2024-02-15 21:03:09 -05:00
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with ada.text_io;
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use ada.text_io;
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2024-02-16 09:59:19 -05:00
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with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, world, menu;
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2024-02-15 21:03:09 -05:00
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procedure main is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--~world_active : world.codex := world.ashland;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Ognjen Milan Robovic
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-- Richard Martin Stallman
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-- Eric Steven Raymond
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-- Linus Benedict Torvalds
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--
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-- Ada Augusta King
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-- Marina Ann Hantzis
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2024-02-18 09:02:33 -05:00
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side_panel : integer := 480;
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preview_x : integer := 24;
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preview_y : integer := 24;
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preview_width : integer := 1800 - side_panel;
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preview_height : integer := 900;
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2024-02-15 21:03:09 -05:00
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begin
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2024-02-16 05:52:11 -05:00
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core.configure;
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2024-02-15 21:03:09 -05:00
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ui.configure;
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2024-02-16 06:24:49 -05:00
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attribute.configure;
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skill.configure;
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resource.configure;
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2024-02-15 21:03:09 -05:00
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might.configure;
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magic.configure;
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item.configure;
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unit.configure;
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construction.configure;
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world.configure;
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2024-02-16 09:59:19 -05:00
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menu.configure;
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2024-02-15 21:03:09 -05:00
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core.fairy_synchronize (6); -- CALLING SUBROUTINE DEFINED IN FORTRAN
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2024-02-16 07:53:36 -05:00
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world.make (world.swamp, 80, 40);
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2024-02-15 21:03:09 -05:00
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gameplay: loop
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exit when core.engine_active = false;
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--
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2024-02-16 05:52:11 -05:00
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core.synchronize;
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2024-02-15 21:03:09 -05:00
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--
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--~if core.cursor_mode = 1 then
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--~world_active := world.codex'val ((world.codex'pos (world_active) + 1) mod 6);
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--~delay duration (0.333);
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--~end if;
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--
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2024-02-18 09:02:33 -05:00
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if core.signal_mode = core.signal_code'pos (core.signal_a) then side_panel := side_panel + 60; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_d) then side_panel := side_panel - 60; end if;
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preview_width := 1800 - side_panel;
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world.draw (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y, core.cursor_mode = 2);
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2024-02-15 21:03:09 -05:00
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--
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if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
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2024-02-16 05:52:11 -05:00
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ui.active := ui.steam;
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2024-02-15 21:03:09 -05:00
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if core.cursor_mode = 3 then
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--~ui.active := ui.style'val (ui.style'pos (ui.active) mod 4);
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--~case ui.active is
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--~when ui.default => ui.active := ui.gothic;
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--~when ui.gothic => ui.active := ui.yd;
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--~when ui.yd => ui.active := ui.default;
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--~end case;
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ui.active := ui.default;
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--~ui.active := ui.steam;
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end if;
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--
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--~for this in might.codex
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--~loop
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--~might.draw (this, 112 * (might.codex'pos (this) / 7) + 64, 112 * (might.codex'pos (this) mod 7) + 64);
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--~end loop;
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--
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--~for this in unit.pikeman .. unit.ghost_dragon
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--~loop
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--~unit.render (this, unit.idle, 96 * (unit.codex'pos (this) / 7) + 32, 96 * (unit.codex'pos (this) mod 7) + 32);
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--~end loop;
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--
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--~for this in construction.codex
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--~loop
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--~construction.draw (this, 128 * (construction.codex'pos (this) mod 12) + 32, 128 * (construction.codex'pos (this) / 12) + 32);
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--~end loop;
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--
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2024-02-18 09:02:33 -05:00
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core.draw_central_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
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core.draw_squared_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
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2024-02-17 18:13:17 -05:00
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--
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2024-02-18 09:02:33 -05:00
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ui.draw_menu (0, 0, preview_width, preview_height, false);
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ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height, true);
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2024-02-15 21:03:09 -05:00
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--
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--~for this in magic.blow_away .. magic.thunderclap loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.chain_magic_arrow)) - 60, 112 * 0 + 64); end loop;
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--~for this in magic.agony_mass .. magic.weakness loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.thunderclap)) - 60, 112 * 1 + 64); end loop;
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--~for this in magic.earthquake .. magic.summon_earth_elemental loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.weakness)) - 60, 112 * 2 + 64); end loop;
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--~for this in magic.determination_mass .. magic.summon_fire_elemental loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_earth_elemental)) - 60, 112 * 3 + 64); end loop;
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--~for this in magic.blindness .. magic.sunburst loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_fire_elemental)) - 60, 112 * 4 + 64); end loop;
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--~for this in magic.dispel_magic_mass .. magic.time_statis loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.sunburst)) - 60, 112 * 5 + 64); end loop;
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--~for this in magic.blizzard .. magic.winter_circle loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.time_statis)) - 60, 112 * 6 + 64); end loop;
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--
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2024-02-16 06:24:49 -05:00
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--~for index in item.codex loop item.draw (index, 32 * (item.codex'pos (index) / 10) + 32, 32 * (item.codex'pos (index) mod 10) + 32); end loop;
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2024-02-16 07:53:36 -05:00
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--~for index in attribute.codex loop attribute.draw (index, 32 * attribute.codex'pos (index) + 64, 64); end loop;
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--~for index in resource.codex loop resource.draw (index, 32 * resource.codex'pos (index) + 64, 96); end loop;
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--~for index in skill.codex loop skill.draw (index, 32 * skill.codex'pos (index) + 64, 128); end loop;
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2024-02-15 21:03:09 -05:00
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--
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2024-02-18 09:02:33 -05:00
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core.draw_state_box (preview_width + 32, 32);
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2024-02-16 09:59:19 -05:00
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--
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2024-02-18 09:19:00 -05:00
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menu.draw (menu.attribute_information, 100, 100);
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menu.draw (menu.resource_information, 600, 100);
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2024-02-15 21:03:09 -05:00
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end loop gameplay;
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2024-02-16 09:59:19 -05:00
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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2024-02-15 21:03:09 -05:00
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end main;
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