xhads/source/main.adb

151 lines
7.5 KiB
Ada

with ada.text_io;
use ada.text_io;
with core, ui, menu, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, world;
procedure main is
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--~world_active : world.codex := world.ashland;
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-- Ognjen Milan Robovic
-- Richard Martin Stallman
-- Eric Steven Raymond
-- Linus Benedict Torvalds
--
-- Ada Augusta King
-- Marina Ann Hantzis
begin
core.engine_configure;
core.hexagon_grid_sprite := core.load_sprite ("sprite/ui/hexagon_grid_tile.png", 1, 1);
core.hexagon_fill_sprite := core.load_sprite ("sprite/ui/hexagon_fill_tile.png", 1, 1);
--~attribute.sprite := core.load_sprite ("sprite/ui/attribute.png", 1, 1);
--~skill.sprite := core.load_sprite ("sprite/ui/skill.png", 1, 1);
--~resource.sprite := core.load_sprite ("sprite/ui/resource.png", 1, 1);
--~magic.sprite := core.load_sprite ("sprite/ui/magic.png", 1, 1);
--~item.sprite := core.load_sprite ("sprite/ui/item.png", 1, 1);
ui.configure;
might.configure;
magic.configure;
item.configure;
unit.configure;
construction.configure;
world.configure;
core.fairy_synchronize (6); -- CALLING SUBROUTINE DEFINED IN FORTRAN
world.make (world.rough, 80, 40);
gameplay: loop
exit when core.engine_active = false;
--
core.global_time := core.global_time + 1;
--
core.global_time := core.global_time mod (core.gameplay_framerate * core.animation_framerate);
core.gameplay_time := core.global_time mod (core.gameplay_framerate);
core.animation_time := core.global_time / (core.gameplay_framerate / core.animation_framerate);
--
delay duration (1.0 / 60.0);
--
core.engine_synchronize;
--
--~if core.cursor_mode = 1 then
--~world_active := world.codex'val ((world.codex'pos (world_active) + 1) mod 6);
--~delay duration (0.333);
--~end if;
--~world.render (world_active, 0, 0);
--
world.draw (24, 24, core.window_width - 480 - 48, core.window_height - 48, core.cursor_mode = 2);
--
ui.active := ui.steam;
if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if;
if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
if core.cursor_mode = 3 then
--~ui.active := ui.style'val (ui.style'pos (ui.active) mod 4);
--~case ui.active is
--~when ui.default => ui.active := ui.gothic;
--~when ui.gothic => ui.active := ui.yd;
--~when ui.yd => ui.active := ui.default;
--~end case;
ui.active := ui.default;
--~ui.active := ui.steam;
end if;
--
--~for this in might.codex
--~loop
--~might.draw (this, 112 * (might.codex'pos (this) / 7) + 64, 112 * (might.codex'pos (this) mod 7) + 64);
--~end loop;
--
--~unit.render (unit.angel, unit.attack, 300, 300);
--~unit.render (unit.arch_angel, unit.moving, 600, 300);
--
--~for this in unit.goblin .. unit.ancient_behemoth
--~loop
--~for anim in unit.animation
--~loop
--~unit.draw (this, anim, 80 * (unit.codex'pos (this) mod 14) + 40, 64 * unit.animation'pos (anim) + 40);
--~end loop;
--~end loop;
--
--~for this in unit.pikeman .. unit.ghost_dragon
--~loop
--~unit.render (this, unit.idle, 96 * (unit.codex'pos (this) / 7) + 32, 96 * (unit.codex'pos (this) mod 7) + 32);
--~end loop;
--
--~for this in construction.codex
--~loop
--~construction.draw (this, 128 * (construction.codex'pos (this) mod 12) + 32, 128 * (construction.codex'pos (this) / 12) + 32);
--~end loop;
--
--~attribute.render (attribute.defense, 0, 100);
--~skill.render (skill.archery, 1, 100, 100);
--~skill.render (skill.tactics, 2, 200, 100);
--~skill.render (skill.fire_magic, 3, 300, 100);
--~resource.render (resource.mercury, 400, 100);
--
--~core.animate_sprite (test, 700, 100, (64, 64, 0, 0), 10);
--
--~menu.render (menu.attribute_list, 1200, 400, 0, 0);
--~menu.render (menu.skill_list, 400, 400, 0, 0);
--
ui.draw_menu (0, 0, core.window_width - 480, core.window_height, false);
ui.draw_tiny_menu (core.window_width - 480, 0, 480, core.window_height, true);
--
--~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;
--~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;
--~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;
--~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;
--~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;
--~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;
--~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;
--
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;
--
core.render_string (core.c_string ("X :" & integer'image (core.cursor_x)), 1352, 32, 16#CCCCCC#, false);
core.render_string (core.c_string ("Y :" & integer'image (core.cursor_y)), 1352, 64, 16#CCCCCC#, false);
core.render_string (core.c_string ("T :" & integer'image (core.cursor_mode)), 1352, 96, 16#CCCCCC#, false);
core.render_string (core.c_string ("M :" & core.signal_code'image (core.signal_code'val (core.signal_mode))), 1352, 128, 16#CCCCCC#, false);
core.render_string (core.c_string ("U :" & integer'image (core.camera.x)), 1352, 160, 16#CCCCCC#, false);
core.render_string (core.c_string ("V :" & integer'image (core.camera.y)), 1352, 192, 16#CCCCCC#, false);
--
--~ui.draw_tiny_menu (400, 400, 400, 400, true);
--~menu.draw_menu (200, 100, 400, 200, true);
--~menu.draw_tiny_menu (800, 200, 400, 200, true);
--
--~menu.draw_background (menu.main_background, 96, 96, 288, 128);
--~menu.draw_background (menu.main_background, 96, 300, 200, 100);
--~menu.draw_background (menu.main_background, 96, 450, 96, 96);
end loop gameplay;
end main;