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-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
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pragma ada_2012 ;
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with core , ui , effect , attribute , skill , resource , faction , might , magic , item , unit , construction , chad , world , ai ;
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procedure main is
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side_panel : integer := 0 ;
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preview_width : integer := 0 ;
preview_height : integer := 0 ;
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text_box_height : integer := 0 ;
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player : chad . information := chad . trait ( chad . ognjen ) ;
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type screen_view is (
map_preview_panel , status_preview_panel , text_box_panel
) ;
screen_view_icon : array ( screen_view ) of core . sprite ;
screen_view_list : array ( screen_view ) of boolean := ( others => true ) ;
screen_view_text : array ( screen_view ) of core . long_string := (
"Toggle map preview panel. " ,
"Toggle status preview panel. " ,
"Toggle text box panel. "
) ;
procedure toggle_map_preview_panel is begin screen_view_list ( map_preview_panel ) := ( if screen_view_list ( map_preview_panel ) then false else true ) ; end toggle_map_preview_panel ;
procedure toggle_status_preview_panel is begin screen_view_list ( status_preview_panel ) := ( if screen_view_list ( status_preview_panel ) then false else true ) ; end toggle_status_preview_panel ;
procedure toggle_text_box_panel is begin screen_view_list ( text_box_panel ) := ( if screen_view_list ( text_box_panel ) then false else true ) ; end toggle_text_box_panel ;
screen_view_show : array ( screen_view ) of access procedure := (
toggle_map_preview_panel ' access ,
toggle_status_preview_panel ' access ,
toggle_text_box_panel ' access
) ;
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-- TODO: This menu code is now useless due to new UI code.
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type menu_index is (
menu_none , menu_attribute , menu_skill , menu_resource , menu_unit , menu_might , menu_magic
) ;
menu_limit : constant integer := 3 ;
menu_count : integer := 0 ;
menu_stack : array ( 1 . . menu_limit ) of menu_index := ( others => menu_none ) ;
procedure menu_insert ( index : in menu_index ) is
begin
if menu_count = menu_limit then return ; end if ;
--
menu_count := menu_count mod menu_limit + 1 ;
--
menu_stack ( menu_count ) := index ;
end menu_insert ;
procedure menu_remove is
begin
if menu_count = 0 then return ; end if ;
--
menu_stack ( menu_count ) := menu_none ;
--
menu_count := menu_count - 1 ;
end menu_remove ;
procedure menu_render is
begin
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--~if menu_count > 0 then
--~core.overlay; THIS SLOWS DOWN RENDERING BY 10 FRAMES!
--~end if;
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--
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for index in 1 . . menu_limit loop
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case menu_stack ( index ) is
when menu_none => null ;
when menu_attribute => attribute . menu ( 100 , 100 , false ) ;
when menu_skill => skill . menu ( 200 , 200 , false ) ;
when menu_resource => resource . menu ( 300 , 300 , false ) ;
when menu_unit => unit . menu ( 0 , 0 , true ) ;
when menu_might => might . menu ( 0 , 0 , true ) ;
when menu_magic => magic . menu ( 0 , 0 , true ) ;
end case ;
end loop ;
end menu_render ;
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-- TODO: Also useless, delete later...
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procedure show_attribute_menu is begin menu_insert ( menu_attribute ) ; end show_attribute_menu ;
procedure show_skill_menu is begin menu_insert ( menu_skill ) ; end show_skill_menu ;
procedure show_resource_menu is begin menu_insert ( menu_resource ) ; end show_resource_menu ;
procedure show_unit_menu is begin menu_insert ( menu_unit ) ; end show_unit_menu ;
procedure show_might_menu is begin menu_insert ( menu_might ) ; end show_might_menu ;
procedure show_magic_menu is begin menu_insert ( menu_magic ) ; end show_magic_menu ;
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procedure ui_main_style is begin ui . active := ui . style ' val ( ( ui . style ' pos ( ui . active ) + 1 ) mod 7 ) ; end ui_main_style ;
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procedure hide_top_menu is begin menu_remove ; end hide_top_menu ;
procedure zoom_in is begin core . zoom := 2 ; end zoom_in ;
procedure zoom_out is begin core . zoom := 1 ; end zoom_out ;
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-- TODO: This is fine.
