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TerraQuest.bas
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$NoPrefix
'$Dynamic
Rem $Debug
Option Explicit
On Error GoTo ERRORHANDLE
Randomize Using Timer 'dont remove max, this is needed for splash text
Screen NewImage(801, 601, 32) '40x30
PrintMode KeepBackground
DisplayOrder Hardware , Software
Title "TerraQuest"
'$Include: 'Assets\Sources\VariableDeclaration.bi'
'$Include: 'Assets\Sources\DefaultValues.bi'
'$Include: 'Assets\Sources\TileIndex.bi'
'$Include: 'Assets\Sources\InventoryIndex.bi'
'$Include: 'Assets\Sources\CreativeInventory.bi'
'$Include: 'Assets\Sources\SplashText.bi'
Game.Title = "TerraQuest: Tales of Aetheria"
Game.Buildinfo = "Beta 1.3 Edge Build 240526A"
Game.Version = "B1.3-240526A"
Game.MapProtocol = 2
Game.ManifestProtocol = 2
Game.Designation = "Edge"
Game.FCV = 1
Game.NetPort = 46290
Dim Shared RefreshOpt As Byte
Dim Shared CurrentRefresh As Byte
Dim Shared ForcedWindowed As Byte
Dim Shared ScreenShake.Strength As Byte
Dim Shared ScreenShake.Duration As Integer
Dim Shared ScreenShake.Remaining As Integer
Dim Shared Flag.FullBright As Unsigned Bit
Dim Shared Flag.CommandFeedback As Unsigned Bit
Dim Shared Flag.ChatOpen
Dim Shared Flag.isStrafing As Unsigned Bit
Dim Shared Flag.ExitToTitle As Unsigned Bit
Dim Shared Flag.TransparentCeil As Unsigned Bit
Dim Shared Flag.ErrorAutoResolve
Dim Shared Flag.ErrorFeedback As Unsigned Bit
Dim Shared Flag.NewLighting As Unsigned Bit
Dim Shared Flag.NoFlicker As Unsigned Bit
Dim Shared TileCommand(4)
Dim Shared TeleporterDestID(5) As Integer64
Dim Shared ErrorCounter
Dim Shared Exp.Active As Byte
Dim Shared Exp.MapSizeX As Integer
Dim Shared Exp.MapSizeY As Integer
Dim Shared Exp.ParLen As Integer
Dim Shared Game.WorldCount
Dim Shared Game.Language As String
Dim Shared TextureSize As Unsigned Byte
Dim Shared TextureScale As Unsigned Byte
Dim Shared Dedication As String
'Controller Shit - Put Assignment variables here
Dim Shared ControllerID
Dim Shared ControllerLDZ As Byte
ControllerLDZ = 32
'Network Fuckery Variables and Types
Dim Shared Network.PrimaryHost 'variable for telling the client whether we are the primary host, should not change at all during game session
Dim Shared Network.HostMode 'variable for telling the client whether we are map host or not, can change dynamically through gameplay
Dim Shared Network.ServerAddress As String 'ip address
Dim Shared Network.ClientPlayerName
ReDim Shared Network.PlayerNames(10) As String
ReDim Shared Network.PlayerDataArray(10, 5) '(playerID,Value)
Game.Language = "English"
Dedication = "For Donald & Marie, Thank you for giving me the creativity to make this."
Flag.ErrorAutoResolve = 5
Flag.ErrorFeedback = 1
TextureSize = 15
Exp.MapSizeX = 40
Exp.MapSizeY = 30
Exp.ParLen = 256
Flag.CommandFeedback = 1
Flag.NewLighting = 1
'parse command line arguments
Select Case LCase$(Command$)
Case "experimental"
Print Game.Title + " has been launched with experimental mode enabled."
