273 lines
9.2 KiB
Ada
273 lines
9.2 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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pragma ada_2012;
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--~with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, chad, deity, world, ai;
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with core, ui, effect, attribute, skill, resource, faction, item, unit, construction, chad, world;
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use core;
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--~with Ada.Text_IO; -- For text input/output operations
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--~with Ada.Text_IO.Text_Streams; -- For text file handling
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--~with Ada.Strings.Unbounded; -- For unbounded string handling
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procedure main is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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side_panel : integer := 0;
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preview_width : integer := 0;
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preview_height : integer := 0;
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text_box_height : integer := 0;
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player : chad.information := chad.trait (chad.ognjen);
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------------------------------------------------------------------------------------------
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type view is (
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map_preview_panel, status_preview_panel, text_box_panel
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);
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view_icon : array (view) of sprite := (others => (others => 0));
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view_list : array (view) of boolean := (others => true);
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view_text : array (view) of long_string := (
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"Toggle map preview panel. ",
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"Toggle status preview panel. ",
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"Toggle text box panel. "
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);
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procedure swap_map_preview_panel is begin view_list (map_preview_panel) := not view_list (map_preview_panel); end swap_map_preview_panel;
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procedure swap_status_preview_panel is begin view_list (status_preview_panel) := not view_list (status_preview_panel); end swap_status_preview_panel;
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procedure swap_text_box_panel is begin view_list (text_box_panel) := not view_list (text_box_panel); end swap_text_box_panel;
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view_show : array (view) of access procedure := (
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swap_map_preview_panel'access,
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swap_status_preview_panel'access,
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swap_text_box_panel'access
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);
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game_title : sprite;
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ashland_preview : sprite;
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------------------------------------------------------------------------------------------
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procedure check_move_camera_up is
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begin
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move_camera_up;
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camera.y := clip (camera.y, 0, world.map.height - 1);
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if world.map.clips (camera.x, camera.y) then
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increment (camera.y);
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end if;
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end check_move_camera_up;
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procedure check_move_camera_down is
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begin
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move_camera_down;
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camera.y := clip (camera.y, 0, world.map.height - 1);
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if world.map.clips (camera.x, camera.y) then
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decrement (camera.y);
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end if;
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end check_move_camera_down;
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procedure check_move_camera_left is
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begin
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move_camera_left;
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camera.x := clip (camera.x, 0, world.map.width - 1);
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if world.map.clips (camera.x, camera.y) then
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increment (camera.x);
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end if;
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end check_move_camera_left;
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procedure check_move_camera_right is
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begin
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move_camera_right;
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camera.x := clip (camera.x, 0, world.map.width - 1);
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if world.map.clips (camera.x, camera.y) then
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decrement (camera.x);
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end if;
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end check_move_camera_right;
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procedure ui_main_style is
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begin
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ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod (ui.style'pos (ui.style'last) + 1));
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end ui_main_style;
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procedure zoom_in is begin zoom := 2; end zoom_in;
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procedure zoom_out is begin zoom := 1; end zoom_out;
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signal_list : constant array (signal_code) of access procedure := (
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signal_up => check_move_camera_up'access,
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signal_down => check_move_camera_down'access,
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signal_left => check_move_camera_left'access,
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signal_right => check_move_camera_right'access,
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signal_v => ui_main_style'access,
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signal_kp_add => zoom_in'access,
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signal_kp_subtract => zoom_out'access,
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others => idle_skip'access
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);
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------------------------------------------------------------------------------------------
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procedure introduction is
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begin
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draw (ashland_preview, center_x (ashland_preview.width * 2), center_y (ashland_preview.height * 2), factor => 2);
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draw (game_title, center_x (game_title.width * 2), center_y (game_title.height * 2), factor => 2);
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--
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write ("[-- Please press Spacebar to continue]", 0, center_y (24), (102, 102, 102, 255));
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end introduction;
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------------------------------------------------------------------------------------------
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--~File : Ada.Text_IO.File_Type;
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--~Line : Ada.Strings.Unbounded.unbounded_string;
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procedure main_menu is
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begin
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draw (ashland_preview, center_x (ashland_preview.width * 2), center_y (ashland_preview.height * 2), factor => 2);
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draw (game_title, center_x (game_title.width * 2), center_y (game_title.height * 2), factor => 2);
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--
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write ("Main Menu", 0, 0);
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--~write (Ada.Strings.Unbounded.To_String (Line), 64, 64);
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--
