-- 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 type core.point; use type core.signal_code; use type core.cursor_code; 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 => attribute.default, skills => skill.default, resources => ((101, 240), (103, 240), (107, 240), (109, 240), (113, 240), (127, 240)), 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 core.sprite := (others => (others => 0)); view_list : array (view) of boolean := (others => true); view_text : array (view) of core.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 : core.sprite; game_preview : array (world.biome) of core.sprite; switch : natural := 0; choose : world.biome := world.grass; ------------------------------------------------------------------------------------------ procedure check_move_camera_up is begin core.decrement (world.map.chads (1).y); world.map.chads (1).y := core.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 core.increment (world.map.chads (1).y); end if; end check_move_camera_up; procedure check_move_camera_down is begin core.increment (world.map.chads (1).y); world.map.chads (1).y := core.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 core.decrement (world.map.chads (1).y); end if; end check_move_camera_down; procedure check_move_camera_left is begin core.decrement (world.map.chads (1).x); world.map.chads (1).x := core.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 core.increment (world.map.chads (1).x); end if; end check_move_camera_left; procedure check_move_camera_right is begin core.increment (world.map.chads (1).x); world.map.chads (1).x := core.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 core.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 core.zoom := 2; end zoom_in; procedure zoom_out is begin core.zoom := 1; end zoom_out; signal_list : constant array (core.signal_code) of access procedure := ( core.signal_up => check_move_camera_up'access, core.signal_down => check_move_camera_down'access, core.signal_left => check_move_camera_left'access, core.signal_right => check_move_camera_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_f => core.toggle_fullscreen'access, others => core.idle_skip'access ); ------------------------------------------------------------------------------------------ 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; 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") ); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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, "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; core.initialize; ui.active := ui.main; ui.configure; --~core.play (core.import_song (core.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); 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, 1); 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; ui.active := ui.style'val (faction.enumeration'pos (chad.trait (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_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); end if; -- for index in view loop ui.draw_icon (view_icon (index), view_text (index), core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index), core.window_height - text_box_height, view_show (index)); end loop; -- resource.draw_points (world.map.chads (1).resources, (preview_width - 5 * core.icon * resource.count) / 2, (if view_list (map_preview_panel) then core.icon else 0)); -- signal_list (core.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 (core.framerate'image, core.window_width - 5 * core.icon + 3, core.window_height - 27); -- core.camera.x := world.map.chads (1).x; core.camera.y := world.map.chads (1).y; -- ui.synchronize; end loop gameplay_loop; world.save ("heyo"); core.save ("test.a", null, 0); --~world.mapshot (folder & "/mapshot.png"); ------------------------------------------------------------------------------------------ core.deinitialize; core.dash; end main;