Print "Please enter experimental feature id to enable it (NOTE: This will disable certain features)"
Input "", Exp.Active
Case "windowed"
ForcedWindowed = 1
Case "server"
ServerInit
ServerLoop
End
Case "server-headless"
Print "Headless server mode is not supported yet, please use 'server' argument to start in server mode"
End
Case "software"
DefaultRenderMode = 0
Flag.RenderOverride = 1
Case "debug"
Flag.DebugMode = 1
Flag.FullCam = 1
Flag.FullRender = 1
End Select
ReDim Shared GroundTile(Exp.MapSizeX + 1, Exp.MapSizeY + 1)
ReDim Shared WallTile(Exp.MapSizeX + 1, Exp.MapSizeY + 1)
ReDim Shared CeilingTile(Exp.MapSizeX + 1, Exp.MapSizeY + 1)
ReDim Shared TileData(Exp.MapSizeX + 1, Exp.MapSizeY + 1, TileParameters)
ReDim Shared LocalLightLevel(Exp.MapSizeX + 1, Exp.MapSizeY + 1) As Byte
ReDim Shared TileThermalMap(Exp.MapSizeX + 1, Exp.MapSizeY + 1)
Dim Shared Title.WorldName As String
Dim Shared Title.MapSize As Unsigned Byte
Title.MapSize = 50
'A little side note about this section of the code with how qb64 works
'
'The title sequence and probably even the title screen use classic line lable procedural code
'while the rest of the game uses functional programming, i dont really care at this point
'if it looks good and it works and it is readable then i dont see the problem, deal with it
'Begin
StartPreInit:
INITIALIZE
StartPostInit:
'Roll Studio Splash (Whenever i start maxaroth studios/aetherian games
'Roll Dedication
Dim DedicateLimit
Const DedicateTimer = 3
Do
DedicateLimit = DedicateLimit + 1
If DedicateLimit > 60 * DedicateTimer Then
DedicateLimit = DedicateLimit + 1
Color RGBA(255, 255, 255, 255 - (DedicateLimit - (60 * DedicateTimer)))
End If
Locate ScreenRezY / 16 / 2, 1
CENTERPRINT Dedication
Limit 60
Display
Cls
If KeyHit <> 0 Or InventorySelect Then Exit Do
Loop Until 255 - (DedicateLimit - (60 * 5)) <= -32
Color RGBA(255, 255, 255, 255)
temptitle:
'If Exp.Active <> 1 Then GoTo oldtitle
If Command$ = "oldtitle" GoTo oldtitle
mainmenu:
Dim Selected
Do
Cls
DEV
Selected = Menu(0)
Display
Select Case Selected
Case 1
GoTo createorload
Case 2
GoTo StartMultiplayer
Case 3
GoTo Settings
Case 4
System
End Select
Limit 30
Loop
Error 102
StartMultiplayer:
Do
Loop
createorload:
Do
Cls
Selected = Menu(2)
Display
Select Case Selected
Case 1
GoTo createworldmenu
Case 2
GoTo loadworldmenu
Case 3
GoTo mainmenu
End Select
Limit 30
Loop
loadworldmenu:
Do
While InKey$ <> "": Wend
Cls
Input "Please enter a world name to load", WorldName
LOADWORLD
GoTo game
Loop
createworldmenu:
Do
Cls
Selected = Menu(3)
Display
Select Case Selected
Case 1
While InKey$ <> "": Wend
AutoDisplay
Input "World Name: ", WorldName
Case 2
While InKey$ <> "": Wend
AutoDisplay
Input "World Seed: ", WorldSeed
Case 3
While InKey$ <> "": Wend
AutoDisplay
Input "Map Size: ", Title.MapSize
Case 4
While InKey$ <> "": Wend
AutoDisplay
GameMode = GameMode + 1
If GameMode > 2 Then GameMode = 1
Case 5
If WorldName = "" Or WorldName = Worldname_Cannot_Be_Blank Then
WorldName = Worldname_Cannot_Be_Blank
Exit Select
End If
Exp.MapSizeX = Title.MapSize
Exp.MapSizeY = Title.MapSize
ChangeMapSize
NewWorld
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
UpdateTile ii, i
Next
Next
Open "Assets/Worlds/WorldList.cdf" As #1
Put #1, 1, Game.WorldCount
'put world name into worldlist
Close #1
SpreadLight 1
GoTo game
Case 6
GoTo createorload
End Select
Limit 30
Loop
Settings:
Do
Cls
Selected = Menu(1)
Display
Select Case Selected
Case 0
Case 1
Case 2
Case 6
GoTo Controls
Case 7
GoTo mainmenu
End Select
Limit 30
Loop
Controls:
Do
Cls
Selected = Menu(4)
Display
Select Case Selected
Case 16
GoTo controls2
Case 17
GoTo Settings
End Select
Limit 30
Loop
controls2:
Do
Cls
Selected = Menu(5)
Display
Select Case Selected
Case 13
GoTo Controls
