Files
factorygame/main.c
2025-06-10 21:59:51 +02:00

811 lines
28 KiB
C

#include <SDL2/SDL.h>
#include <stdio.h>
#include <time.h>
#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) {
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]
#define reallySmallestFont fonts[4]
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);
preSetupTiles();
loadItems(mainRenderer);
loadEntities(mainRenderer);
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, 32, "assets/PublicPixel.ttf");
smallFont = prepText(mainRenderer, 16, "assets/PublicPixel.ttf");
smallerFont = prepText(mainRenderer, 12, "assets/PublicPixel.ttf");
smallestFont = prepText(mainRenderer, 8, "assets/PublicPixel.ttf");
reallySmallestFont = prepText(mainRenderer, 4, "assets/PublicPixel.ttf");
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);
unsigned int ix = ATLAS_SIZE;
for (unsigned char i = 1; i < fontCount; i++) {
SDL_Rect tmpRectFont = fonts[i].atlasRect;
tmpRectFont.x += ix;
SDL_RenderCopy(mainRenderer, fonts[i].atlas, &fonts[i].atlasRect, &tmpRectFont);
ix += fonts[i].atlasRect.w;
}
SDL_Rect tmpRectFont = fonts[0].atlasRect;
tmpRectFont.x += ATLAS_SIZE;
tmpRectFont.y = fonts[1].atlasRect.h;
SDL_RenderCopy(mainRenderer, fonts[0].atlas, &fonts[0].atlasRect, &tmpRectFont);
}
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_F11:
printf("Enemy is at tile X:%d, Y:%d\n", entities.entities[0].tileRect.x,
entities.entities[0].tileRect.y);
break;
case SDLK_F2:
Entity entTest;
memset(&entTest, 0, sizeof(Entity));
entTest.tileRect = player.tileRect;
entTest.renderRect.w = TILE_SIZE;
entTest.renderRect.h = TILE_SIZE;
entTest.target.x = -1;
entTest.target.y = -1;
entTest.health = 100;
entTest.type = GHOST;
entTest.health = 100;
add_entity(&entities, entTest);
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_E]) {
if (player.cursor.targetTile->health < TileRegistry[player.cursor.targetTile->type].maxHealth) {
player.cursor.targetTile->health++;
}
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->health < TileRegistry[t->type].maxHealth) {
t->health++;
}
}
}
}
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);
}
if (animationStep % 60 == 0) {
for (int i = 0; i < entities.activeCount; i++) {
int x = player.tileRect.x;
int y = player.tileRect.y;
x += (rand() % 10) - 5;
y += (rand() % 10) - 5;
if (x < 0) {
x = 0;
}
if (y < 0) {
y = 0;
}
if (x >= MAP_WIDTH) {
x = MAP_WIDTH - 1;
}
if (y >= MAP_HEIGHT) {
y = MAP_HEIGHT - 1;
}
entities.entities[i].target.x = x;
entities.entities[i].target.y = y;
}
}
updateItems();
updateEntities(&player);
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_IRON_ORE;
else if (sub < 0.50) finalType = BGType_SILVER_ORE;
else if (sub < 0.80) finalType = BGType_GOLD_ORE;
else finalType = BGType_PLATINUM_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);
}