xhads/source/world.adb

125 lines
5.3 KiB
Ada

-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
with core, ui, resource, item, unit, construction, world;
package body world is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
procedure configure is
begin
core.echo (core.comment, "Configuring world components...");
--
tiles := core.import_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
--
for index in landmark_index loop
declare file : constant string := core.lowercase (index'image);
begin
landmarks (index) := core.import_sprite ("./sprite/world/landmark/" & file & ".png", trait (index).frames, 1);
end;
end loop;
end configure;
------------------------------------------------------------------------------------------
procedure make (index : in biome; width, height : 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.tiles := new tile_array (0 .. map.width - 1, 0 .. map.height - 1);
map.landmarks := new landmark_array (1 .. landmark_limit);
--
for x in 0 .. width - 1 loop
for y in 0 .. height - 1 loop
map.tiles (x, y) := (core.random (0, 23) * core.random (0, 23)) mod 24;
end loop;
end loop;
--
for index in 1 .. landmark_limit loop
map.landmarks (index).index := landmark_index'val (core.random (0, 8));
map.landmarks (index).x := core.random (0, map.width - 1);
map.landmarks (index).y := core.random (0, map.height - 1);
end loop;
--
core.echo (core.success, "Finished procedurally generating new map.");
end make;
------------------------------------------------------------------------------------------
procedure draw is
u : integer := 0;
v : integer := 0;
offset : core.vector := ((core.window_width - core.base) / 2,
(core.window_height - core.base) / 2);
render : core.vector := (map.width - 1,
map.height - 1);
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;
--
u := core.base * biome'pos (map.kind) * 4;
--~v := core.base * map.tiles ((horizontal - core.camera.x) mod map.width, (vertical - core.camera.y) mod map.height);
v := core.base * map.tiles (horizontal, vertical);
--
core.draw (data => tiles,
x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
u => u,
v => v,
width => core.base,
height => core.base);
--
--~if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom
--~and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom
--~and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom
--~and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom
--~and core.cursor_mode = 1 and not ui.prioritize then
--~core.camera.x := horizontal;
--~core.camera.y := vertical;
--~core.cursor_mode := 0;
--~end if;
end loop;
end loop;
--
for index in 1 .. landmark_limit loop
core.draw (data => landmarks (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);
end loop;
end draw;
--~procedure draw is
--~u, v : integer;
--~begin
--~for move_y in 0 .. core.window_height / core.base / core.zoom + 1 loop
--~for move_x in 0 .. core.window_width / core.base / core.zoom + 1 loop
--~u := core.base * biome'pos (map.kind) * 4;
--~v := core.base * map.tiles (core.camera.x + move_x, core.camera.y + move_y);
--~--
--~core.draw (tiles, move_x * core.base * core.zoom, move_y * core.base * core.zoom, u, v, core.base, core.base);
--~end loop;
--~end loop;
--~--
--~for index in 1 .. landmark_limit loop
--~core.draw (data => landmarks (map.landmarks (index).index),
--~x => (map.landmarks (index).x - core.camera.x * core.base) * core.zoom,
--~y => (map.landmarks (index).y - core.camera.y * core.base) * core.zoom);
--~end loop;
--~end draw;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;