End Select
Limit 30
Loop
oldtitle:
While InKey$ <> "": Wend
'TitleScreen
'TEMPORARY, MAKE A MENU SUBROUTINE OR SOMETHING
CENTERPRINT "Temporary title screen"
CENTERPRINT Game.Buildinfo
Print
Dim InputString As String
Input "(L)oad world, (C)reate new world, (V)iew TitleScreen2.0, (Reboot with 'experimental' flag and choose 1 for TitleScreen3.0)", InputString
Select Case LCase$(InputString)
Case "l"
Input "World name"; WorldName
LOADWORLD
Case "c"
NewWorld
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
UpdateTile ii, i
Next
Next
Case "h"
Case "j"
Case "v"
TitleScreen
Case Else
GoTo temptitle
End Select
SpreadLight (1)
GoTo game
Error 102
ERRORHANDLE:
ErrorHandler
Resume Next
'idk why this is outside of anything, but it works and i dont remember why, dont touch it unless it breaks
DisplayOrder GLRender , Hardware , Software
game:
KeyClear
If DefaultRenderMode = 2 Then
SwitchRender 0 'these 2 statements are important to prevent a dumb bug
SwitchRender 1
End If
Flag.FadeIn = 1
Do
NetworkUpdate
'Run status effects
For i = 0 To CurrentEntities
OnTopEffect i
InSideEffect i
UnderEffect i
Effects 0, "", i
Next
'Draw the map
If CurrentRefresh <= 0 Then SetBG
If CurrentRefresh <= 0 Then SetMap
If CurrentRefresh <= 0 Then CastShadow
'Calculate player and entity movements
Move
If CurrentRefresh <= 0 Then RenderEntities (1)
'draw the ceiling layer (seperate from SetMap so ceiling tiles draw over the player
If CurrentRefresh <= 0 Then SetMapCeil
Entities (0)
Entities (1)
'Colision Detection
COLDET (0)
'Run regular map tile updates
TileTickUpdates
RandomUpdates
DelayUpdates
'spreadlightd
If CurrentTick Mod 20 = 0 And Flag.NewLighting = 1 Then GaussianLightSpread
SpreadHeat
Precip2
If CurrentRefresh <= 0 Then SetLighting
INTER
MouseCursorSelect
Hud2
ContainerUpdate
ZOOM
DEV
ChangeMap 0, 0, 0
DayLightCycle
GameChat
Playerchat
'Bug fixes/hacks
MinMemFix
ExplosionNoClip 0
'other shit that the main loop needs to do that im too lazy to put in its own function
If Player.health <= 0 Then Respawn
If Flag.FadeIn = 1 Then FadeIn
If WithinBounds = 1 Then
If TileIndexData(WallTile(FacingX, FacingY), 8) > 0 Then Player.CraftingLevel = TileIndexData(WallTile(FacingX, FacingY), 8) Else Player.CraftingLevel = 2
End If
If Exp.Active <> 0 Then Locate 1, 1: CENTERPRINT "EXPERIMENTAL MODE ENABLED (" + Game.Version + "-EX" + Trim$(Str$(Exp.Active)) + ")"
'Grab keyboard input once in the loop here, and use that value everywhere else. this is to avoid overfishing the keyboard buffer
KeyPressed = KeyHit
'Check if /tru is enabled and limit tickrate if not
If Flag.FrameRateLock = 0 Then Limit Settings.FrameRate
'Keep track of current tick progression
CurrentTick = CurrentTick + Settings.TickRate
'handle frameskip settings
If Flag.ScreenRefreshSkip = 0 Then
If CurrentRefresh <= 0 Then
Display
ScreenShot 'after everthing has been displayed, now see if the user wants to take a screenshot
CurrentRefresh = RefreshOpt
Else
CurrentRefresh = CurrentRefresh - 1
End If
End If
Flag.ScreenRefreshSkip = 0
'switch to software mode for legacy command input
If Flag.OpenCommand = 1 Then
DisplayOrder Hardware , Software
Flag.OpenCommand = 2
ElseIf Flag.OpenCommand = 0 Then DisplayOrder GLRender , Hardware , Software
End If
'check if exit to tile flag is enabled
If Flag.ExitToTitle = 1 Then Flag.ExitToTitle = 0: GoTo mainmenu
'TimeOut error counter for autoerrorresolver
If Flag.ErrorAutoResolve > 0 Then
If CurrentTick Mod 60 = 0 Then
If ErrorCounter > 0 Then ErrorCounter = ErrorCounter - 1
End If
End If
Cls
Loop
Error 102
'$Include: 'Assets\Sources\StructureData.bi'
RepeaterOutpost:
Data
Function Worldname_Cannot_Be_Blank$
Select Case Game.Language
Case "English"
Worldname_Cannot_Be_Blank$ = "World name cannot be blank!"
