xhads/source/main.adb

347 lines
12 KiB
Ada

-- 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.data := (
index => chad.ada,
state => core.idle,
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
move_camera_up;
camera.y := clip (camera.y, 0, world.map.height - 1);
if world.map.clips (camera.x, camera.y) then
increment (camera.y);
end if;
end check_move_camera_up;
procedure check_move_camera_down is
begin
move_camera_down;
camera.y := clip (camera.y, 0, world.map.height - 1);
if world.map.clips (camera.x, camera.y) then
decrement (camera.y);
end if;
end check_move_camera_down;
procedure check_move_camera_left is
begin
move_camera_left;
camera.x := clip (camera.x, 0, world.map.width - 1);
if world.map.clips (camera.x, camera.y) then
increment (camera.x);
end if;
end check_move_camera_left;
procedure check_move_camera_right is
begin
move_camera_right;
camera.x := clip (camera.x, 0, world.map.width - 1);
if world.map.clips (camera.x, camera.y) then
decrement (camera.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.grass, 240, 180);
world.add_chad (player, (0, 0, 0));
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 = 2;
--
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 := 0;
main_menu_loop: loop
synchronize;
--
exit when signal_mode = signal_space or cursor_mode = 2;
--
--~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 = 1 then view_source_code := (view_source_code + 1) mod 36; cursor_mode := 0; wheel := 0.0; end if;
ui.write_ada_code (source_code_data, 0, integer (wheel) * 30);
end;
end loop main_menu_loop;
cursor_mode := 0;
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.chad_data (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));
--~ui.draw_fill_bar ((preview_width - 320) / 2, 4 * (if view_list (map_preview_panel) then icon else 0), 320, 0.6);
--~ui.draw_tiny_fill_bar ((preview_width - 160) / 2, 5 * (if view_list (map_preview_panel) then icon else 0), 160, 0.8);
--
signal_list (signal_mode).all;
--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
chad.draw (player, (window_width - base) / 2, (window_height - base) / 2);
--
--~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);
--
ui.synchronize;
end loop gameplay_loop;
--~world.mapshot (folder & "/test.png");
------------------------------------------------------------------------------------------
deinitialize;
dash;
end main;