-- 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, might, magic, equipment, unit, construction, chad, deity, world, ai; 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 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ side_panel : integer := 0; preview_width : integer := 0; preview_height : integer := 0; text_box_height : integer := 0; player : chad.value := ( index => chad.ada, state => core.idle, x => 0, y => 0, health => (30, 40), mana => (20, 30), stamina => (10, 20), attributes => (1, 2, 3, 4, 5, 6), skills => (1, 2, 3, 4, 5, 6, 7, 8, 9, others => 0), resources => (101, 103, 107, 109, 113, 127), equipments => (equipment.chest => equipment.elven_armour, --~equipment.head => equipment.elven_helmet, equipment.hands => equipment.leather_gauntlets, equipment.feet => equipment.leather_greaves, equipment.main_hand => equipment.jade_sword, others => equipment.none), item_count => 0, items => (others => equipment.none) ); ------------------------------------------------------------------------------------------ type view is ( map_preview_panel, status_preview_panel, text_box_panel ); view_icon : array (view) of sprite := (others => (others => 0)); view_list : array (view) of boolean := (others => true); view_text : array (view) of long_string := ( "Toggle map preview panel. ", "Toggle status preview panel. ", "Toggle text box panel. " ); 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; view_show : array (view) of access procedure := ( swap_map_preview_panel'access, swap_status_preview_panel'access, swap_text_box_panel'access ); game_title : sprite; game_preview : array (world.biome) of sprite; switch : natural := 0; choose : world.biome := world.grass; ------------------------------------------------------------------------------------------ procedure check_move_camera_up is begin decrement (world.map.chads (1).y); world.map.chads (1).y := clip (world.map.chads (1).y, 0, world.map.height - 1); if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then increment (world.map.chads (1).y); end if; end check_move_camera_up; procedure check_move_camera_down is begin increment (world.map.chads (1).y); world.map.chads (1).y := clip (world.map.chads (1).y, 0, world.map.height - 1); if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then decrement (world.map.chads (1).y); end if; end check_move_camera_down; procedure check_move_camera_left is begin decrement (world.map.chads (1).x); world.map.chads (1).x := clip (world.map.chads (1).x, 0, world.map.width - 1); if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then increment (world.map.chads (1).x); end if; end check_move_camera_left; procedure check_move_camera_right is begin increment (world.map.chads (1).x); world.map.chads (1).x := clip (world.map.chads (1).x, 0, world.map.width - 1); if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then decrement (world.map.chads (1).x); end if; end check_move_camera_right; 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 zoom := 2; end zoom_in; procedure zoom_out is begin zoom := 1; end zoom_out; signal_list : constant array (signal_code) of access procedure := ( signal_up => check_move_camera_up'access, signal_down => check_move_camera_down'access, signal_left => check_move_camera_left'access, signal_right => check_move_camera_right'access, signal_v => ui_main_style'access, signal_kp_add => zoom_in'access, signal_kp_subtract => zoom_out'access, signal_m => world.reveal_map'access, signal_f => toggle_fullscreen'access, others => idle_skip'access ); ------------------------------------------------------------------------------------------ procedure main_menu is begin draw (game_preview (world.ash), center_x (game_preview (world.ash).width * 2), center_y (game_preview (world.ash).height * 2), factor => 2); draw (game_title, center_x (game_title.width * 2), 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; view_source_code : natural := 25; source_code : array (0 .. 35) of unbounded_string := ( to_unbounded_string (folder & "/source/ai.adb"), to_unbounded_string (folder & "/source/ai.ads"), to_unbounded_string (folder & "/source/attribute.adb"), to_unbounded_string (folder & "/source/attribute.ads"), to_unbounded_string (folder & "/source/chad.adb"), to_unbounded_string (folder & "/source/chad.ads"), to_unbounded_string (folder & "/source/construction.adb"), to_unbounded_string (folder & "/source/construction.ads"), to_unbounded_string (folder & "/source/core.adb"), to_unbounded_string (folder & "/source/core.ads"), to_unbounded_string (folder & "/source/deity.adb"), to_unbounded_string (folder & "/source/deity.ads"), to_unbounded_string (folder & "/source/effect.adb"), to_unbounded_string (folder & "/source/effect.ads"), to_unbounded_string (folder & "/source/equipment.adb"), to_unbounded_string (folder & "/source/equipment.ads"), to_unbounded_string (folder & "/source/faction.adb"), to_unbounded_string (folder & "/source/faction.ads"), to_unbounded_string (folder & "/source/magic.adb"), to_unbounded_string (folder & "/source/magic.ads"), to_unbounded_string (folder & "/source/main.adb"), to_unbounded_string (folder & "/source/material.adb"), to_unbounded_string (folder & "/source/material.ads"), to_unbounded_string (folder & "/source/might.adb"), to_unbounded_string (folder & "/source/might.ads"), to_unbounded_string (folder & "/source/ray.ads"), to_unbounded_string (folder & "/source/resource.adb"), to_unbounded_string (folder & "/source/resource.ads"), to_unbounded_string (folder & "/source/skill.adb"), to_unbounded_string (folder & "/source/skill.ads"), to_unbounded_string (folder & "/source/ui.adb"), to_unbounded_string (folder & "/source/ui.ads"), to_unbounded_string (folder & "/source/unit.adb"), to_unbounded_string (folder & "/source/unit.ads"), to_unbounded_string (folder & "/source/world.adb"), to_unbounded_string (folder & "/source/world.ads") ); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ begin dash; echo (comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic"); echo (comment, "Version -- 1.0.0"); echo (comment, "License -- GNU/GPLv3+"); echo (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."); dash; initialize; ui.active := ui.main; ui.configure; --~play (import_song (c_string (core.folder & "/song/main_menu.ogg")).index); attribute.configure; skill.configure; resource.configure; --~might.configure; magic.configure; material.configure; equipment.configure; unit.configure; deity.configure; construction.configure; chad.configure; world.configure; --~ai.configure; world.make (world.swamp, 240, 180, 8); world.add_chad (player); dash; echo (success, "Successfully initialized game data, entering main gameplay loop."); dash; for index in view loop view_icon (index) := import_sprite (core.folder & "/icon/engine/" & lowercase (view'image (index)) & ".png", 1, 1); end loop; game_title := import_sprite (core.folder & "/ui/game_title.png", 1, 1); for index in world.biome loop game_preview (index) := import_sprite (core.folder & "/ui/preview/" & lowercase (world.biome'image (index)) & "land.png", 1, 1); end loop; ------------------------------------------------------------------------------------------ introduction_loop: loop synchronize; -- exit when signal_mode = signal_space or cursor_mode = cursor_right; -- case signal_mode is when signal_none => null; when signal_space => null; when others => switch := (switch + 1) mod world.biome_count; choose := world.biome'val (switch); end case; -- draw (game_preview (choose), center_x (game_preview (choose).width * 2), center_y (game_preview (choose).height * 2), factor => 2); draw (game_title, center_x (game_title.width * 2), center_y (game_title.height * 2), factor => 2); -- ui.write ("[-- Press Spacebar or RMB to continue]", 0, center_y (24), (102, 102, 102, 255)); end loop introduction_loop; cursor_mode := cursor_none; main_menu_loop: loop synchronize; -- exit when signal_mode = signal_space or cursor_mode = cursor_right; -- --~main_menu; -- declare source_code_data : string_box_data; begin import_text (source_code_data, to_string (source_code (view_source_code))); -- if cursor_mode = cursor_left then view_source_code := (view_source_code + 1) mod 36; cursor_mode := cursor_none; wheel := 0.0; end if; -- ui.write_ada_code (source_code_data, 0, integer (wheel) * 30); end; end loop main_menu_loop; cursor_mode := cursor_none; ui.active := ui.style'val (faction.enumeration'pos (chad.trait (player.index).kind) + 1); gameplay_loop: loop synchronize; -- exit when engine_active = false; -- if not view_list (status_preview_panel) then side_panel := 0; else side_panel := 376 + 2 * 32; end if; -- preview_width := window_width - side_panel; preview_height := 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_state_box (preview_width + 32, 32); end if; -- if view_list (text_box_panel) then ui.draw_help_box (0, window_height - text_box_height, window_width - icon * (view'pos (view'last) + 1), text_box_height); end if; -- for index in view loop ui.draw_icon (view_icon (index), view_text (index), window_width - icon * (view'pos (view'last) + 1) + icon * view'pos (index), window_height - text_box_height, view_show (index)); end loop; -- resource.draw_points (player.resources, (preview_width - 4 * icon * resource.count) / 2, (if view_list (map_preview_panel) then icon else 0)); -- signal_list (signal_mode).all; -- --~magic.menu (0, 0, true); --~might.menu (0, 0, true); -- --~chad.draw_alice; -- --~deity.draw (deity.AEZORA, 300, 300); --~deity.draw (deity.ULDRAE, 500, 300); -- ui.write (framerate'image, window_width - 5 * core.icon + 3, window_height - 27); -- camera.x := world.map.chads (1).x; camera.y := world.map.chads (1).y; -- ui.synchronize; end loop gameplay_loop; --~world.mapshot (folder & "/test.png"); ------------------------------------------------------------------------------------------ deinitialize; dash; end main;