xhads/source/world.adb

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-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
with core, ui, resource, item, unit, construction, world;
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package body world is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type landmark_index is (
dead_tree, mossy_rock, palm_tree, pine_tree, reeds, rock, snowed_pine_tree, snowed_rock, spiky_rock
);
type landmark_trait is record
spawn : biome;
clip : boolean;
frames : integer;
end record;
type landmark_value is record
index : landmark_index;
x, y : integer;
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end record;
type tile_array is array (natural range <>, natural range <>) of integer;
type landmark_array is array (natural range <>) of landmark_value;
type information is record
kind : biome;
width : natural;
height : natural;
tiles : access tile_array;
landmarks : access landmark_array;
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end record;
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------------------------------------------------------------------------------------------
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map : information;
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tiles : core.sprite;
landmarks : array (landmark_index) of core.sprite;
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landmark_limit : constant integer := 120;
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trait : constant array (landmark_index) of landmark_trait := (
dead_tree => (ash, true, 1),
mossy_rock => (swamp, true, 1),
palm_tree => (sand, true, 4),
pine_tree => (grass, true, 4),
reeds => (swamp, false, 4),
rock => (sand, true, 1),
snowed_pine_tree => (snow, true, 4),
snowed_rock => (snow, true, 1),
spiky_rock => (ash, true, 1)
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);
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------------------------------------------------------------------------------------------
procedure configure is
begin
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core.echo (core.comment, "Configuring world components...");
--
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tiles := core.import_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
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--
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for index in landmark_index loop
declare file : constant string := core.lowercase (index'image);
begin
landmarks (index) := core.import_sprite ("./sprite/world/landmark/" & file & ".png", trait (index).frames, 1);
end;
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end loop;
end configure;
------------------------------------------------------------------------------------------
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procedure make (index : in biome; width, height : in natural) is
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begin
core.echo (core.comment, "-- Procedurally generating new map...");
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--
core.echo (core.comment, "-- -- Map type : " & index'image);
core.echo (core.comment, "-- -- Map width :" & width'image);
core.echo (core.comment, "-- -- Map height :" & height'image);
core.echo (core.comment, "-- -- Landmark count :" & landmark_limit'image);
--
map.kind := index;
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map.width := width;
map.height := height;
map.tiles := new tile_array (0 .. width - 1, 0 .. height - 1);
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map.landmarks := new landmark_array (1 .. landmark_limit);
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--
for x in 0 .. width - 1 loop
for y in 0 .. height - 1 loop
map.tiles (x, y) := (core.random (0, 23) * core.random (0, 23)) mod 24;
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end loop;
end loop;
--
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for index in 1 .. landmark_limit loop
map.landmarks (index).index := landmark_index'val (core.random (0, 8));
map.landmarks (index).x := core.random (0, width - 1);
map.landmarks (index).y := core.random (0, height - 1);
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end loop;
--
core.echo (core.success, "Finished procedurally generating new map.");
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end make;
------------------------------------------------------------------------------------------
procedure draw is
u : integer := 0;
v : integer := 0;
offset : core.vector := ((core.window_width - core.base) / 2,
(core.window_height - core.base) / 2);
render : core.vector := ((if (core.window_width / core.base / core.zoom + 1 < width - 1) then core.window_width / core.base / core.zoom + 1 else width - 1),
(if (core.window_height / core.base / core.zoom + 1 < height - 1) then core.window_height / core.base / core.zoom + 1 else height - 1));
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begin
for move_y in 0 .. render.y loop
--~exit when core.camera.y + move_y > render.y;
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--
for move_x in 0 .. render.x loop
--~exit when core.camera.x + move_x > render.x;
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--
u := core.base * biome'pos (map.kind) * 4;
v := core.base * map.tiles ((core.camera.x + move_x) mod width,
(core.camera.y + move_y) mod height);
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--
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core.draw (data => tiles,
x => offset.x + (move_x - core.camera.x) * core.base * core.zoom,
y => offset.y + (move_y - core.camera.y) * core.base * core.zoom,
u => u,
v => v,
width => core.base-1,
height => core.base-1);
--
if core.cursor.x > offset.x + (move_x - core.camera.x ) * core.base * core.zoom
and core.cursor.x < offset.x + (move_x - core.camera.x + 1) * core.base * core.zoom
and core.cursor.y > offset.y + (move_y - core.camera.y ) * core.base * core.zoom
and core.cursor.y < offset.y + (move_y - core.camera.y + 1) * core.base * core.zoom
and core.cursor_mode = 1 and not ui.prioritize then
core.camera.x := move_x;
core.camera.y := move_y;
core.cursor_mode := 0;
end if;
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end loop;
end loop;
--
for index in 1 .. landmark_limit loop
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core.draw (data => landmarks (map.landmarks (index).index),
x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom);
end loop;
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end draw;
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--~procedure draw is
--~u, v : integer;
--~begin
--~for move_y in 0 .. core.window_height / core.base / core.zoom + 1 loop
--~for move_x in 0 .. core.window_width / core.base / core.zoom + 1 loop
--~u := core.base * biome'pos (map.kind) * 4;
--~v := core.base * map.tiles (core.camera.x + move_x, core.camera.y + move_y);
--~--
--~core.draw (tiles, move_x * core.base * core.zoom, move_y * core.base * core.zoom, u, v, core.base, core.base);
--~end loop;
--~end loop;
--~--
--~for index in 1 .. landmark_limit loop
--~core.draw (data => landmarks (map.landmarks (index).index),
--~x => (map.landmarks (index).x - core.camera.x * core.base) * core.zoom,
--~y => (map.landmarks (index).y - core.camera.y * core.base) * core.zoom);
--~end loop;
--~end draw;
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------------------------------------------------------------------------------------------
function width return integer is begin return map.width; end width;
function height return integer is begin return map.height; end height;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;