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, resource, item, unit, construction, world;
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package body world is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type sprite_array is array (natural range <>) of core.sprite;
type world_array is array (natural range <>) of access information;
type limit_array is array (codex) of integer;
type landmark_sprite_array is array (codex) of access sprite_array;
------------------------------------------------------------------------------------------
blocks : core.sprite;
landmarks : landmark_sprite_array := (others => null);
limit : constant limit_array := (2, 2, 2, 2, 2, 2);
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landmark_limit : constant integer := 140;
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construction_limit : constant integer := 40;
item_limit : constant integer := 40;
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------------------------------------------------------------------------------------------
procedure configure is
begin
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core.echo (core.comment, "Configuring world components...");
--
blocks := core.import_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
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--
for index in codex
loop
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landmarks (index) := new sprite_array (0 .. limit (index) - 1);
--
for value in 0 .. limit (index) - 1
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loop
declare
folder : constant string := core.lowercase (codex'image (index));
file : constant string := value'image;
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begin
landmarks (index) (value) := core.import_sprite ("./sprite/world/landmark/" & folder & "/" & file & ".png", 1, 1);
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end;
end loop;
end loop;
end configure;
------------------------------------------------------------------------------------------
procedure make (index : in codex; width, height : in natural) is
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);
core.echo (core.comment, "-- -- Construction count :" & construction_limit'image);
core.echo (core.comment, "-- -- Item count :" & item_limit'image);
--
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map.terrain := index;
map.width := width;
map.height := height;
map.block := new block_array (0 .. width - 1, 0 .. height - 1);
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map.landmark := new entity_array (0 .. landmark_limit);
map.construction := new entity_array (0 .. construction_limit);
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map.item := new entity_array (0 .. item_limit);
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--
for x in 0 .. width - 1
loop
for y in 0 .. height - 1
loop
map.block (x, y) := core.random_integer (0, 23);
end loop;
end loop;
--
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for object in 0 .. landmark_limit
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loop
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map.landmark (object).index := core.random_integer (0, limit (index) - 1);
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map.landmark (object).x := core.base * core.random_integer (1, map.width - 1);
map.landmark (object).y := core.base * core.random_integer (1, map.height - 1);
end loop;
--
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for object in 0 .. construction_limit
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loop
map.construction (object).index := core.random_integer (0, construction.codex'pos (construction.codex'last));
map.construction (object).x := core.base * core.random_integer (1, map.width - 1);
map.construction (object).y := core.base * core.random_integer (1, map.height - 1);
end loop;
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--
for object in 0 .. item_limit
loop
map.item (object).index := core.random_integer (0, item.codex'pos (item.codex'last));
map.item (object).x := core.base * core.random_integer (1, map.width - 1);
map.item (object).y := core.base * core.random_integer (1, map.height - 1);
end loop;
--
core.echo (core.success, "Finished procedurally generating new map.");
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end make;
------------------------------------------------------------------------------------------
procedure draw (x, y, width, height : in integer; show_grid : in boolean) is
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crop_width : integer := width mod core.base;
crop_height : integer := height mod core.base;
u, v : integer;
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begin
for move_y in 0 .. height / core.base - 1
loop
for move_x in 0 .. + width / core.base - 1
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loop
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (core.camera.x + move_x, core.camera.y + move_y);
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--
core.crop (blocks, x + move_x * core.base, y + move_y * core.base, u, v, core.base, core.base);
end loop;
--
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (width / core.base, core.camera.y + move_y);
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--
core.crop (blocks, x + width - crop_width, y + move_y * core.base, u, v, crop_width, core.base);
end loop;
--
for move_x in 0 .. width / core.base - 1
loop
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (core.camera.x + move_x, height / core.base);
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--
core.crop (blocks, x + move_x * core.base, y + height - crop_height, u, v, core.base, crop_height);
end loop;
--
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (width / core.base, height / core.base);
--
core.crop (blocks, x + width - crop_width, y + height - crop_height, u, v, crop_width, crop_height);
--
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for object in 0 .. landmark_limit
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loop
core.view (landmarks (map.terrain) (map.landmark (object).index),
map.landmark (object).x - core.camera.x * core.base,
map.landmark (object).y - core.camera.y * core.base,
x, y, width, height);
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end loop;
--
if show_grid then
core.hexagonal_grid (x, y, width, height, false);
core.hexagonal_grid (x, y, width, height, true);
end if;
--
for object in 0 .. construction_limit
loop
if map.construction (object).x > width
or map.construction (object).y > height then
goto skip_drawing_out_of_view_construction;
end if;
--
construction.draw (construction.codex'val (map.construction (object).index),
map.construction (object).x - core.camera.x * core.base,
map.construction (object).y - core.camera.y * core.base);
--
<<skip_drawing_out_of_view_construction>>
end loop;
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--
for object in 0 .. item_limit
loop
if map.item (object).x > width
or map.item (object).y > height then
goto skip_drawing_out_of_view_item;
end if;
--
item.draw (item.codex'val (map.item (object).index),
map.item (object).x - core.camera.x * core.base,
map.item (object).y - core.camera.y * core.base);
--
<<skip_drawing_out_of_view_item>>
end loop;
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end draw;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;