Case "Spanish"
Worldname_Cannot_Be_Blank$ = "Nombre del mundo no puede estar en blanco."
End Select
End Function
Sub Localize
Select Case Game.Language
Case "English"
'do nothing because a reboot is required for language settings to take full effect and english is default 'Nope
Game.Title = "TerraQuest: Tales of Aetheria"
Case "Spanish"
Game.Title = "TerraQuest: Cuentos de Aetheria"
End Select
End Sub
Function FromLeft_MouseCursorHoverX
FromLeft_MouseCursorHoverX = Int(((MouseX - 5) - (3 * (Int(MouseX / 65)))) / 65)
End Function
Sub MouseCursorSelect
If MouseInput Then
Do: Loop Until MouseInput = 0
Select Case Flag.InventoryOpen
Case 0 'click item on hotbar to use it
Case 1 'set hover cursor to where mouse is leftclick to select rightclick to split middleclick to use
'switch hover page to region of mouse
Select EveryCase MouseX
Case Is < ScreenRezX / 2 'left half of screen
Select EveryCase MouseY
Case Is < ScreenRezY / 2 'top left corner
If Flag.ContainerOpen = 1 Then
CursorHoverPage = 2 'container
CursorHoverX = Int(((MouseX - 5) - (3 * (Int(MouseX / 65)))) / 65)
CursorHoverY = Int(((MouseY - 15) - (3 * (Int(MouseY / 65)))) / 65)
If CursorHoverX > ContainerSizeX Then CursorHoverX = ContainerSizeX
If CursorHoverX < 0 Then CursorHoverX = 0
If CursorHoverY > ContainerSizeY Then CursorHoverY = ContainerSizeY
If CursorHoverY < 0 Then CursorHoverY = 0
End If
Case Is > ScreenRezY / 2 'bottom left corner
CursorHoverPage = 0 'inventory
CursorHoverX = Int(((MouseX - 5) - (3 * (Int(MouseX / 65)))) / 65)
CursorHoverY = Int(((ScreenRezY - MouseY - 85) - (3 * (Int((ScreenRezY - MouseY) / 65)))) / 65)
If CursorHoverX > 5 Then CursorHoverX = 5
If CursorHoverX < 0 Then CursorHoverX = 0
If CursorHoverY > 2 Then CursorHoverY = 2
If CursorHoverY < 0 Then CursorHoverY = 0
Case Is > ScreenRezY - 80 'hotbar area
CursorHoverPage = 1 'hotbar
CursorHoverX = Int(((MouseX - 5) - (3 * (Int(MouseX / 65)))) / 65)
CursorHoverY = 0
If CursorHoverX > 5 Then CursorHoverX = 5
If CursorHoverX < 0 Then CursorHoverX = 0
End Select
Case Is > ScreenRezX / 2 ' right half
Select EveryCase MouseY
Case Is > ScreenRezY / 2
CursorHoverPage = 3 'crafting
Select Case Player.CraftingLevel
Case 0 To 5
CursorHoverX = Int(((ScreenRezX - MouseX - 5) - (3 * (Int((ScreenRezX - MouseX) / 65)))) / 65)
CursorHoverY = Int(((ScreenRezY - MouseY - 5) - (3 * (Int((ScreenRezY - MouseY) / 65)))) / 65)
If CursorHoverX > Player.CraftingLevel Then CursorHoverX = Player.CraftingLevel
If CursorHoverX < 0 Then CursorHoverX = 0
If CursorHoverY > Player.CraftingLevel - 1 Then CursorHoverY = Player.CraftingLevel - 1
If CursorHoverY < 0 Then CursorHoverY = 0
If CursorHoverX = Player.CraftingLevel Then CursorHoverY = 0
End Select
Case Is < ScreenRezY / 2
'cursorhoverpage=4 'armor/equipment
End Select
End Select
End Select
End If
End Sub
Sub NetworkUpdate
Select Case Network.PrimaryHost
Case 0 'primary client
'recieve resync packet (server tick, current time, player list, map host users and map cords)
Case 1 'primary host
'check for map close to save
