105 lines
5.8 KiB
Ada
105 lines
5.8 KiB
Ada
with ada.text_io;
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use ada.text_io;
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with core, ui, menu, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, world;
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procedure main is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--~world_active : world.codex := world.ashland;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Ognjen Milan Robovic
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-- Richard Martin Stallman
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-- Eric Steven Raymond
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-- Linus Benedict Torvalds
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--
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-- Ada Augusta King
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-- Marina Ann Hantzis
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begin
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core.configure;
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ui.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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world.configure;
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core.fairy_synchronize (6); -- CALLING SUBROUTINE DEFINED IN FORTRAN
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world.make (world.rough, 80, 40);
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gameplay: loop
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exit when core.engine_active = false;
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--
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core.synchronize;
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--
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--~if core.cursor_mode = 1 then
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--~world_active := world.codex'val ((world.codex'pos (world_active) + 1) mod 6);
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--~delay duration (0.333);
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--~end if;
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--
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world.draw (24, 24, core.window_width - 480 - 48, core.window_height - 48, core.cursor_mode = 2);
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--
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if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
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ui.active := ui.steam;
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if core.cursor_mode = 3 then
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--~ui.active := ui.style'val (ui.style'pos (ui.active) mod 4);
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--~case ui.active is
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--~when ui.default => ui.active := ui.gothic;
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--~when ui.gothic => ui.active := ui.yd;
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--~when ui.yd => ui.active := ui.default;
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--~end case;
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ui.active := ui.default;
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--~ui.active := ui.steam;
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end if;
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--
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--~for this in might.codex
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--~loop
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--~might.draw (this, 112 * (might.codex'pos (this) / 7) + 64, 112 * (might.codex'pos (this) mod 7) + 64);
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--~end loop;
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--
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--~for this in unit.pikeman .. unit.ghost_dragon
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--~loop
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--~unit.render (this, unit.idle, 96 * (unit.codex'pos (this) / 7) + 32, 96 * (unit.codex'pos (this) mod 7) + 32);
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--~end loop;
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--
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--~for this in construction.codex
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--~loop
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--~construction.draw (this, 128 * (construction.codex'pos (this) mod 12) + 32, 128 * (construction.codex'pos (this) / 12) + 32);
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--~end loop;
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--
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ui.draw_menu (0, 0, core.window_width - 480, core.window_height, false);
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ui.draw_tiny_menu (core.window_width - 480, 0, 480, core.window_height, true);
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--
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--~for this in magic.blow_away .. magic.thunderclap loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.chain_magic_arrow)) - 60, 112 * 0 + 64); end loop;
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--~for this in magic.agony_mass .. magic.weakness loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.thunderclap)) - 60, 112 * 1 + 64); end loop;
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--~for this in magic.earthquake .. magic.summon_earth_elemental loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.weakness)) - 60, 112 * 2 + 64); end loop;
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--~for this in magic.determination_mass .. magic.summon_fire_elemental loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_earth_elemental)) - 60, 112 * 3 + 64); end loop;
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--~for this in magic.blindness .. magic.sunburst loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_fire_elemental)) - 60, 112 * 4 + 64); end loop;
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--~for this in magic.dispel_magic_mass .. magic.time_statis loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.sunburst)) - 60, 112 * 5 + 64); end loop;
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--~for this in magic.blizzard .. magic.winter_circle loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.time_statis)) - 60, 112 * 6 + 64); end loop;
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--
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for index in item.codex loop item.draw (index, 32 * (item.codex'pos (index) / 10) + 32, 32 * (item.codex'pos (index) mod 10) + 32); end loop;
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--
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core.render_string (core.c_string ("X :" & integer'image (core.cursor_x)), 1352, 32, 16#CCCCCC#, false);
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core.render_string (core.c_string ("Y :" & integer'image (core.cursor_y)), 1352, 64, 16#CCCCCC#, false);
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core.render_string (core.c_string ("T :" & integer'image (core.cursor_mode)), 1352, 96, 16#CCCCCC#, false);
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core.render_string (core.c_string ("M :" & core.signal_code'image (core.signal_code'val (core.signal_mode))), 1352, 128, 16#CCCCCC#, false);
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core.render_string (core.c_string ("U :" & integer'image (core.camera.x)), 1352, 160, 16#CCCCCC#, false);
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core.render_string (core.c_string ("V :" & integer'image (core.camera.y)), 1352, 192, 16#CCCCCC#, false);
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core.render_string (core.c_string ("t :" & integer'image (core.global_time)), 1352, 224, 16#CCCCCC#, false);
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core.render_string (core.c_string ("g :" & integer'image (core.gameplay_time)), 1352, 256, 16#CCCCCC#, false);
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core.render_string (core.c_string ("a :" & integer'image (core.animation_time)), 1352, 288, 16#CCCCCC#, false);
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end loop gameplay;
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end main;
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