xhads/source/world.adb

854 lines
38 KiB
Ada

-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
with core, ui, attribute, skill, 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 := 6;
landmark_limit : constant integer := 480;
location_limit : constant integer := 240;
construction_limit : constant natural := 120;
equipment_limit : constant natural := 300;
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 generate_lake (x, y : in integer; size : in natural) is
starts, length : integer;
begin
for offset_x in -size / 2 .. size / 2 loop
starts := core.random (0, abs offset_x);
length := core.random (size / 2, size - starts);
--
for repeat in 0 .. 1 loop
for offset_y in starts .. starts + length loop
map.tiles (x + 2 * offset_x + repeat, y + offset_y) := core.random (18, 23);
end loop;
end loop;
end loop;
end generate_lake;
------------------------------------------------------------------------------------------
procedure draw_tiles (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
begin
time := core.time;
--
for vertical in view_from.y .. view_from.y + view_to.y loop
exit when vertical > map.height - 1;
--
for horizontal in view_from.x .. view_from.x + view_to.x loop
exit when horizontal > map.width - 1;
--
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);
--
core.increment (drawn_tiles);
--
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;
--
draw_tiles_timer := natural (1_000_000.0 * (core.time - time));
end draw_tiles;
------------------------------------------------------------------------------------------
procedure compute_world_visibility_grid (offset : in core.vector) is
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;
end compute_world_visibility_grid;
------------------------------------------------------------------------------------------
procedure compute_world_frame (offset : in core.vector) is
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 compute_world_frame;
------------------------------------------------------------------------------------------
procedure draw_landmarks (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
begin
time := core.time;
--
for index in 1 .. landmark_limit loop
if map.views (map.landmarks (index).x, map.landmarks (index).y)
and map.landmarks (index).x > view_from.x and map.landmarks (index).x < view_from.x + view_to.x
and map.landmarks (index).y > view_from.y and map.landmarks (index).y < view_from.y + view_to.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);
--
core.increment (drawn_landmarks);
--
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;
--
draw_landmarks_timer := natural (1_000_000.0 * (core.time - time));
end draw_landmarks;
------------------------------------------------------------------------------------------
procedure draw_locations (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
sprite : core.sprite;
number : integer;
begin
time := core.time;
--
for index in 1 .. location_limit loop
if map.views (map.locations (index).x, map.locations (index).y)
and map.locations (index).x > view_from.x and map.locations (index).x < view_from.x + view_to.x
and map.locations (index).y > view_from.y and map.locations (index).y < view_from.y + view_to.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));
--
core.increment (drawn_locations);
--
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
number := effect.operation_index'pos (location_trait (location_index'val (map.locations (index).index)).evoke.operation);
--
case location_trait (location_index'val (map.locations (index).index)).evoke.operation is
when effect.offense .. effect.reach => sprite := attribute.icon (attribute.enumeration'val (number - 1));
when effect.archery .. effect.thaumaturgy => sprite := skill.icon (skill.enumeration'val (number - 7));
when effect.gold .. effect.gem => sprite := resource.icon (resource.enumeration'val (number - 25));
--
when effect.take_material => sprite := material.icon (material.enumeration'val (
location_trait (location_index'val (map.locations (index).index)).evoke.modifier
));
--
when others => null;
end case;
--
number := location_trait (location_index'val (map.locations (index).index)).evoke.amount;
--
notification.iconflow (icon => sprite,
data => number,
--~x => core.camera.x * core.base,
--~y => (core.camera.y + 1) * core.base + (core.global_time + core.gameplay_framerate) mod core.gameplay_framerate);
x => 900, y => 450);
--
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;
--
draw_locations_timer := natural (1_000_000.0 * (core.time - time));
end draw_locations;
------------------------------------------------------------------------------------------
procedure draw_constructions (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
begin
time := core.time;
--
for index in 1 .. construction_limit loop