'send resync packet
End Select
Select Case Network.HostMode
Case 0 'map client
'recieve map and entity data
Case 1 'map host
'send map and entity data
'[in map change function] check for existing players in map and transfer map host
End Select
End Sub
Sub Playerchat
Static ChatBuffer As String
Static CharBuffer As String
If Flag.ChatOpen = 0 And KeyPressed = 116 Then
While InKey$ <> "": Wend
Flag.ChatOpen = 1
End If
If Flag.ChatOpen = 1 Then
PrintMode FillBackground
Color , RGBA(0, 0, 0, 128)
If KeyHit = 13 Then Flag.ChatOpen = 2: While InKey$ <> "": Wend 'enter
If KeyHit = 8 Then ChatBuffer = Left$(ChatBuffer, Len(ChatBuffer) - 1): While InKey$ <> "": Wend 'backspace
If KeyHit = 27 Then Flag.ChatOpen = 0: ChatBuffer = "" 'escape
CharBuffer = InKey$
If CharBuffer = Chr$(8) Then ChatBuffer = Left$(ChatBuffer, Len(ChatBuffer) - 1): While InKey$ <> "": Wend 'backspace
If CharBuffer = Chr$(27) Then Flag.ChatOpen = 0: ChatBuffer = "": CharBuffer = "" 'escape
If CharBuffer <> Chr$(8) Then ChatBuffer = ChatBuffer + CharBuffer 'anything else
Select Case TileCommand(2)
Case 57, 58, 59
Locate (ScreenRezY / 16) - 6, 1: Print "INES Console (Use :exit to stop interaction): "; ChatBuffer
Case Else
Locate (ScreenRezY / 16) - 6, 1: Print "Chat: "; ChatBuffer
End Select
PrintMode KeepBackground
Color , RGBA(0, 0, 0, 0)
End If
If Flag.ChatOpen = 2 Then
If ChatBuffer <> "" Then SendChat ChatBuffer
Flag.ChatOpen = 0
ChatBuffer = ""
End If
End Sub
Sub ScreenShot
Static Mode
Static PriorRender
Static SSName As String
'listen for f2
If KeyPressed = 15360 Then
Mode = 1
End If
'do this stupid shit become sOmE language developer decided that hardware images dont get saved
Select Case Mode
Case 1 'software mode makes a sudden comeback
Mode = 2
PriorRender = RenderMode
RenderMode = 0
TempRender
Exit Select
Case 2 'save that bitch
SSName = Date$ + "_" + Time$ 'Generate screenshot name
If Game.HostOS = "Windows" Then SSName = Date$ + "_" + LTrim$(RTrim$(Str$(Int(Timer)))) 'WiNdOwS FiX use a better os if this upsets you
SaveImage SSName, , "PNG" ' save screenshot
If DirExists("Assets\ScreenShots\") = 0 Then MkDir "Assets\ScreenShots\" 'check if screenshots directory exists
Select Case Game.HostOS 'move screenshot to the screenshots directory, because path in filename doesnt work
Case "Linux", "Mac OS"
Shell Hide "mv " + SSName + ".png ./Assets/ScreenShots/"
Case "Windows"
Shell Hide "move " + SSName + ".png .\Assets\ScreenShots\"
End Select
Mode = 3
Case 3 'put shit back the way its supposed to be
RenderMode = PriorRender
TempRender
Mode = 0
End Select
End Sub
Sub GenerateMap (Dimension As Byte)
Dim i, ii, iii
Dim PerlinTile As Double
Dim DimensionSeed As Double
Select Case Dimension
Case 0
'generate overworld
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
'generate base tiles
GroundTile(ii, i) = 2
TileData(ii, i, 4) = 255
WallTile(ii, i) = 1
TileData(ii, i, 5) = 255
CeilingTile(ii, i) = 1
TileData(ii, i, 6) = 255
'generate terrain
