xhads/source/main.adb

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Ada
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with ada.text_io;
use ada.text_io;
with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, chad, world;
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procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--~world_active : world.codex := world.ashland;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
side_panel : integer := 480;
preview_x : integer := 24;
preview_y : integer := 24;
preview_width : integer := 0;
preview_height : integer := 0;
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begin
for i in skill.codex loop put_line (skill.trait (i).name & integer'image (chad.trait (chad.ognjen).skills (i))); end loop;
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core.configure;
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ui.configure;
attribute.configure;
skill.configure;
resource.configure;
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might.configure;
magic.configure;
item.configure;
unit.configure;
construction.configure;
chad.configure;
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world.configure;
core.fairy_synchronize (6); -- CALLING SUBROUTINE DEFINED IN FORTRAN
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world.make (world.swamp, 80, 40);
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gameplay: loop
exit when core.engine_active = false;
--
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core.synchronize;
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--
--~if core.cursor_mode = 1 then
--~world_active := world.codex'val ((world.codex'pos (world_active) + 1) mod 6);
--~delay duration (0.333);
--~end if;
--
if core.signal_mode = core.signal_code'pos (core.signal_a) then side_panel := side_panel + 60; end if;
if core.signal_mode = core.signal_code'pos (core.signal_d) then side_panel := side_panel - 60; end if;
--
preview_width := core.window_width - side_panel;
preview_height := core.window_height;
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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;
if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
--
core.camera.x := core.clip (core.camera.x, 0, world.map.width - preview_width / core.base);
core.camera.y := core.clip (core.camera.y, 0, world.map.height - preview_height / core.base);
--
world.draw (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y, core.cursor_mode = 2);
--
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ui.active := ui.steam;
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if core.cursor_mode = 3 then
--~ui.active := ui.style'val (ui.style'pos (ui.active) mod 4);
--~case ui.active is
--~when ui.default => ui.active := ui.gothic;
--~when ui.gothic => ui.active := ui.yd;
--~when ui.yd => ui.active := ui.default;
--~end case;
ui.active := ui.default;
--~ui.active := ui.steam;
end if;
--
--~for this in might.codex
--~loop
--~might.draw (this, 112 * (might.codex'pos (this) / 7) + 64, 112 * (might.codex'pos (this) mod 7) + 64);
--~end loop;
--
--~for this in unit.pikeman .. unit.ghost_dragon
--~loop
--~unit.render (this, unit.idle, 96 * (unit.codex'pos (this) / 7) + 32, 96 * (unit.codex'pos (this) mod 7) + 32);
--~end loop;
--
--~for this in construction.codex
--~loop
--~construction.draw (this, 128 * (construction.codex'pos (this) mod 12) + 32, 128 * (construction.codex'pos (this) / 12) + 32);
--~end loop;
--
--~core.draw_central_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
--~core.draw_squared_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
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--
ui.draw_menu (0, 0, preview_width, preview_height, false);
ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height, true);
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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;
--~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;
--~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;
--~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;
--~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;
--~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;
--~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;
--
--~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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--~for index in attribute.codex loop attribute.draw (index, 32 * attribute.codex'pos (index) + 64, 64); end loop;
--~for index in resource.codex loop resource.draw (index, 32 * resource.codex'pos (index) + 64, 96); end loop;
--~for index in skill.codex loop skill.draw (index, 32 * skill.codex'pos (index) + 64, 128); end loop;
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--
core.draw_state_box (preview_width + 32, 32);
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end loop gameplay;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end main;