0.3) baseType = BGType_SAND4; else if (humidity < 0.6) baseType = BGType_SAND2; else baseType = BGType_SAND7; } else if (terrain < 0.7) { double grassVal = (terrain - 0.35) / (0.70 - 0.35); int idx = (int) (grassVal * 3.0); if (idx >= 4) idx = 3; if (humidity > 0.6 && ((rand() & 0xFF) < 10)) { int flowerIdx = rand() % 4; baseType = (BackgroundType) (BGType_GRASS_FLOWER0 + flowerIdx); } else { baseType = (BackgroundType) (BGType_GRASS0 + idx); } } else if (terrain < 0.85) { int idx = rand() % 4; baseType = (BackgroundType) (BGType_COBBLE0 + idx); } else { int idx = rand() % 4; baseType = (BackgroundType) (BGType_TILES0 + idx); } BackgroundType finalType = baseType; if (baseType != BGType_WATER_SHALLOW && baseType != BGType_WATER_DEEP) { if (oreNrm > 0.86) { double sub = (oreNrm - 0.86) / (1.0 - 0.86); if (sub < 0.25) finalType = BGType_PLATINUM_ORE; else if (sub < 0.50) finalType = BGType_GOLD_ORE; else if (sub < 0.80) finalType = BGType_SILVER_ORE; else finalType = BGType_IRON_ORE; } } if (finalType > BGType_END) { finalType = BGType_COBBLE0; } backgroundMap[y][x].type = finalType; } } // Debug printout printf("Terrain Noise: min = %f, max = %f\n", terrainMin, terrainMax); printf("Humidity Noise: min = %f, max = %f\n", humidityMin, humidityMax); printf("Ore Normalized: min = %f, max = %f\n", oreNrmMin, oreNrmMax); }