if map.views (map.constructions (index).x, map.constructions (index).y)
and map.constructions (index).x > view_from.x and map.constructions (index).x < view_from.x + view_to.x
and map.constructions (index).y > view_from.y and map.constructions (index).y < view_from.y + view_to.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);
--
core.increment (drawn_constructions);
end if;
end loop;
--
draw_constructions_timer := natural (1_000_000.0 * (core.time - time));
end draw_constructions;
------------------------------------------------------------------------------------------
procedure draw_equipments (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
begin
time := core.time;
--
for index in 1 .. equipment_limit loop
if map.views (map.equipments (index).x, map.equipments (index).y)
and map.equipments (index).x > view_from.x and map.equipments (index).x < view_from.x + view_to.x
and map.equipments (index).y > view_from.y and map.equipments (index).y < view_from.y + view_to.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);
--
core.increment (drawn_equipments);
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;
--
draw_equipments_timer := natural (1_000_000.0 * (core.time - time));
end draw_equipments;
------------------------------------------------------------------------------------------
procedure draw_units (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
begin
time := core.time;
--
for index in 1 .. unit_limit loop
if map.views (map.units (index).x, map.units (index).y)
and map.units (index).x > view_from.x and map.units (index).x < view_from.x + view_to.x
and map.units (index).y > view_from.y and map.units (index).y < view_from.y + view_to.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);
--
core.increment (drawn_units);
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);
--
core.increment (drawn_units);
end if;
end loop;
--
draw_units_timer := natural (1_000_000.0 * (core.time - time));
end draw_units;
------------------------------------------------------------------------------------------
procedure compute_world_darkened_grid (offset, view_from, view_to : in core.vector) is
time : float := 0.0;
begin
time := core.time;
--
for vertical in view_from.y .. view_from.y + view_to.y loop
exit when vertical > map.height - 1;
--
for horizontal in view_from.x .. view_from.x + view_to.x loop
exit when horizontal > map.width - 1;
--
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);
--
core.increment (drawn_views);
end if;
end loop;
end loop;
--
draw_views_timer := natural (1_000_000.0 * (core.time - time));
end compute_world_darkened_grid;
------------------------------------------------------------------------------------------
procedure compute_earth_to_water_transition is
matrix : array (0 .. 1, 0 .. 1) of natural;
begin
for x in 1 .. map.width - 2 loop
for y in 1 .. map.height - 2 loop
matrix (0, 0) := boolean'pos (map.tiles (x - 1, y - 1) not in 18 .. 23);
matrix (1, 0) := boolean'pos (map.tiles (x, y - 1) not in 18 .. 23);
matrix (0, 1) := boolean'pos (map.tiles (x - 1, y ) not in 18 .. 23);
matrix (1, 1) := boolean'pos (map.tiles (x, y ) not in 18 .. 23);
--
if map.tiles (x, y) not in 18 .. 23 and map.tiles (x, y + 1) in 18 .. 23 then map.tiles (x, y ) := 24; end if;
if map.tiles (x, y) in 18 .. 23 and map.tiles (x, y + 1) not in 18 .. 23 then map.tiles (x, y + 1) := 25; end if;
if map.tiles (x, y) not in 18 .. 23 and map.tiles (x + 1, y ) in 18 .. 23 then map.tiles (x, y ) := 26; end if;
if map.tiles (x, y) in 18 .. 23 and map.tiles (x + 1, y ) not in 18 .. 23 then map.tiles (x + 1, y ) := 27; end if;
--~if matrix (1, 1) = 1 and map.tiles (x, y + 1) in 18 .. 23 then map.tiles (x, y ) := 24; end if;
--~if matrix (1, 1) = 0 and map.tiles (x, y + 1) not in 18 .. 23 then map.tiles (x, y + 1) := 25; end if;
--~if matrix (1, 1) = 1 and map.tiles (x + 1, y ) in 18 .. 23 then map.tiles (x, y ) := 26; end if;
--~if matrix (1, 1) = 0 and map.tiles (x + 1, y ) not in 18 .. 23 then map.tiles (x + 1, y ) := 27; end if;
--
if matrix = ((1, 1), (1, 0)) then map.tiles (x - 1, y - 1) := 28;
elsif matrix = ((1, 0), (1, 1)) then map.tiles (x, y - 1) := 29;
elsif matrix = ((1, 1), (0, 1)) then map.tiles (x - 1, y ) := 30;
elsif matrix = ((0, 1), (1, 1)) then map.tiles (x, y ) := 31;
elsif matrix = ((0, 0), (0, 1)) then map.tiles (x, y ) := 32;
elsif matrix = ((0, 1), (0, 0)) then map.tiles (x - 1, y ) := 33;
elsif matrix = ((0, 0), (1, 0)) then map.tiles (x, y - 1) := 34;
elsif matrix = ((1, 0), (0, 0)) then map.tiles (x - 1, y - 1) := 35;
end if;
end loop;
end loop;
end compute_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;
--
for this in 1 .. lake_count loop
generate_lake (x => core.random (23, map.width - 23),
y => core.random (23, map.height - 23),