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signal_list : constant array ( core . signal_code ) of access procedure := (
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core . signal_up => core . move_camera_up ' access ,
core . signal_down => core . move_camera_down ' access ,
core . signal_left => core . move_camera_left ' access ,
core . signal_right => core . move_camera_right ' access ,
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core . signal_a => show_attribute_menu ' access ,
core . signal_s => show_skill_menu ' access ,
core . signal_r => show_resource_menu ' access ,
core . signal_u => show_unit_menu ' access ,
core . signal_m => show_might_menu ' access ,
core . signal_n => show_magic_menu ' access ,
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core . signal_v => ui_main_style ' access ,
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core . signal_grave => hide_top_menu ' access ,
core . signal_kp_add => zoom_in ' access ,
core . signal_kp_subtract => zoom_out ' access ,
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others => core . idle ' access
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) ;
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a , b , c : core . sprite ;
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begin
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core . dash ;
core . echo ( core . comment , "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic" ) ;
core . echo ( core . comment , "Version -- 1.0.0" ) ;
core . echo ( core . comment , "License -- GNU/GPLv3+" ) ;
core . echo ( core . comment , "Xhads is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation." ) ;
core . dash ;
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core . initialize ;
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ui . configure ;
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core . play ( core . import_song ( core . c_string ( "./song/main_menu.ogg" ) ) . index ) ;
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attribute . configure ;
skill . configure ;
resource . configure ;
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--~might.configure;
--~magic.configure;
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item . configure ;
unit . configure ;
construction . configure ;
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chad . configure ;
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world . configure ;
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ai . configure ;
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world . make ( world . grass , 140 , 120 ) ;
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core . dash ;
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core . echo ( core . success , "Successfully initialized game data, entering main gameplay loop." ) ;
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core . dash ;
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for index in screen_view loop
screen_view_icon ( index ) := core . import_sprite ( "./sprite/ui/icon/" & core . lowercase ( screen_view ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
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a := core . import_sprite ( "./sprite/magic/fire/fireball.png" , 1 , 1 ) ;
b := core . import_sprite ( "./sprite/magic/light/heal.png" , 1 , 1 ) ;
c := core . import_sprite ( "./sprite/magic/dark/torment.png" , 1 , 1 ) ;
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gameplay : loop
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core . synchronize ;
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--
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exit when core . engine_active = false ;
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--
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side_panel := core . window_width / 4 ;
preview_width := core . window_width - side_panel ;
preview_height := core . window_height - text_box_height ;
text_box_height := 32 ;
--
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core . camera . x := core . clip ( core . camera . x , 0 , world . map . width - 1 ) ;
core . camera . y := core . clip ( core . camera . y , 0 , world . map . height - 1 ) ;
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--
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world . draw ;
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--
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if screen_view_list ( map_preview_panel ) then ui . draw_menu ( 0 , 0 , preview_width , preview_height ) ; end if ;
if screen_view_list ( status_preview_panel ) then ui . draw_tiny_menu ( preview_width , 0 , side_panel , preview_height ) ; end if ;
if screen_view_list ( status_preview_panel ) then ui . draw_state_box ( preview_width + 32 , 32 ) ; end if ;
if screen_view_list ( text_box_panel ) then ui . draw_help_box ( 0 , core . window_height - text_box_height , core . window_width - core . icon * ( screen_view ' pos ( screen_view ' last ) + 1 ) , text_box_height ) ; end if ;
for index in screen_view loop
ui . draw_icon ( screen_view_icon ( index ) , screen_view_text ( index ) ,
core . window_width - core . icon * ( screen_view ' pos ( screen_view ' last ) + 1 ) + core . icon * screen_view ' pos ( index ) ,
core . window_height - text_box_height ,
screen_view_show ( index ) ) ;
end loop ;
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--
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signal_list ( core . signal_code ' val ( core . signal_mode ) ) . all ;
--
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--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
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--
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--~ui.draw_menu (60, 60, 256, 256);
--~ui.draw_tiny_menu (360, 60, 256, 256);
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--
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menu_render ;
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--
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core . draw ( a , 64 * 1 , core . window_height - 56 - 64 ) ;
core . draw ( b , 64 * 2 , core . window_height - 56 - 64 ) ;
core . draw ( c , 64 * 3 , core . window_height - 56 - 64 ) ;
ui . draw_icon_menu ( "" , 64 * 1 , core . window_height - 56 - 64 , 64 , 64 , null ) ;
ui . draw_icon_menu ( "" , 64 * 2 , core . window_height - 56 - 64 , 64 , 64 , null ) ;
ui . draw_icon_menu ( "" , 64 * 3 , core . window_height - 56 - 64 , 64 , 64 , null ) ;
ui . draw_fill_bar ( 64 * 4 , core . window_height - 56 , 320 , 0.7 ) ;
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--
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chad . draw_alice ;
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--
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ui . synchronize ;
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end loop gameplay ;
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core . deinitialize ;
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core . dash ;
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end main ;