xhads/source/world.adb

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Ada
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with ada.strings.fixed;
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with core, menu, resource, item, unit, construction, world;
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use world;
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 := (29, 64, 70, 94, 51, 94);
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landmark_limit : constant integer := 140;
construction_limit : constant integer := 10;
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------------------------------------------------------------------------------------------
procedure configure is
begin
blocks := core.load_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
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--
for index in codex
loop
landmarks (index) := new sprite_array (0 .. limit (index));
for value in 0 .. limit (index)
loop
declare
folder : constant string := core.lowercase (codex'image (index));
file : constant string := ada.strings.fixed.trim (integer'image (value), ada.strings.left);
begin
landmarks (index) (value) := core.load_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
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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--
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
map.landmark (object).index := core.random_integer (0, limit (index));
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;
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;
--
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--~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, map.construction (object).y);
--~--
--~<<skip_drawing_out_of_view_construction>>
--~end loop;
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end draw;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;