-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic -- -- GNU General Public Licence (version 3 or later) with core, ui, resource, equipment, unit, construction, chad, effect; use type core.cursor_code; package body world is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ view_reach : constant integer := 96; landmark_limit : constant integer := 90; location_limit : constant integer := 30; construction_limit : constant natural := 60; equipment_limit : constant natural := 600; unit_limit : constant natural := 60; earth : core.sprite; dark : core.sprite; border_upper : core.sprite; border_lower : core.sprite; border_left : core.sprite; border_right : core.sprite; corner_upper_left : core.sprite; corner_upper_right : core.sprite; corner_lower_left : core.sprite; corner_lower_right : core.sprite; ------------------------------------------------------------------------------------------ procedure configure is begin core.echo (core.comment, "Configuring world components..."); -- earth := core.import_sprite (core.folder & "/game/world/terrain/earth.png", 1, 1); dark := core.import_sprite (core.folder & "/game/world/dark.png", 1, 1); border_upper := core.import_sprite (core.folder & "/game/world/frame/border_upper.png", 1, 1); border_lower := core.import_sprite (core.folder & "/game/world/frame/border_lower.png", 1, 1); border_left := core.import_sprite (core.folder & "/game/world/frame/border_left.png", 1, 1); border_right := core.import_sprite (core.folder & "/game/world/frame/border_right.png", 1, 1); corner_upper_left := core.import_sprite (core.folder & "/game/world/frame/corner_upper_left.png", 1, 1); corner_upper_right := core.import_sprite (core.folder & "/game/world/frame/corner_upper_right.png", 1, 1); corner_lower_left := core.import_sprite (core.folder & "/game/world/frame/corner_lower_left.png", 1, 1); corner_lower_right := core.import_sprite (core.folder & "/game/world/frame/corner_lower_right.png", 1, 1); -- for index in landmark_index loop landmarks (index) := core.import_sprite (file_path => core.folder & "/game/world/landmark/" & core.lowercase (index'image) & ".png", frames => landmark_trait (index).frames, states => 1); end loop; -- for index in location_index loop locations (index) := core.import_sprite (file_path => core.folder & "/game/world/location/" & core.lowercase (index'image) & ".png", frames => location_trait (index).frames, states => location_trait (index).states); end loop; end configure; ------------------------------------------------------------------------------------------ procedure make (index : in biome; width, height, chad_limit : in natural) is begin core.echo (core.comment, "-- Procedurally generating new map..."); -- core.echo (core.comment, "-- -- Map type : " & index'image); core.echo (core.comment, "-- -- Map width :" & width'image); core.echo (core.comment, "-- -- Map height :" & height'image); core.echo (core.comment, "-- -- Landmark count :" & landmark_limit'image); -- map.kind := index; map.width := width; map.height := height; map.chad_limit := chad_limit; map.chad_count := 0; -- map.earth := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1); map.clips := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1); map.views := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1); map.landmarks := new entity_array (1 .. landmark_limit); map.locations := new entity_array (1 .. location_limit); map.constructions := new entity_array (1 .. construction_limit); map.equipments := new entity_array (1 .. equipment_limit); map.units := new entity_array (1 .. unit_limit); map.chads := new chad.value_array (1 .. map.chad_limit); -- for x in 0 .. width - 1 loop for y in 0 .. height - 1 loop map.earth (x, y) := (if core.random (0, 23) < 19 then core.random (0, 11) else core.random (0, 23)); map.clips (x, y) := false; map.views (x, y) := false; end loop; end loop; -- for index in 1 .. landmark_limit loop map.landmarks (index).index := core.random (0, landmark_count - 1); map.landmarks (index).state := 0; map.landmarks (index).x := core.random (6, map.width - 6); map.landmarks (index).y := core.random (6, map.height - 6); -- if landmark_trait (landmark_index'val (map.landmarks (index).index)).clip then declare reach_x : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).width / core.base; reach_y : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).height / core.base; begin for x in 0 .. reach_x - 1 loop for y in 0 .. reach_y - 1 loop map.clips (map.landmarks (index).x + x, map.landmarks (index).y + y) := true; end loop; end loop; end; end if; end loop; -- for index in 1 .. location_limit loop map.locations (index).index := core.random (0, location_count - 1); map.locations (index).state := 0; map.locations (index).x := core.random (6, map.width - 6); map.locations (index).y := core.random (6, map.height - 6); -- if location_trait (location_index'val (map.locations (index).index)).clip then declare reach_x : constant natural := locations (location_index'val (map.locations (index).index)).width / core.base; reach_y : constant natural := locations (location_index'val (map.locations (index).index)).height / core.base; begin for x in 0 .. reach_x - 1 loop for y in 0 .. reach_y - 1 loop map.clips (map.locations (index).x + x, map.locations (index).y + y) := true; end loop; end loop; end; end if; end loop; -- for index in 1 .. construction_limit loop map.constructions (index).index := core.random (0, construction.count - 1); map.constructions (index).state := 0; map.constructions (index).x := core.random (6, map.width - 6); map.constructions (index).y := core.random (6, map.height - 6); -- declare reach_x : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).width / core.base; reach_y : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).height / core.base; begin for x in 0 .. reach_x - 1 loop for y in 0 .. reach_y - 1 loop map.clips (map.constructions (index).x + x, map.constructions (index).y + y) := true; end loop; end loop; end; end loop; -- for index in 1 .. equipment_limit loop map.equipments (index).index := core.random (0, equipment.count - 1); map.equipments (index).state := 0; map.equipments (index).x := core.random (0, map.width - 1); map.equipments (index).y := core.random (0, map.height - 1); end loop; -- for index in 1 .. unit_limit loop map.units (index).index := core.random (0, unit.count - 1); map.units (index).state := 0; map.units (index).x := core.random (0, map.width - 1); map.units (index).y := core.random (0, map.height - 1); -- map.clips (map.units (index).x, map.units (index).y) := true; end loop; -- core.echo (core.success, "Finished procedurally generating new map."); end make; ------------------------------------------------------------------------------------------ procedure draw is offset : core.vector := ((core.window_width - core.base) / 2, (core.window_height - core.base) / 2); begin for vertical in 0 .. map.height - 1 loop exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height; -- for horizontal in 0 .. map.width - 1 loop exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width; -- if not ((horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach * 2) then map.views (horizontal, vertical) := true; end if; end loop; end loop; -- declare x : constant integer := core.base * core.zoom * (-1 - core.camera.x) + offset.x; y : constant integer := core.base * core.zoom * (-1 - core.camera.y) + offset.y; width : constant integer := core.base * core.zoom * (map.width + 2); height : constant integer := core.base * core.zoom * (map.height + 2); begin core.draw_horizontally (border_upper, x + core.base * core.zoom, y, width - 2 * core.base * core.zoom, core.zoom); core.draw_horizontally (border_lower, x + core.base * core.zoom, y - core.base * core.zoom + height, width - 2 * core.base * core.zoom, core.zoom); core.draw_vertically (border_left, x, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom); core.draw_vertically (border_right, x - core.base * core.zoom + width, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom); -- core.draw (corner_upper_left, x, y, factor => core.zoom); core.draw (corner_upper_right, x - core.base * core.zoom + width, y, factor => core.zoom); core.draw (corner_lower_left, x, y - core.base * core.zoom + height, factor => core.zoom); core.draw (corner_lower_right, x - core.base * core.zoom + width, y - core.base * core.zoom + height, factor => core.zoom); end; -- for vertical in 0 .. map.height - 1 loop exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height; -- for horizontal in 0 .. map.width - 1 loop exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width; -- if map.views (horizontal, vertical) then core.draw (data => earth, x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom, y => offset.y + (vertical - core.camera.y) * core.base * core.zoom, u => core.base * biome'pos (map.kind) * 4, v => core.base * map.earth (horizontal, vertical), width => core.base, height => core.base); --~-- if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6 and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6 and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6 and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom + 6 and core.cursor_mode = core.cursor_left and not ui.prioritize then map.chads (1).x := horizontal; map.chads (1).y := vertical; core.cursor_mode := core.cursor_none; end if; end if; end loop; end loop; -- for index in 1 .. landmark_limit loop if map.views (map.landmarks (index).x, map.landmarks (index).y) then core.draw (data => landmarks (landmark_index'val (map.landmarks (index).index)), x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom, y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom); if core.cursor_inside (x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom, y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom, width => landmarks (landmark_index'val (map.landmarks (index).index)).width, height => landmarks (landmark_index'val (map.landmarks (index).index)).height) and core.cursor_mode = core.cursor_right and not ui.prioritize then core.write_text_box (landmark_trait (landmark_index'val (map.landmarks (index).index)).name); end if; end if; end loop; -- for index in 1 .. location_limit loop if map.views (map.locations (index).x, map.locations (index).y) then core.draw (data => locations (location_index'val (map.locations (index).index)), x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom, y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom, v => locations (location_index'val (map.locations (index).index)).height * map.locations (index).state, width => locations (location_index'val (map.locations (index).index)).width, height => locations (location_index'val (map.locations (index).index)).height); if core.cursor_inside (x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom, y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom, width => locations (location_index'val (map.locations (index).index)).width, height => locations (location_index'val (map.locations (index).index)).height) and core.cursor_mode = core.cursor_right and not ui.prioritize then core.write_text_box (location_trait (location_index'val (map.locations (index).index)).name); end if; end if; -- if map.locations (index).state = 1 and core.animation_time = 0 then map.locations (index).state := 2; end if; -- if core.camera.x > map.locations (index).x - 2 and core.camera.x < map.locations (index).x + 1 + locations (location_index'val (map.locations (index).index)).width / core.base and core.camera.y > map.locations (index).y - 2 and core.camera.y < map.locations (index).y + 1 + locations (location_index'val (map.locations (index).index)).height / core.base and map.locations (index).state = 0 and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e) and not ui.prioritize then effect.apply (location_trait (location_index'val (map.locations (index).index)).evoke); -- map.locations (index).state := 1; end if; end loop; -- for index in 1 .. construction_limit loop if map.views (map.constructions (index).x, map.constructions (index).y) then construction.draw_plus (construction.enumeration'val (map.constructions (index).index), offset.x + (map.constructions (index).x - core.camera.x) * core.base * core.zoom, offset.y + (map.constructions (index).y - core.camera.y) * core.base * core.zoom); end if; end loop; -- for index in 1 .. equipment_limit loop if map.views (map.equipments (index).x, map.equipments (index).y) then equipment.draw_plus (equipment.enumeration'val (map.equipments (index).index), core.idle, offset.x + (map.equipments (index).x - core.camera.x) * core.base * core.zoom, offset.y + (map.equipments (index).y - core.camera.y) * core.base * core.zoom); end if; -- if map.equipments (index).x = core.camera.x and map.equipments (index).y = core.camera.y and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e) then if chad.take_equipment_item (map.chads (1), equipment.enumeration'val (map.equipments (index).index)) then map.equipments (index).index := equipment.enumeration'pos (equipment.none); end if; end if; end loop; -- for index in 1 .. unit_limit loop if map.views (map.units (index).x, map.units (index).y) then unit.draw (unit.enumeration'val (map.units (index).index), core.animation'val (map.units (index).state), offset.x + (map.units (index).x - core.camera.x) * core.base * core.zoom, offset.y + (map.units (index).y - core.camera.y) * core.base * core.zoom); end if; end loop; -- for index in 1 .. map.chad_count loop if map.views (map.chads (index).x, map.chads (index).y) then chad.draw (map.chads (index), offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom, offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom); end if; end loop; -- for vertical in 0 .. map.height - 1 loop exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height; -- for horizontal in 0 .. map.width - 1 loop exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width; -- if (horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach then core.draw (data => dark, x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom, y => offset.y + (vertical - core.camera.y) * core.base * core.zoom); end if; end loop; end loop; end draw; ------------------------------------------------------------------------------------------ procedure mapshot (file_path : in string) is begin if not map_is_revealed then core.echo (core.warning, "You need to reveal entire map in order to make a mapshot."); -- return; end if; -- core.create_image (map.width, map.height); -- for vertical in 0 .. map.height - 1 loop for horizontal in 0 .. map.width - 1 loop core.render_image (data => earth, x => horizontal * core.base, y => vertical * core.base, u => core.base * biome'pos (map.kind) * 4, v => core.base * map.earth (horizontal, vertical), width => core.base, height => core.base); end loop; end loop; -- for index in 1 .. landmark_limit loop core.render_image (data => landmarks (landmark_index'val (map.landmarks (index).index)), x => map.landmarks (index).x * core.base, y => map.landmarks (index).y * core.base, u => 0, v => 0, width => landmarks (landmark_index'val (map.landmarks (index).index)).width, height => landmarks (landmark_index'val (map.landmarks (index).index)).height); end loop; -- for index in 1 .. location_limit loop core.render_image (data => locations (location_index'val (map.locations (index).index)), x => map.locations (index).x * core.base, y => map.locations (index).y * core.base, u => 0, v => 0, width => locations (location_index'val (map.locations (index).index)).width, height => locations (location_index'val (map.locations (index).index)).height); end loop; -- for index in 1 .. construction_limit loop core.render_image (data => construction.sprite (construction.enumeration'val (map.constructions (index).index)), x => map.constructions (index).x * core.base, y => map.constructions (index).y * core.base, u => 0, v => 0, width => construction.sprite (construction.enumeration'val (map.constructions (index).index)).width, height => construction.sprite (construction.enumeration'val (map.constructions (index).index)).height); end loop; -- for index in 1 .. equipment_limit loop core.render_image (data => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)), x => map.equipments (index).x * core.base, y => map.equipments (index).y * core.base, u => 0, v => 0, width => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)).width, height => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)).height); end loop; -- core.export_image (file_path); -- core.echo (core.success, "Exported current world mapshot."); -- core.dash; end mapshot; ------------------------------------------------------------------------------------------ function map_is_revealed return boolean is begin for x in 0 .. map.width - 1 loop for y in 0 .. map.height - 1 loop if map.views (x, y) = false then return false; end if; end loop; end loop; -- return true; end map_is_revealed; ------------------------------------------------------------------------------------------ procedure add_chad (data : in chad.value) is begin core.echo_when (map.chad_count = map.chad_limit, core.failure, "Can't add new chad, limit reached."); core.increment (map.chad_count); -- map.chads (map.chad_count) := data; end add_chad; ------------------------------------------------------------------------------------------ procedure resource_cheat_1 is begin map.chads (1).resources (resource.gold) := map.chads (1).resources (resource.gold) + 127; end resource_cheat_1; procedure resource_cheat_2 is begin map.chads (1).resources (resource.wood) := map.chads (1).resources (resource.wood) + 127; end resource_cheat_2; procedure resource_cheat_3 is begin map.chads (1).resources (resource.stone) := map.chads (1).resources (resource.stone) + 127; end resource_cheat_3; procedure resource_cheat_4 is begin map.chads (1).resources (resource.metal) := map.chads (1).resources (resource.metal) + 127; end resource_cheat_4; procedure resource_cheat_5 is begin map.chads (1).resources (resource.leather) := map.chads (1).resources (resource.leather) + 127; end resource_cheat_5; procedure resource_cheat_6 is begin map.chads (1).resources (resource.gem) := map.chads (1).resources (resource.gem) + 127; end resource_cheat_6; ------------------------------------------------------------------------------------------ procedure reveal_map is begin for x in 0 .. map.width - 1 loop for y in 0 .. map.height - 1 loop map.views (x, y) := true; end loop; end loop; end reveal_map; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ end world;