xhads/source/world.adb

633 lines
29 KiB
Ada

-- 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;
use type core.point;
package body world is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
view_reach : constant integer := 96;
lake_count : constant natural := 3;
lake_reach : constant natural := 3;
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;
tiles : array (biome) of 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 earth_to_water_transition is
begin
null;
end earth_to_water_transition;
------------------------------------------------------------------------------------------
procedure configure is
begin
core.echo (core.comment, "Configuring world components...");
--
for index in biome loop
tiles (index) := core.import_sprite (core.folder & "/game/world/terrain/" & core.lowercase (index'image) & ".png", 4, 1);
end loop;
--
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.tiles := 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.tiles (x, y) := (if core.random (0, 17) > 3 then core.random (0, 5) else core.random (0, 17));
map.clips (x, y) := false;
map.views (x, y) := false;
end loop;
end loop;
--
-- WATER TESTING
for this in 1 .. lake_count loop
declare lake_x : integer := 0;
lake_y : integer := 0;
begin
lake_x := core.random (2 * lake_reach, map.width - 2 * lake_reach - 1);
lake_y := core.random (2 * lake_reach, map.height - 2 * lake_reach - 1);
--
for x in -lake_reach .. lake_reach loop
for y in -lake_reach .. lake_reach loop
map.tiles (lake_x + x, lake_y + y) := core.random (18, 23);
end loop;
end loop;
end;
end loop;
map.tiles (10, 10) := 28;
map.tiles (11, 10) := 24;
map.tiles (12, 10) := 29;
map.tiles (10, 11) := 26;
map.tiles (11, 11) := 18;
map.tiles (12, 11) := 27;
map.tiles (10, 12) := 30;
map.tiles (11, 12) := 25;
map.tiles (12, 12) := 31;
--
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 save (file_name : in string) is
procedure save_entity (here : in core.io.file_type; data : in entity_trait) is
begin
core.io.write (here, data.index);
core.io.write (here, data.state);
core.io.write (here, data.x);
core.io.write (here, data.y);
end save_entity;
--
file : core.io.file_type;
begin
core.io.create (file, core.io.out_file, core.folder & "/map/" & file_name);
--
core.io.write (file, biome'pos (map.kind));
core.io.write (file, map.width);
core.io.write (file, map.height);
core.io.write (file, map.chad_count);
core.io.write (file, map.chad_limit);
--
for x in 0 .. map.width - 1 loop
for y in 0 .. map.height - 1 loop
core.io.write (file, map.tiles (x, y));
core.io.write (file, boolean'pos (map.clips (x, y)));
core.io.write (file, boolean'pos (map.views (x, y)));
end loop;
end loop;
--
for index in 1 .. landmark_limit loop save_entity (file, map.landmarks (index)); end loop;
for index in 1 .. location_limit loop save_entity (file, map.locations (index)); end loop;
for index in 1 .. construction_limit loop save_entity (file, map.constructions (index)); end loop;
for index in 1 .. equipment_limit loop save_entity (file, map.equipments (index)); end loop;
for index in 1 .. unit_limit loop save_entity (file, map.units (index)); end loop;
--
chad.save_value (file, map.chads (1));
--
core.io.close (file);
--
core.echo (core.success, "Saved current map as '" & file_name & "'.");
--
core.dash;
end save;
------------------------------------------------------------------------------------------
procedure load (file_name : in string) is
procedure load_entity (here : in core.io.file_type; data : out entity_trait) is
begin
core.io.read (here, data.index);
core.io.read (here, data.state);
core.io.read (here, data.x);
core.io.read (here, data.y);
end load_entity;
--
file : core.io.file_type;
this : integer;
begin
core.io.open (file, core.io.in_file, core.folder & "/map/" & file_name);
--
core.io.read (file, this); map.kind := biome'val (this);
core.io.read (file, map.width);
core.io.read (file, map.height);
core.io.read (file, map.chad_count);
core.io.read (file, map.chad_limit);
--
for x in 0 .. map.width - 1 loop
for y in 0 .. map.height - 1 loop
core.io.read (file, map.tiles (x, y));
core.io.read (file, this); map.clips (x, y) := boolean'val (this);
core.io.read (file, this); map.views (x, y) := boolean'val (this);
end loop;
end loop;
--
for index in 1 .. landmark_limit loop load_entity (file, map.landmarks (index)); end loop;
for index in 1 .. location_limit loop load_entity (file, map.locations (index)); end loop;
for index in 1 .. construction_limit loop load_entity (file, map.constructions (index)); end loop;
for index in 1 .. equipment_limit loop load_entity (file, map.equipments (index)); end loop;
for index in 1 .. unit_limit loop load_entity (file, map.units (index)); end loop;
--
chad.load_value (file, map.chads (1));
--
core.io.close (file);
--
core.echo (core.success, "Loaded map from file '" & file_name & "'.");
--
core.dash;
end load;
------------------------------------------------------------------------------------------
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 => tiles (map.kind),
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 * map.tiles (horizontal, vertical),
v => core.base * (core.animation_time mod tiles (map.kind).frames),
width => core.base,
height => core.base,
ignore => true);
--~--
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_middle
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,
state => core.animation'val (map.locations (index).state));
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_middle
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 * core.base, map.height * core.base);
--
for vertical in 0 .. map.height - 1 loop
for horizontal in 0 .. map.width - 1 loop
core.render_image (data => tiles (map.kind),
x => horizontal * core.base,
y => vertical * core.base,
u => core.base * map.tiles (horizontal, vertical),
v => 0,
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;
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procedure player_up is
begin
core.decrement (map.chads (1).y);
map.chads (1).y := core.clip (map.chads (1).y, 0, map.height - 1);
if map.clips (map.chads (1).x, map.chads (1).y) then
core.increment (map.chads (1).y);
end if;
end player_up;
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procedure player_down is
begin
core.increment (map.chads (1).y);
map.chads (1).y := core.clip (map.chads (1).y, 0, map.height - 1);
if map.clips (map.chads (1).x, map.chads (1).y) then
core.decrement (map.chads (1).y);
end if;
end player_down;
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procedure player_left is
begin
core.decrement (map.chads (1).x);
map.chads (1).x := core.clip (map.chads (1).x, 0, map.width - 1);
if map.clips (map.chads (1).x, map.chads (1).y) then
core.increment (map.chads (1).x);
end if;
end player_left;
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procedure player_right is
begin
core.increment (map.chads (1).x);
map.chads (1).x := core.clip (map.chads (1).x, 0, map.width - 1);
if map.clips (map.chads (1).x, map.chads (1).y) then
core.decrement (map.chads (1).x);
end if;
end player_right;
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end world;