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
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
side_panel : integer := 480;
preview_x : integer := 24;
preview_y : integer := 24;
preview_width : integer := 0;
preview_height : integer := 0;
player : chad.information := chad.trait (chad.ognjen);
type menu_index is (
none, attribute_menu, skill_menu, resource_menu, unit_menu
);
show_menu_index : menu_index := none;
procedure show_menu is
begin
case show_menu_index is
when none => null;
when attribute_menu => attribute.menu (0, 0, true);
when skill_menu => skill.menu (0, 0, true);
when resource_menu => resource.menu (0, 0, true);
when unit_menu => unit.menu (0, 0, true);
end case;
end show_menu;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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.configure;
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ui.configure;
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core.play_sound (core.import_sound (core.c_string ("./song/main_menu.ogg")));
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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;
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core.ai_synchronize (6);
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world.make (world.swamp, 180, 140);
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preview_width := core.window_width - side_panel;
preview_height := core.window_height;
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core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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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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--
--~if core.signal_mode = core.signal_code'pos (core.signal_a) then preview_width := preview_width - 60; end if;
--~if core.signal_mode = core.signal_code'pos (core.signal_d) then preview_width := preview_width + 60; end if;
--~if core.signal_mode = core.signal_code'pos (core.signal_w) then preview_height := preview_height - 60; end if;
--~if core.signal_mode = core.signal_code'pos (core.signal_s) then preview_height := preview_height + 60; end if;
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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;
--
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if core.cursor_mode = 3 then ui.active := ui.default; else ui.active := ui.steam; 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 - 32, core.signal_mode = core.signal_code'pos (core.signal_g));
--
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--~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);
--~core.draw_hexagon_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 - 32, false);
ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height - 32, true);
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--
--~for this in magic.blow_away .. magic.thunderclap loop magic.view (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.view (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.view (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.view (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.view (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.view (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.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.time_statis)) - 60, 112 * 6 + 64); end loop;
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--
--~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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--
ui.draw_state_box (preview_width + 32, 32);
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--
if core.signal_mode = core.signal_code'pos (core.signal_a) then show_menu_index := attribute_menu; end if;
if core.signal_mode = core.signal_code'pos (core.signal_s) then show_menu_index := skill_menu; end if;
if core.signal_mode = core.signal_code'pos (core.signal_r) then show_menu_index := resource_menu; end if;
if core.signal_mode = core.signal_code'pos (core.signal_u) then show_menu_index := unit_menu; end if;
if core.cursor_mode = 2 and show_menu_index /= none then show_menu_index := none; end if;
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--
--~unit.stat (unit.griffin, 0, 0, true);
--~unit.stat (unit.halberdier, 0, 0, true);
--~unit.stat (unit.spirit, 0, 0, true);
--~unit.stat (unit.power_lich, 600, 300, false);
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--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
--~ui.synchronize;
--
show_menu;
--
ui.draw_text_box (0, core.window_height - 32, core.window_width, 32);
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end loop gameplay;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end main;