-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic -- -- GNU General Public Licence (version 3 or later) pragma ada_2012; with core, ui, effect, attribute, skill, resource, faction, deity, material, magic, equipment, unit, construction, chad, world; with ada.strings.unbounded; use ada.strings.unbounded; use core; procedure main is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type view is ( map_preview_panel, status_preview_panel, text_box_panel, fullscreen ); ------------------------------------------------------------------------------------------ procedure swap_map_preview_panel; procedure swap_status_preview_panel; procedure swap_text_box_panel; procedure swap_fullscreen; procedure ui_main_style; procedure zoom_in; procedure zoom_out; ------------------------------------------------------------------------------------------ signal_list : constant array (core.signal_code) of access procedure := ( core.signal_up => world.player_up'access, core.signal_down => world.player_down'access, core.signal_left => world.player_left'access, core.signal_right => world.player_right'access, core.signal_v => ui_main_style'access, core.signal_kp_add => zoom_in'access, core.signal_kp_subtract => zoom_out'access, core.signal_f1 => world.resource_cheat_1'access, core.signal_f2 => world.resource_cheat_2'access, core.signal_f3 => world.resource_cheat_3'access, core.signal_f4 => world.resource_cheat_4'access, core.signal_f5 => world.resource_cheat_5'access, core.signal_f6 => world.resource_cheat_6'access, core.signal_f7 => world.reveal_map'access, core.signal_f8 => world.restore_points'access, others => core.idle_skip'access ); view_show : array (view) of access procedure := ( swap_map_preview_panel'access, swap_status_preview_panel'access, swap_text_box_panel'access, swap_fullscreen'access ); view_icon : array (view) of core.sprite := (others => (others => 0)); view_list : array (view) of boolean := (fullscreen => false, others => true); view_text : array (view) of core.long_string := ( "Toggle map preview panel. ", "Toggle status preview panel. ", "Toggle text box panel. ", "Toggle fullscreen or windowed mode. " ); game_title : core.sprite; game_preview : array (world.biome) of core.sprite; switch : natural := 0; choose : world.biome := world.grass; view_source_code : natural := 25; source_code : array (0 .. 35) of unbounded_string := ( to_unbounded_string (core.folder & "/source/ai.adb"), to_unbounded_string (core.folder & "/source/ai.ads"), to_unbounded_string (core.folder & "/source/attribute.adb"), to_unbounded_string (core.folder & "/source/attribute.ads"), to_unbounded_string (core.folder & "/source/chad.adb"), to_unbounded_string (core.folder & "/source/chad.ads"), to_unbounded_string (core.folder & "/source/construction.adb"), to_unbounded_string (core.folder & "/source/construction.ads"), to_unbounded_string (core.folder & "/source/core.adb"), to_unbounded_string (core.folder & "/source/core.ads"), to_unbounded_string (core.folder & "/source/deity.adb"), to_unbounded_string (core.folder & "/source/deity.ads"), to_unbounded_string (core.folder & "/source/effect.adb"), to_unbounded_string (core.folder & "/source/effect.ads"), to_unbounded_string (core.folder & "/source/equipment.adb"), to_unbounded_string (core.folder & "/source/equipment.ads"), to_unbounded_string (core.folder & "/source/faction.adb"), to_unbounded_string (core.folder & "/source/faction.ads"), to_unbounded_string (core.folder & "/source/magic.adb"), to_unbounded_string (core.folder & "/source/magic.ads"), to_unbounded_string (core.folder & "/source/main.adb"), to_unbounded_string (core.folder & "/source/material.adb"), to_unbounded_string (core.folder & "/source/material.ads"), to_unbounded_string (core.folder & "/source/might.adb"), to_unbounded_string (core.folder & "/source/might.ads"), to_unbounded_string (core.folder & "/source/ray.ads"), to_unbounded_string (core.folder & "/source/resource.adb"), to_unbounded_string (core.folder & "/source/resource.ads"), to_unbounded_string (core.folder & "/source/skill.adb"), to_unbounded_string (core.folder & "/source/skill.ads"), to_unbounded_string (core.folder & "/source/ui.adb"), to_unbounded_string (core.folder & "/source/ui.ads"), to_unbounded_string (core.folder & "/source/unit.adb"), to_unbounded_string (core.folder & "/source/unit.ads"), to_unbounded_string (core.folder & "/source/world.adb"), to_unbounded_string (core.folder & "/source/world.ads") ); side_panel : integer := 0; preview_width : integer := 0; preview_height : integer := 0; text_box_height : integer := 0; player : chad.information := ( index => chad.ada, state => core.idle, x => 0, y => 0, health => (30, 40), mana => (20, 30), movement => (10, 20), attributes => attribute.default, skills => skill.default, resources => ((29, 480), (11, 240), (23, 240), (13, 240), (17, 240), (7, 240)), materials => material.default, equipments => (equipment.chest => equipment.iron_chestplate, equipment.head => equipment.iron_helmet, equipment.hands => equipment.iron_gauntlets, equipment.feet => equipment.iron_greaves, equipment.main_hand => equipment.iron_sword, others => equipment.none), item_count => 0, items => (others => equipment.none) ); ------------------------------------------------------------------------------------------ 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; procedure swap_fullscreen is begin view_list (fullscreen) := not view_list (fullscreen); end swap_fullscreen; ------------------------------------------------------------------------------------------ procedure ui_main_style is begin ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod ui.style_count); end ui_main_style; ------------------------------------------------------------------------------------------ procedure zoom_in is begin core.zoom := 2; end zoom_in; procedure zoom_out is begin core.zoom := 1; end zoom_out; ------------------------------------------------------------------------------------------ --~procedure main_menu is --~begin --~core.draw (game_preview (world.ash), core.center_x (game_preview (world.ash).width * 2), core.center_y (game_preview (world.ash).height * 2), factor => 2); --~core.draw (game_title, core.center_x (game_title.width * 2), core.center_y (game_title.height * 2), factor => 2); --~-- --~ui.write ("Main Menu", 0, 0); --~-- --~ui.draw_check_box (0, 32, view_list (map_preview_panel), "map_preview_panel"); --~ui.draw_check_box (0, 64, view_list (status_preview_panel), "status_preview_panel"); --~ui.draw_check_box (0, 96, view_list (text_box_panel), "text_box_panel"); --~end main_menu; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ begin 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, "Xorana 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; core.initialize; ui.active := ui.main; ui.configure; --~core.play (core.import_song (core.c_string (core.folder & "/song/main_menu.ogg")).index); core.echo (core.comment, "Configuring" & attribute.count'image & " attribute components..."); -- for index in attribute.enumeration loop attribute.icon (index) := core.import_sprite (core.folder & "/icon/attribute/" & core.lowercase (attribute.enumeration'image (index)) & ".png", 1, 1); end loop; core.echo (core.comment, "Configuring" & skill.count'image & " skill components..."); -- for index in skill.enumeration loop skill.icon (index) := core.import_sprite (core.folder & "/icon/skill/" & core.lowercase (skill.enumeration'image (index)) & ".png", 1, 1); end loop; core.echo (core.comment, "Configuring" & resource.count'image & " resource components..."); -- for index in resource.enumeration loop resource.icon (index) := core.import_sprite (core.folder & "/icon/resource/" & core.lowercase (resource.enumeration'image (index)) & ".png", 1, 1); end loop; core.echo (core.comment, "Configuring" & magic.count'image & " magic components..."); -- for index in magic.enumeration loop declare folder : constant string := core.lowercase (magic.school'image (magic.description (index).kind)); file : constant string := core.lowercase (magic.enumeration'image (index)); begin magic.view (index) := core.import_sprite (core.folder & "/view/magic/" & folder & "/" & file & ".png", 1, 1); end; end loop; core.echo (core.comment, "Configuring" & material.count'image & " material components..."); -- for index in material.enumeration loop material.icon (index) := core.import_sprite (core.folder & "/icon/material/" & core.lowercase (material.enumeration'image (index)) & ".png", 1, 1); end loop; core.echo (core.comment, "Configuring" & equipment.count'image & " equipment components..."); -- for index in equipment.enumeration loop declare folder : constant string := core.lowercase (equipment.slot'image (equipment.description (index).kind)); file : constant string := core.lowercase (equipment.enumeration'image (index)); begin equipment.sprite (index) := core.import_sprite (core.folder & "/game/equipment/" & folder & "/" & file & ".png", 4, 6); equipment.icon (index) := core.import_sprite (core.folder & "/icon/equipment/" & folder & "/" & file & ".png", 1, 1); end; end loop; unit.configure; core.echo (core.comment, "Configuring" & deity.count'image & " deity components..."); -- for index in deity.enumeration loop deity.sprite (index) := core.import_sprite (core.folder & "/game/deity/" & deity.enumeration'image (index) & ".png", 4, 1); end loop; core.echo (core.comment, "Configuring" & construction.count'image & "construction components..."); -- for index in construction.enumeration loop declare folder : constant string := core.lowercase (faction.enumeration'image (construction.description (index).kind)); file : constant string := core.lowercase (construction.enumeration'image (index)); frames : constant integer := construction.description (index).frames; begin construction.sprite (index) := core.import_sprite (core.folder & "/game/construction/" & folder & "/" & file & ".png", frames, 1); end; end loop; chad.configure; world.configure; --~ai.configure; world.make (world.grass, 640, 480, 8); world.add_chad (player); core.dash; core.echo (core.success, "Successfully initialized game data, entering main gameplay loop."); core.dash; for index