188 lines
7.0 KiB
Ada
188 lines
7.0 KiB
Ada
-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
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--
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-- GNU General Public Licence (version 3 or later)
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with core, resource, item, unit, construction, world;
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package body world is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type sprite_array is array (natural range <>) of core.sprite;
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type world_array is array (natural range <>) of access information;
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type limit_array is array (codex) of integer;
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type landmark_sprite_array is array (codex) of access sprite_array;
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------------------------------------------------------------------------------------------
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blocks : core.sprite;
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landmarks : landmark_sprite_array := (others => null);
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limit : constant limit_array := (2, 2, 2, 2, 2, 2);
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landmark_limit : constant integer := 140;
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construction_limit : constant integer := 40;
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item_limit : constant integer := 40;
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------------------------------------------------------------------------------------------
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procedure configure is
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begin
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core.echo (core.comment, "Configuring world components...");
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--
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blocks := core.import_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
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--
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for index in codex
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loop
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landmarks (index) := new sprite_array (0 .. limit (index) - 1);
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--
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for value in 0 .. limit (index) - 1
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loop
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declare
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folder : constant string := core.lowercase (codex'image (index));
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file : constant string := value'image;
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begin
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landmarks (index) (value) := core.import_sprite ("./sprite/world/landmark/" & folder & "/" & file & ".png", 1, 1);
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end;
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end loop;
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end loop;
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end configure;
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------------------------------------------------------------------------------------------
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procedure make (index : in codex; width, height : in natural) is
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begin
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core.echo (core.comment, "-- Procedurally generating new map...");
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--
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core.echo (core.comment, "-- -- Map type : " & index'image);
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core.echo (core.comment, "-- -- Map width :" & width'image);
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core.echo (core.comment, "-- -- Map height :" & height'image);
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core.echo (core.comment, "-- -- Landmark count :" & landmark_limit'image);
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core.echo (core.comment, "-- -- Construction count :" & construction_limit'image);
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core.echo (core.comment, "-- -- Item count :" & item_limit'image);
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--
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map.terrain := index;
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map.width := width;
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map.height := height;
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map.block := new block_array (0 .. width - 1, 0 .. height - 1);
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map.landmark := new entity_array (0 .. landmark_limit);
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map.construction := new entity_array (0 .. construction_limit);
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map.item := new entity_array (0 .. item_limit);
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--
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for x in 0 .. width - 1
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loop
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for y in 0 .. height - 1
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loop
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map.block (x, y) := core.random_integer (0, 23);
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end loop;
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end loop;
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--
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for object in 0 .. landmark_limit
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loop
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map.landmark (object).index := core.random_integer (0, limit (index) - 1);
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map.landmark (object).x := core.base * core.random_integer (1, map.width - 1);
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map.landmark (object).y := core.base * core.random_integer (1, map.height - 1);
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end loop;
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--
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for object in 0 .. construction_limit
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loop
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map.construction (object).index := core.random_integer (0, construction.codex'pos (construction.codex'last));
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map.construction (object).x := core.base * core.random_integer (1, map.width - 1);
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map.construction (object).y := core.base * core.random_integer (1, map.height - 1);
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end loop;
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--
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for object in 0 .. item_limit
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loop
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map.item (object).index := core.random_integer (0, item.codex'pos (item.codex'last));
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map.item (object).x := core.base * core.random_integer (1, map.width - 1);
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map.item (object).y := core.base * core.random_integer (1, map.height - 1);
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end loop;
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--
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core.echo (core.success, "Finished procedurally generating new map.");
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end make;
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------------------------------------------------------------------------------------------
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procedure draw (x, y, width, height : in integer; show_grid : in boolean) is
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crop_width : integer := width mod core.base;
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crop_height : integer := height mod core.base;
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u, v : integer;
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begin
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for move_y in 0 .. height / core.base - 1
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loop
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for move_x in 0 .. + width / core.base - 1
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loop
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u := core.base * codex'pos (map.terrain) * 4;
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v := core.base * map.block (core.camera.x + move_x, core.camera.y + move_y);
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--
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core.crop (blocks, x + move_x * core.base, y + move_y * core.base, u, v, core.base, core.base);
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end loop;
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--
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u := core.base * codex'pos (map.terrain) * 4;
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v := core.base * map.block (width / core.base, core.camera.y + move_y);
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--
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core.crop (blocks, x + width - crop_width, y + move_y * core.base, u, v, crop_width, core.base);
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end loop;
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--
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for move_x in 0 .. width / core.base - 1
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loop
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u := core.base * codex'pos (map.terrain) * 4;
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v := core.base * map.block (core.camera.x + move_x, height / core.base);
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--
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core.crop (blocks, x + move_x * core.base, y + height - crop_height, u, v, core.base, crop_height);
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end loop;
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--
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u := core.base * codex'pos (map.terrain) * 4;
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v := core.base * map.block (width / core.base, height / core.base);
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--
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core.crop (blocks, x + width - crop_width, y + height - crop_height, u, v, crop_width, crop_height);
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--
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for object in 0 .. landmark_limit
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loop
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core.view (landmarks (map.terrain) (map.landmark (object).index),
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map.landmark (object).x - core.camera.x * core.base,
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map.landmark (object).y - core.camera.y * core.base,
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x, y, width, height);
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end loop;
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--
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if show_grid then
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core.hexagonal_grid (x, y, width, height, false);
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core.hexagonal_grid (x, y, width, height, true);
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end if;
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--
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for object in 0 .. construction_limit
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loop
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if map.construction (object).x > width
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or map.construction (object).y > height then
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goto skip_drawing_out_of_view_construction;
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end if;
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--
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construction.draw (construction.codex'val (map.construction (object).index),
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map.construction (object).x - core.camera.x * core.base,
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map.construction (object).y - core.camera.y * core.base);
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--
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<<skip_drawing_out_of_view_construction>>
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end loop;
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--
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for object in 0 .. item_limit
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loop
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if map.item (object).x > width
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or map.item (object).y > height then
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goto skip_drawing_out_of_view_item;
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end if;
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--
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item.draw (item.codex'val (map.item (object).index),
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map.item (object).x - core.camera.x * core.base,
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map.item (object).y - core.camera.y * core.base);
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--
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<<skip_drawing_out_of_view_item>>
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end loop;
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end draw;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end world;
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