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ui.draw_check_box (0, 32, view_list (map_preview_panel), "map_preview_panel");
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ui.draw_check_box (0, 64, view_list (status_preview_panel), "status_preview_panel");
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ui.draw_check_box (0, 96, view_list (text_box_panel), "text_box_panel");
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end main_menu;
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------------------------------------------------------------------------------------------
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procedure gameplay is
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begin
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if not view_list (status_preview_panel) then
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side_panel := 0;
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else
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side_panel := window_width / 4;
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end if;
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--
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preview_width := window_width - side_panel;
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preview_height := window_height - text_box_height;
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text_box_height := 32;
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--
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world.draw;
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--
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if view_list (map_preview_panel) then
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ui.draw_menu (0, 0, preview_width, preview_height);
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end if;
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--
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if view_list (status_preview_panel) then
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ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height);
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ui.draw_state_box (preview_width + 32, 32);
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end if;
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--
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if view_list (text_box_panel) then
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ui.draw_help_box (0, window_height - text_box_height, window_width - icon * (view'pos (view'last) + 1), text_box_height);
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end if;
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--
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for index in view loop
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ui.draw_icon (view_icon (index), view_text (index),
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window_width - icon * (view'pos (view'last) + 1) + icon * view'pos (index),
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window_height - text_box_height,
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view_show (index));
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end loop;
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--
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signal_list (signal_mode).all;
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--
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--~magic.menu (0, 0, true);
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--~might.menu (0, 0, true);
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--
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chad.draw_alice;
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--
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ui.synchronize;
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end gameplay;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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--~Ada.Text_IO.Open(File, Ada.Text_IO.In_File, "./design/core.txt"); -- Open the file for reading
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--~while not Ada.Text_IO.End_Of_File(File) loop
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--~Line := Ada.Strings.Unbounded.To_Unbounded_String (Ada.Strings.Unbounded.To_String (Line) & Character'Val (10) & Character'Val (10) & Ada.Text_IO.Get_Line(File)); -- Read a line from the file
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--~Line := Line & Ada.Strings.Unbounded.To_Unbounded_String (Ada.Text_IO.Get_Line(File)); -- Read a line from the file
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--~Ada.Text_IO.Put_Line(Ada.Strings.Unbounded.To_String (Line)); -- Output the line to the console
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--~Ada.Text_IO.Put_Line (">");
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--~end loop;
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--~Ada.Text_IO.Close(File); -- Close the file after reading
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dash;
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echo (comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
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echo (comment, "Version -- 1.0.0");
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echo (comment, "License -- GNU/GPLv3+");
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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.");
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dash;
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initialize;
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ui.configure;
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play (import_song (c_string ("./song/main_menu.ogg")).index);
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attribute.configure;
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skill.configure;
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resource.configure;
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--~might.configure;
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--~magic.configure;
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item.configure;
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unit.configure;
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construction.configure;
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chad.configure;
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world.configure;
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--~ai.configure;
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world.make (world.swamp, 120, 60);
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dash;
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echo (success, "Successfully initialized game data, entering main gameplay loop.");
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dash;
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for index in view loop
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view_icon (index) := import_sprite ("./sprite/ui/icon/" & lowercase (view'image (index)) & ".png", 1, 1);
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end loop;
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ui.active := ui.imp;
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camera := (1, 1);
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game_title := import_sprite ("./sprite/game_title.png", 1, 1);
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ashland_preview := import_sprite ("./sprite/ashland_preview.png", 1, 1);
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------------------------------------------------------------------------------------------
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introduction_loop: loop
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synchronize;
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--
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exit when signal_mode = signal_space;
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--
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introduction;
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end loop introduction_loop;
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main_menu_loop: loop
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synchronize;
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--
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exit when signal_mode = signal_a;
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--
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main_menu;
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end loop main_menu_loop;
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gameplay_loop: loop
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synchronize;
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--
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exit when engine_active = false;
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--
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gameplay;
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end loop gameplay_loop;
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------------------------------------------------------------------------------------------
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deinitialize;
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dash;
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end main;
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