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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, deity, world, ai;
with core , ui , effect , attribute , skill , resource , faction , item , unit , construction , chad , world ;
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use core ;
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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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------------------------------------------------------------------------------------------
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type view is (
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map_preview_panel , status_preview_panel , text_box_panel
) ;
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view_icon : array ( view ) of sprite := ( others => ( others => 0 ) ) ;
view_list : array ( view ) of boolean := ( others => true ) ;
view_text : array ( view ) of long_string := (
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"Toggle map preview panel. " ,
"Toggle status preview panel. " ,
"Toggle text box panel. "
) ;
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procedure swap_map_preview_panel is begin view_list ( map_preview_panel ) := not view_list ( map_preview_panel ) ; end swap_map_preview_panel ;
procedure swap_status_preview_panel is begin view_list ( status_preview_panel ) := not view_list ( status_preview_panel ) ; end swap_status_preview_panel ;
procedure swap_text_box_panel is begin view_list ( text_box_panel ) := not view_list ( text_box_panel ) ; end swap_text_box_panel ;
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view_show : array ( view ) of access procedure := (
swap_map_preview_panel ' access ,
swap_status_preview_panel ' access ,
swap_text_box_panel ' access
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) ;
------------------------------------------------------------------------------------------
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procedure check_move_camera_up is
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begin
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move_camera_up ;
camera . y := clip ( camera . y , 0 , world . map . height - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
increment ( camera . y ) ;
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end if ;
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end check_move_camera_up ;
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procedure check_move_camera_down is
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begin
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move_camera_down ;
camera . y := clip ( camera . y , 0 , world . map . height - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
decrement ( camera . y ) ;
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end if ;
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end check_move_camera_down ;
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procedure check_move_camera_left is
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begin
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move_camera_left ;
camera . x := clip ( camera . x , 0 , world . map . width - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
increment ( camera . x ) ;
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end if ;
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end check_move_camera_left ;
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procedure check_move_camera_right is
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begin
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move_camera_right ;
camera . x := clip ( camera . x , 0 , world . map . width - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
decrement ( camera . x ) ;
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end if ;
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end check_move_camera_right ;
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procedure ui_main_style is
begin
ui . active := ui . style ' val ( ( ui . style ' pos ( ui . active ) + 1 ) mod ( ui . style ' pos ( ui . style ' last ) + 1 ) ) ;
end ui_main_style ;
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procedure zoom_in is begin zoom := 2 ; end zoom_in ;
procedure zoom_out is begin zoom := 1 ; end zoom_out ;
signal_list : constant array ( signal_code ) of access procedure := (
signal_up => check_move_camera_up ' access ,
signal_down => check_move_camera_down ' access ,
signal_left => check_move_camera_left ' access ,
signal_right => check_move_camera_right ' access ,
signal_v => ui_main_style ' access ,
signal_kp_add => zoom_in ' access ,
signal_kp_subtract => zoom_out ' access ,
others => idle ' access
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) ;
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------------------------------------------------------------------------------------------
procedure introduction is
begin
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ui . write ( "[-- Please press Spacebar to continue]" , 0 , 0 , 14 , ( 102 , 102 , 102 , 255 ) ) ;
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end introduction ;
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procedure gameplay is
begin
if not view_list ( status_preview_panel ) then
side_panel := 0 ;
else
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side_panel := window_width / 4 ;
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end if ;
--
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preview_width := window_width - side_panel ;
preview_height := window_height - text_box_height ;
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text_box_height := 32 ;
--
world . draw ;
--
if view_list ( map_preview_panel ) then
ui . draw_menu ( 0 , 0 , preview_width , preview_height ) ;
end if ;
--
if view_list ( status_preview_panel ) then
ui . draw_tiny_menu ( preview_width , 0 , side_panel , preview_height ) ;
ui . draw_state_box ( preview_width + 32 , 32 ) ;
end if ;
--
if view_list ( text_box_panel ) then
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ui . draw_help_box ( 0 , window_height - text_box_height , window_width - icon * ( view ' pos ( view ' last ) + 1 ) , text_box_height ) ;
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end if ;
--
for index in view loop
ui . draw_icon ( view_icon ( index ) , view_text ( index ) ,
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window_width - icon * ( view ' pos ( view ' last ) + 1 ) + icon * view ' pos ( index ) ,
window_height - text_box_height ,
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view_show ( index ) ) ;
end loop ;
--
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signal_list ( signal_mode ) . all ;
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--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
chad . draw_alice ;
--
ui . synchronize ;
end gameplay ;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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dash ;
echo ( comment , "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic" ) ;
echo ( comment , "Version -- 1.0.0" ) ;
echo ( comment , "License -- GNU/GPLv3+" ) ;
echo ( 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." ) ;
dash ;
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initialize ;
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ui . configure ;
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play ( import_song ( 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 . swamp , 120 , 60 ) ;
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dash ;
echo ( success , "Successfully initialized game data, entering main gameplay loop." ) ;
dash ;
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for index in view loop
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view_icon ( index ) := import_sprite ( "./sprite/ui/icon/" & lowercase ( view ' image ( index ) ) & ".png" , 1 , 1 ) ;
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end loop ;
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ui . active := ui . imp ;
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camera := ( 1 , 1 ) ;
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------------------------------------------------------------------------------------------
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introduction_loop : loop
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synchronize ;
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--
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exit when signal_mode = signal_space ;
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--
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introduction ;
end loop introduction_loop ;
gameplay_loop : loop
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synchronize ;
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--
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exit when engine_active = false ;
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--
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gameplay ;
end loop gameplay_loop ;
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------------------------------------------------------------------------------------------
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deinitialize ;
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dash ;
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end main ;