with ada.text_io; use ada.text_io; with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, world, menu; procedure main is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --~world_active : world.codex := world.ashland; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Ognjen Milan Robovic -- Richard Martin Stallman -- Eric Steven Raymond -- Linus Benedict Torvalds -- -- Ada Augusta King -- Marina Ann Hantzis side_panel : integer := 480; preview_x : integer := 24; preview_y : integer := 24; preview_width : integer := 1800 - side_panel; preview_height : integer := 900; begin core.configure; ui.configure; attribute.configure; skill.configure; resource.configure; might.configure; magic.configure; item.configure; unit.configure; construction.configure; world.configure; menu.configure; core.fairy_synchronize (6); -- CALLING SUBROUTINE DEFINED IN FORTRAN world.make (world.swamp, 80, 40); gameplay: loop exit when core.engine_active = false; -- core.synchronize; -- --~if core.cursor_mode = 1 then --~world_active := world.codex'val ((world.codex'pos (world_active) + 1) mod 6); --~delay duration (0.333); --~end if; -- if core.signal_mode = core.signal_code'pos (core.signal_a) then side_panel := side_panel + 60; end if; if core.signal_mode = core.signal_code'pos (core.signal_d) then side_panel := side_panel - 60; end if; preview_width := 1800 - side_panel; world.draw (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y, core.cursor_mode = 2); -- 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; ui.active := ui.steam; if core.cursor_mode = 3 then --~ui.active := ui.style'val (ui.style'pos (ui.active) mod 4); --~case ui.active is --~when ui.default => ui.active := ui.gothic; --~when ui.gothic => ui.active := ui.yd; --~when ui.yd => ui.active := ui.default; --~end case; ui.active := ui.default; --~ui.active := ui.steam; end if; -- --~for this in might.codex --~loop --~might.draw (this, 112 * (might.codex'pos (this) / 7) + 64, 112 * (might.codex'pos (this) mod 7) + 64); --~end loop; -- --~for this in unit.pikeman .. unit.ghost_dragon --~loop --~unit.render (this, unit.idle, 96 * (unit.codex'pos (this) / 7) + 32, 96 * (unit.codex'pos (this) mod 7) + 32); --~end loop; -- --~for this in construction.codex --~loop --~construction.draw (this, 128 * (construction.codex'pos (this) mod 12) + 32, 128 * (construction.codex'pos (this) / 12) + 32); --~end loop; -- --~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); -- ui.draw_menu (0, 0, preview_width, preview_height, false); ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height, true); -- --~for this in magic.blow_away .. magic.thunderclap loop magic.draw (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.draw (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.draw (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.draw (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.draw (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.draw (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.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.time_statis)) - 60, 112 * 6 + 64); end loop; -- --~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; --~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; -- core.draw_state_box (preview_width + 32, 32); -- menu.draw (menu.resource_information, 420, 100, false); menu.draw (menu.skill_information, 740, 100, false); menu.draw (menu.attribute_information, 100, 100, true); end loop gameplay; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ end main;