PerlinTile = Perlin((ii + (SavedMapX * Exp.MapSizeX)) / Gen.HeightScale, (i + (SavedMapY * Exp.MapSizeY)) / Gen.HeightScale, 0, WorldSeed)
Select Case PerlinTile
Case Is < 0.35
GroundTile(ii, i) = 13
Case 0.35 To 0.4
GroundTile(ii, i) = 29
Case Is > 0.7
GroundTile(ii, i) = 4
WallTile(ii, i) = 28
Case Is > 0.6
GroundTile(ii, i) = 4
WallTile(ii, i) = 19
End Select
Next
Next
'generate biomes
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
PerlinTile = Perlin((ii + (SavedMapX * Exp.MapSizeX)) / Gen.TempScale, (i + (SavedMapY * Exp.MapSizeY)) / Gen.TempScale, 0, Perlin((SavedMapX * Exp.MapSizeX) / Gen.HeightScale, (SavedMapY * Exp.MapSizeY) / Gen.HeightScale, 0, WorldSeed))
Select Case PerlinTile 'generate base biome tiles
Case Is < 0.25
'permafrost (being in this biome will damage you
Select Case GroundTile(ii, i)
Case 2, 3, 29
GroundTile(ii, i) = 47 'smooth snow
Case 13
GroundTile(ii, i) = 14
End Select
Case 0.25 To 0.35
'snowy
Select Case GroundTile(ii, i)
Case 13
GroundTile(ii, i) = 14
End Select
Case 0.35 To 0.55
'planes
Case 0.55 To 0.65
'forrest
Case Is > 0.75
'desert
Select Case GroundTile(ii, i)
Case Is <> 13
GroundTile(ii, i) = 29
End Select
'red yellow green purple blue teal ice
End Select
If WallTile(ii, i) = 1 Then 'check if air
If GroundTile(ii, i) = 2 Or GroundTile(ii, i) = 3 Or GroundTile(ii, i) = 46 Or GroundTile(ii, i) = 47 Or GroundTile(ii, i) = 29 Then
'generate flowers based on temperature
Select EveryCase PerlinTile
Case Is < 0.2 'ice flower
If GroundTile(ii, i) <> 29 Then If Ceil(Rnd * 25) = 3 Then WallTile(ii, i) = 73
Case 0.15 To 0.35 'teal flower
If GroundTile(ii, i) <> 29 Then If Ceil((Rnd * 200) - Abs((((PerlinTile * 100) - 15) - 10))) > 185 Then
WallTile(ii, i) = 72
End If
End If
Case 0.25 To 0.45 'blue flower
If GroundTile(ii, i) <> 29 Then If Ceil((Rnd * 200) - Abs((((PerlinTile * 100) - 25) - 10))) > 185 Then
WallTile(ii, i) = 71
End If
End If
Case 0.35 To 0.55 'purple flower
If GroundTile(ii, i) <> 29 Then If Ceil((Rnd * 200) - Abs((((PerlinTile * 100) - 35) - 10))) > 185 Then
WallTile(ii, i) = 70
End If
End If
Case 0.45 To 0.65 'green flower
If GroundTile(ii, i) <> 29 Then If Ceil((Rnd * 200) - Abs((((PerlinTile * 100) - 45) - 10))) > 185 Then
WallTile(ii, i) = 69
End If
End If
Case 0.55 To 0.85 'yellow flower
If Ceil((Rnd * 200) - Abs((((PerlinTile * 100) - 55) - 15))) > 180 Then
WallTile(ii, i) = 68
End If
Case Is > 0.75
If Ceil(Rnd * 25) = 3 Then WallTile(ii, i) = 67
End Select
End If
End If
Next
Next
'set feature seed
Randomize Using Perlin((SavedMapX * Exp.MapSizeX) / Gen.HeightScale, (SavedMapY * Exp.MapSizeY) / Gen.HeightScale, 0, WorldSeed)
'generate features
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
'target any air tile
'target smooth snow with air
If GroundTile(ii, i) = 47 And WallTile(ii, i) = 1 Then
If Ceil(Rnd * 15) = 10 Then GroundTile(ii, i) = 46 'snow drifts
If Ceil(Rnd * 20) = 5 Then
WallTile(ii, i) = 45
End If
End If
'target grass with air
If GroundTile(ii, i) = 2 And WallTile(ii, i) = 1 Then
'generate bushes
If Ceil(Rnd * 10) = 5 Then
WallTile(ii, i) = 5