size => core.random (7, 19));
end loop;
--
compute_earth_to_water_transition;
--
for x in 0 .. width - 1 loop
for y in 0 .. height - 1 loop
if map.tiles (x, y) > 17 then
map.clips (x, y) := true;
end if;
end loop;
end loop;
--
for index in 1 .. landmark_limit loop
map.landmarks (index).index := core.random (0, landmark_count - 1);
map.landmarks (index).state := 0;
<<repeat_landmark_generation>>
map.landmarks (index).x := core.random (6, map.width - 6);
map.landmarks (index).y := core.random (6, map.height - 6);
--
if map.clips (map.landmarks (index).x, map.landmarks (index).y) then
goto repeat_landmark_generation;
end if;
--
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;
<<repeat_location_generation>>
map.locations (index).x := core.random (6, map.width - 6);
map.locations (index).y := core.random (6, map.height - 6);
--
if map.clips (map.locations (index).x, map.locations (index).y) then
goto repeat_location_generation;
end if;
--
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;
<<repeat_construction_generation>>
map.constructions (index).x := core.random (6, map.width - 6);
map.constructions (index).y := core.random (6, map.height - 6);
--
if map.clips (map.constructions (index).x, map.constructions (index).y) then
goto repeat_construction_generation;
end if;
--
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;
<<repeat_equipment_generation>>
map.equipments (index).x := core.random (0, map.width - 1);
map.equipments (index).y := core.random (0, map.height - 1);
--
if map.clips (map.equipments (index).x, map.equipments (index).y) then
goto repeat_equipment_generation;
end if;
end loop;
--
for index in 1 .. unit_limit loop
map.units (index).index := core.random (0, unit.count - 1);
map.units (index).state := 0;
<<repeat_unit_generation>>
map.units (index).x := core.random (0, map.width - 1);
map.units (index).y := core.random (0, map.height - 1);
--
if map.clips (map.units (index).x, map.units (index).y) then
goto repeat_unit_generation;
end if;
--
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);
view_from : core.vector := (core.camera.x - core.window_width / core.base / core.zoom / 2, core.camera.y - core.window_height / core.base / core.zoom / 2);
view_to : core.vector := (core.window_width / core.base / core.zoom, core.window_height / core.base / core.zoom);
--
time : float := 0.0;
begin
time := core.time;
--
drawn_tiles := 0;
drawn_views := 0;
drawn_landmarks := 0;
drawn_locations := 0;
drawn_constructions := 0;
drawn_equipments := 0;
drawn_units := 0;
--
core.clip (view_from.x, 0, map.width - 1);
core.clip (view_from.y, 0, map.height - 1);
core.clip (view_to.x, 0, map.width - 1);
core.clip (view_to.y, 0, map.height - 1);
--
compute_world_visibility_grid (offset);
compute_world_frame (offset);
--
draw_tiles (offset, view_from, view_to);
draw_landmarks (offset, view_from, view_to);
draw_locations (offset, view_from, view_to);
draw_constructions (offset, view_from, view_to);
draw_equipments (offset, view_from, view_to);
draw_units (offset, view_from, view_to);
--
compute_world_darkened_grid (offset, view_from, view_to);
--
draw_world_timer := natural (1_000_000.0 * (core.time - time));
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 core.increment (map.chads (1).resources (resource.gold).value, 20); end resource_cheat_1;
procedure resource_cheat_2 is begin core.increment (map.chads (1).resources (resource.wood).value, 10); end resource_cheat_2;
procedure resource_cheat_3 is begin core.increment (map.chads (1).resources (resource.stone).value, 10); end resource_cheat_3;
procedure resource_cheat_4 is begin core.increment (map.chads (1).resources (resource.metal).value, 10); end resource_cheat_4;
procedure resource_cheat_5 is begin core.increment (map.chads (1).resources (resource.leather).value, 10); end resource_cheat_5;
procedure resource_cheat_6 is begin core.increment (map.chads (1).resources (resource.gem).value, 10); 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;
------------------------------------------------------------------------------------------
procedure player_up is
begin
core.decrement (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;
------------------------------------------------------------------------------------------
procedure player_down is
begin
core.increment (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;
------------------------------------------------------------------------------------------
procedure player_left is
begin
core.decrement (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;
------------------------------------------------------------------------------------------
procedure player_right is
begin
core.increment (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;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;