in view loop view_icon (index) := core.import_sprite (core.folder & "/icon/engine/" & core.lowercase (view'image (index)) & ".png", 1, 2); end loop; game_title := core.import_sprite (core.folder & "/ui/game_title.png", 1, 1); for index in world.biome loop game_preview (index) := core.import_sprite (core.folder & "/ui/preview/" & core.lowercase (world.biome'image (index)) & "land.png", 1, 1); end loop; ------------------------------------------------------------------------------------------ introduction_loop: loop core.synchronize; -- exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right; -- case core.signal_mode is when core.signal_none => null; when core.signal_space => null; when others => switch := (switch + 1) mod world.biome_count; choose := world.biome'val (switch); end case; -- core.draw (game_preview (choose), core.center_x (game_preview (choose).width * 2), core.center_y (game_preview (choose).height * 2), factor => 2); core.draw (game_title, core.center_x (game_title.width * 2), core.center_y (game_title.height * 2), factor => 2); -- ui.write ("[-- Press Spacebar or RMB to continue]", 0, core.center_y (24), (102, 102, 102, 255)); end loop introduction_loop; core.cursor_mode := core.cursor_none; main_menu_loop: loop core.synchronize; -- exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right; -- declare source_code_data : core.string_box_data; begin core.import_text (source_code_data, to_string (source_code (view_source_code))); -- if core.cursor_mode = core.cursor_left then view_source_code := (view_source_code + 1) mod 36; core.cursor_mode := core.cursor_none; core.wheel := 0.0; end if; -- ui.write_ada_code (source_code_data, 0, integer (core.wheel) * 30); end; end loop main_menu_loop; core.cursor_mode := core.cursor_none; world.load ("heyo"); ui.active := ui.style'val (faction.enumeration'pos (chad.description (player.index).kind) + 1); gameplay_loop: loop core.synchronize; -- exit when core.engine_active = false; -- if not view_list (status_preview_panel) then side_panel := 0; else side_panel := 376 + 2 * 32; end if; -- preview_width := core.window_width - side_panel; preview_height := core.window_height - text_box_height; 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); chad.draw_data (world.map.chads (1), preview_width + 32, 32); -- ui.draw_end_turn_button (x => core.window_width - side_panel + side_panel / 2 - core.icon, y => core.window_height - core.icon - text_box_height - 106 - 2 * core.icon); -- ui.draw_console_box (x => core.window_width - core.icon - (side_panel - 2 * core.icon), y => core.window_height - core.icon - text_box_height - 106, width => side_panel - 2 * core.icon, height => 106); --~ui.draw_state_box (preview_width + 32, 32); end if; -- if view_list (text_box_panel) then ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.icon * (view'pos (view'last) + 1), text_box_height); -- ui.write (core.framerate'image, core.window_width - core.icon * (view'pos (view'last) + 1) - 64, core.window_height - 27); end if; -- for index in view loop ui.draw_frame (description => view_text (index), x => core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index), y => core.window_height - core.icon, width => core.icon, height => core.icon, action => view_show (index)); -- core.draw (data => view_icon (index), x => core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index), y => core.window_height - core.icon, ignore => true, u => 0, v => boolean'pos (view_list (index)) * core.icon, factor => 1); end loop; -- for index in resource.enumeration loop ui.draw_icon (resource.icon (index), -(resource.description (index).text), (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index), core.base); ui.draw_frame (-(resource.description (index).text), (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index) + core.icon, core.base, 6 * core.icon, core.icon); -- ui.write (text => world.map.chads (1).resources (index).value'image & " /" & world.map.chads (1).resources (index).limit'image, x => (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index) + core.icon - 1, y => core.base + 7, size => 18); end loop; -- declare move_x : integer := (preview_width - core.icon * material.count) / 2; begin for index in material.enumeration loop if world.map.chads (1).materials (index).value > 0 then ui.draw_icon (material.icon (index), -(material.description (index).name), move_x, core.base + core.icon); ui.draw_text_box (move_x, core.base + core.icon + core.icon, core.icon, core.icon); ui.write (world.map.chads (1).materials (index).value'image, move_x, core.base + core.icon + core.icon + 8, (255, 255, 255, 255), 15, true); -- move_x := move_x + core.icon; end if; end loop; end; -- signal_list (core.signal_mode).all; -- core.camera.x := world.map.chads (1).x; core.camera.y := world.map.chads (1).y; -- --~world.draw_performance_box; -- ui.synchronize; end loop gameplay_loop; world.save ("heyo"); --~world.mapshot (folder & "/mapshot.png"); ------------------------------------------------------------------------------------------ core.deinitialize; core.dash; end main;