If PerlinTile < 0.27 Then WallTile(ii, i) = 45
End If
'generate ground wood items
If Ceil(Rnd * 300) = 50 Then
WallTile(ii, i) = 11
NewContainer SavedMapX, SavedMapY, ii, i
OpenContainer SavedMapX, SavedMapY, ii, i
For iii = 0 To InvParameters
Container(0, 0, iii) = ItemIndex(19, iii)
Next
Container(0, 0, 7) = Ceil(Rnd * 3)
CloseContainer SavedMapX, SavedMapY, ii, i
End If
'generate ground Stone items
If Ceil(Rnd * 600) = 50 Then
WallTile(ii, i) = 11
NewContainer SavedMapX, SavedMapY, ii, i
OpenContainer SavedMapX, SavedMapY, ii, i
For iii = 0 To InvParameters
Container(0, 0, iii) = ItemIndex(29, iii)
Next
Container(0, 0, 7) = Ceil(Rnd * 2)
CloseContainer SavedMapX, SavedMapY, ii, i
End If
'generate berry bushes
If Ceil(Rnd * 250) = 125 Then
WallTile(ii, i) = 12
End If
'generate carrots
If Ceil(Rnd * 600) = 300 Then
WallTile(ii, i) = 17
End If
End If
'update set tiles
UpdateTile ii, i
Next
Next
If Rnd * 500 < 5 Then GenerateStructure "TestStructure"
'generate cave entrance
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
Select Case Perlin((ii + (SavedMapX * Exp.MapSizeX)) / Gen.HeightScale, (i + (SavedMapY * Exp.MapSizeY)) / Gen.HeightScale, 30, Cave1DimSeed)
Case Is > 0.73 'connect vshaft to above layer
WallTile(ii, i) = 26
GroundTile(ii, i) = 4
Case Is < 0.23 'connect vshaft to above layer
WallTile(ii, i) = 26
GroundTile(ii, i) = 4
End Select
Next
Next
'add a way for generatemap to save to its specific dimension file, and for genmap to actually know what dimension its generating
'essentially make genmap have its own saving function or some shit idk
Case -1 'caves
'set Cave1 seed
DimensionSeed = Cave1DimSeed
'generate cave1
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
'generate base tiles
GroundTile(ii, i) = 4 '47
TileData(ii, i, 4) = 255
WallTile(ii, i) = 27
TileData(ii, i, 5) = 255
CeilingTile(ii, i) = 1
TileData(ii, i, 6) = 255
'generate hShafts
Select Case Perlin((ii + (SavedMapX * Exp.MapSizeX)) / Gen.HeightScale, (i + (SavedMapY * Exp.MapSizeY + 1)) / Gen.HeightScale, 10, DimensionSeed)
Case 0.27 To 0.3 'low val cave
WallTile(ii, i) = 1
Case 0.5 To 0.56 'high val cave
WallTile(ii, i) = 1
End Select
'generate vShafts
Select Case Perlin((ii + (SavedMapX * Exp.MapSizeX)) / Gen.HeightScale, (i + (SavedMapY * Exp.MapSizeY + 1)) / Gen.HeightScale, 30, DimensionSeed)
Case Is > 0.73 'connect vshaft to above layer
WallTile(ii, i) = 1
GroundTile(ii, i) = 48
Case Is > 0.69 'lol
WallTile(ii, i) = 1
Case Is < 0.23 'connect vshaft to above layer
WallTile(ii, i) = 1
GroundTile(ii, i) = 48
Case Is < 0.27 'fill in vshaft
WallTile(ii, i) = 1
End Select
'generate structures
UpdateTile ii, i
Next
Next
'generate vShaft
'connect vShaft to above layer
'generate hShaft
'set features
For i = 0 To Exp.MapSizeY + 1
For ii = 0 To Exp.MapSizeX + 1
'target dirt with air
If GroundTile(ii, i) = 4 And WallTile(ii, i) = 1 Then
If Ceil(Rnd * 25) = 5 Then
WallTile(ii, i) = 74
End If
End If
'target any air tile
'target smooth snow with air
'update set tiles
UpdateTile ii, i
Next
Next
Case 1 'aquifer
End Select