-- 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; use type core.cursor_code; use type core.signal_code; use type core.point; 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 : constant array (view) of access string := ( new string'("Toggle map preview panel."), new string'("Toggle status preview panel."), new string'("Toggle text box panel."), new string'("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 := 17; source_code : constant array (0 .. 22) of access string := ( new string'(core.folder & "/source/ai.adb"), new string'(core.folder & "/source/ai.ads"), new string'(core.folder & "/source/attribute.ads"), new string'(core.folder & "/source/chad.ads"), new string'(core.folder & "/source/construction.ads"), new string'(core.folder & "/source/core.adb"), new string'(core.folder & "/source/core.ads"), new string'(core.folder & "/source/deity.ads"), new string'(core.folder & "/source/effect.ads"), new string'(core.folder & "/source/equipment.ads"), new string'(core.folder & "/source/faction.ads"), new string'(core.folder & "/source/magic.ads"), new string'(core.folder & "/source/main.adb"), new string'(core.folder & "/source/material.ads"), new string'(core.folder & "/source/might.ads"), new string'(core.folder & "/source/ray.ads"), new string'(core.folder & "/source/resource.ads"), new string'(core.folder & "/source/skill.ads"), new string'(core.folder & "/source/ui.adb"), new string'(core.folder & "/source/ui.ads"), new string'(core.folder & "/source/unit.ads"), new string'(core.folder & "/source/world.adb"), new 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 := ( skills => (skill.archery, skill.athletics, skill.tactics, skill.aerokinesis, skill.logistics, skill.leadership, skill.estates, skill.mysticism), points => (others => (1, 3)), -- 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), others => <> ); ------------------------------------------------------------------------------------------ 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 player_information is player_1 : chad.information renames world.map.chads (1); -- offset : constant integer := 8; x : constant integer := preview_width + core.icon; y : constant integer := core.icon; width : constant integer := side_panel - 2 * core.icon; height : constant integer := chad.view_height + 8 * core.icon + 3 * core.base + 2 * offset; more : constant natural := 10; less : constant natural := 5; side : constant integer := chad.view_width + attribute.count * core.icon; at_x : integer := x + offset; at_y : integer := y + offset; begin ui.draw_frame ("--", x, y, width, height); ui.draw_sprite (chad.view (player_1.index), chad.description (player_1.index).name.all, at_x, at_y, 0); ui.draw_text_box (at_x + chad.view_width, at_y, width - chad.view_width - 2 * offset, core.icon); ui.write (chad.description (player_1.index).name.all, at_x + chad.view_width + less, at_y + less); -- ui.draw_text_box (at_x + side, at_y + 1 * core.icon, width - side - 2 * offset, core.icon); ui.draw_text_box (at_x + side, at_y + 2 * core.icon, width - side - 2 * offset, core.icon); -- ui.write (chad.description (player_1.index).title.all, at_x + side + more, at_y + 1 * core.icon + more, code => true); ui.write ("Level" & player_1.level'image, at_x + side + more, at_y + 2 * core.icon + more, code => true); -- at_x := x + chad.view_width + offset; at_y := y + core.icon + offset; -- for index in attribute.enumeration loop ui.draw_icon (attribute.icon (index), attribute.description (index).text.all, at_x, at_y); ui.draw_text_box (at_x, at_y + core.icon, core.icon, core.icon); ui.write (player_1.attributes (index).value'image, at_x + less, at_y + core.icon + more, code => true); -- at_x := at_x + core.icon; end loop; -- at_x := x + offset; at_y := y + offset + chad.view_height; -- ui.draw_separator (at_x, at_y, width - 2 * offset); -- at_y := at_y + core.base + core.icon; -- ui.draw_tiny_fill_bar (at_x, at_y + 0 * core.icon, side, float (player_1.health.value) / float (player_1.health.limit), (127, 0, 0, 255)); ui.draw_tiny_fill_bar (at_x, at_y + 1 * core.icon, side, float (player_1.mana.value) / float (player_1.mana.limit), (0, 0, 127, 255)); ui.draw_tiny_fill_bar (at_x, at_y + 2 * core.icon, side, float (player_1.movement.value) / float (player_1.movement.limit), (0, 127, 0, 255)); -- ui.draw_text_box (at_x + side, at_y - core.icon, width - side - 2 * offset, core.icon); ui.draw_text_box (at_x + side, at_y, width - side - 2 * offset, core.icon); ui.draw_text_box (at_x + side, at_y + core.icon, width - side - 2 * offset, core.icon); -- ui.write ("Health", at_x + side + more, at_y - core.icon + more, code => true); ui.write ("Mana", at_x + side + more, at_y + more, code => true); ui.write ("Movement", at_x + side + more, at_y + core.icon + more, code => true); -- ui.write (player_1.health.value'image & " /" & player_1.health.limit'image, at_x + core.icon, at_y - core.icon + more, code => true); ui.write (player_1.mana.value'image & " /" & player_1.mana.limit'image, at_x + core.icon, at_y + more, code => true); ui.write (player_1.movement.value'image & " /" & player_1.movement.limit'image, at_x + core.icon, at_y + core.icon + more, code => true); -- at_y := at_y + 2 * core.icon; -- ui.draw_separator (at_x, at_y, width - 2 * offset); -- at_y := at_y + core.base; -- for index in equipment.kind loop if equipment.enumeration'pos (player_1.equipments (index)) /= equipment.enumeration'pos (equipment.none) then ui.draw_overicon (data => equipment.icon (player_1.equipments (index)), text => equipment.description (player_1.equipments (index)).name.all, x => at_x + equipment.kind'pos (index) * core.icon, y => at_y); else ui.draw_overicon (data => equipment.slot (index), text => "Slot '" & core.lowercase (equipment.kind (index)'image) & "' is empty.", x => at_x + equipment.kind'pos (index) * core.icon, y => at_y); end if; end loop; -- ui.draw_text_box (x => at_x + (equipment.kind'pos (equipment.kind'last) + 1) * core.icon, y => at_y, width => width - (equipment.kind'pos (equipment.kind'last) + 1) * core.icon - 2 * offset, height => core.icon); -- ui.write (text => "Equipment", x => at_x + (equipment.kind'pos (equipment.kind'last) + 1) * core.icon + more, y => at_y + more, code => true); -- at_y := at_y + core.icon; -- ui.draw_text_box (at_x + side, at_y, width - side - 2 * offset, core.icon); ui.write ("Skills", at_x + side + more, at_y + more, code => true); -- for index in 0 .. chad.skill_limit - 1 loop ui.draw_icon (skill.icon (player_1.skills (index)), skill.description (player_1.skills (index)).text.all, at_x + index * core.icon, at_y); --~ui.write (player_1.points (index).value'image, at_x + index * core.icon + more, at_y + more, code => true); end loop; -- at_y := at_y + core.icon; -- ui.draw_separator (at_x, at_y, width - 2 * offset); -- at_y := at_y + core.base; -- ui.draw_text_box (at_x + side, at_y, width - side - 2 * offset, 3 * core.icon); ui.write ("Inventory", at_x + side + more, at_y + core.icon + more, code => true); -- for index_y in 0 .. 2 loop for index_x in 0 .. 7 loop ui.draw_icon (data => equipment.icon (player_1.items (8 * index_y + index_x)), text => equipment.description (player_1.items (8 * index_y + index_x)).name.all, x => at_x + index_x * core.icon, y => at_y + index_y * core.icon); end loop; end loop; end player_information; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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.kind'image (equipment.description (index).slot)); 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; -- for index in equipment.kind loop declare file : constant string := core.lowercase (equipment.kind'image (index)); begin equipment.slot (index) := core.import_sprite (core.folder & "/icon/engine/" & file & ".png", 1, 1); end; end loop; core.echo (core.comment, "Configuring" & unit.count'image & " unit components..."); -- for index in faction.fairy .. faction.imp loop unit.base (index) := core.import_sprite (core.folder & "/game/unit/" & core.lowercase (faction.enumeration'image (index)) & "/base.png", 4, 6); end loop; 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; core.echo (core.comment, "Configuring" & chad.count'image & "chad components..."); -- for index in chad.enumeration loop chad.sprite (index) := core.import_sprite (core.folder & "/game/chad/" & core.lowercase (chad.enumeration'image (index)) & ".png", 4, 6); chad.view (index) := core.import_sprite (core.folder & "/view/chad/" & core.lowercase (chad.enumeration'image (index)) & ".png", 1, 1); end loop; 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, source_code (view_source_code).all); --~-- --~if core.cursor_mode = core.cursor_left then --~view_source_code := (view_source_code + 1) mod 23; --~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 := 480; 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); -- player_information; -- 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).all, 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.all, (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index), core.base); ui.draw_frame (resource.description (index).text.all, (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index) + core.icon, core.base, 5 * 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.all, 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 (core.folder & "/mapshot.png"); ------------------------------------------------------------------------------------------ core.deinitialize; core.dash; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ end main;