364 lines
14 KiB
Ada
364 lines
14 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, equipment, unit, construction, chad, deity, world, ai;
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with core, ui, effect, attribute, skill, resource, faction, deity, material, magic, equipment, unit, construction, chad, world;
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with ada.strings.unbounded;
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use ada.strings.unbounded;
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use type core.point;
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use type core.signal_code;
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use type core.cursor_code;
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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.value := (
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index => chad.ada,
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state => core.idle,
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x => 0,
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y => 0,
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health => (30, 40),
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mana => (20, 30),
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stamina => (10, 20),
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attributes => attribute.default,
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skills => skill.default,
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resources => ((101, 240), (103, 240), (107, 240), (109, 240), (113, 240), (127, 240)),
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equipments => (equipment.chest => equipment.elven_armour,
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equipment.head => equipment.elven_helmet,
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equipment.hands => equipment.leather_gauntlets,
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equipment.feet => equipment.leather_greaves,
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equipment.main_hand => equipment.jade_sword,
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others => equipment.none),
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item_count => 0,
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items => (others => equipment.none)
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);
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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 core.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 core.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 : core.sprite;
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game_preview : array (world.biome) of core.sprite;
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switch : natural := 0;
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choose : world.biome := world.grass;
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------------------------------------------------------------------------------------------
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procedure check_move_camera_up is
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begin
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core.decrement (world.map.chads (1).y);
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world.map.chads (1).y := core.clip (world.map.chads (1).y, 0, world.map.height - 1);
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if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then
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core.increment (world.map.chads (1).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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core.increment (world.map.chads (1).y);
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world.map.chads (1).y := core.clip (world.map.chads (1).y, 0, world.map.height - 1);
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if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then
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core.decrement (world.map.chads (1).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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core.decrement (world.map.chads (1).x);
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world.map.chads (1).x := core.clip (world.map.chads (1).x, 0, world.map.width - 1);
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if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then
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core.increment (world.map.chads (1).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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core.increment (world.map.chads (1).x);
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world.map.chads (1).x := core.clip (world.map.chads (1).x, 0, world.map.width - 1);
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if world.map.clips (world.map.chads (1).x, world.map.chads (1).y) then
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core.decrement (world.map.chads (1).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_count);
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end ui_main_style;
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procedure zoom_in is begin core.zoom := 2; end zoom_in;
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procedure zoom_out is begin core.zoom := 1; end zoom_out;
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signal_list : constant array (core.signal_code) of access procedure := (
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core.signal_up => check_move_camera_up'access,
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core.signal_down => check_move_camera_down'access,
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core.signal_left => check_move_camera_left'access,
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core.signal_right => check_move_camera_right'access,
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core.signal_v => ui_main_style'access,
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core.signal_kp_add => zoom_in'access,
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core.signal_kp_subtract => zoom_out'access,
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core.signal_f1 => world.resource_cheat_1'access,
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core.signal_f2 => world.resource_cheat_2'access,
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core.signal_f3 => world.resource_cheat_3'access,
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core.signal_f4 => world.resource_cheat_4'access,
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core.signal_f5 => world.resource_cheat_5'access,
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core.signal_f6 => world.resource_cheat_6'access,
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core.signal_f7 => world.reveal_map'access,
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core.signal_f => core.toggle_fullscreen'access,
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others => core.idle_skip'access
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);
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------------------------------------------------------------------------------------------
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procedure main_menu is
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begin
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core.draw (game_preview (world.ash), core.center_x (game_preview (world.ash).width * 2), core.center_y (game_preview (world.ash).height * 2), factor => 2);
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core.draw (game_title, core.center_x (game_title.width * 2), core.center_y (game_title.height * 2), factor => 2);
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--
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ui.write ("Main Menu", 0, 0);
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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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view_source_code : natural := 25;
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source_code : array (0 .. 35) of unbounded_string := (
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to_unbounded_string (core.folder & "/source/ai.adb"),
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to_unbounded_string (core.folder & "/source/ai.ads"),
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to_unbounded_string (core.folder & "/source/attribute.adb"),
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to_unbounded_string (core.folder & "/source/attribute.ads"),
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to_unbounded_string (core.folder & "/source/chad.adb"),
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to_unbounded_string (core.folder & "/source/chad.ads"),
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to_unbounded_string (core.folder & "/source/construction.adb"),
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to_unbounded_string (core.folder & "/source/construction.ads"),
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to_unbounded_string (core.folder & "/source/core.adb"),
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to_unbounded_string (core.folder & "/source/core.ads"),
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to_unbounded_string (core.folder & "/source/deity.adb"),
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to_unbounded_string (core.folder & "/source/deity.ads"),
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to_unbounded_string (core.folder & "/source/effect.adb"),
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to_unbounded_string (core.folder & "/source/effect.ads"),
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to_unbounded_string (core.folder & "/source/equipment.adb"),
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to_unbounded_string (core.folder & "/source/equipment.ads"),
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to_unbounded_string (core.folder & "/source/faction.adb"),
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to_unbounded_string (core.folder & "/source/faction.ads"),
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to_unbounded_string (core.folder & "/source/magic.adb"),
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to_unbounded_string (core.folder & "/source/magic.ads"),
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to_unbounded_string (core.folder & "/source/main.adb"),
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to_unbounded_string (core.folder & "/source/material.adb"),
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to_unbounded_string (core.folder & "/source/material.ads"),
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to_unbounded_string (core.folder & "/source/might.adb"),
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to_unbounded_string (core.folder & "/source/might.ads"),
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to_unbounded_string (core.folder & "/source/ray.ads"),
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to_unbounded_string (core.folder & "/source/resource.adb"),
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to_unbounded_string (core.folder & "/source/resource.ads"),
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to_unbounded_string (core.folder & "/source/skill.adb"),
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to_unbounded_string (core.folder & "/source/skill.ads"),
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to_unbounded_string (core.folder & "/source/ui.adb"),
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to_unbounded_string (core.folder & "/source/ui.ads"),
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to_unbounded_string (core.folder & "/source/unit.adb"),
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to_unbounded_string (core.folder & "/source/unit.ads"),
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to_unbounded_string (core.folder & "/source/world.adb"),
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to_unbounded_string (core.folder & "/source/world.ads")
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);
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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core.dash;
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core.echo (core.comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
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core.echo (core.comment, "Version -- 1.0.0");
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core.echo (core.comment, "License -- GNU/GPLv3+");
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core.echo (core.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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core.dash;
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core.initialize;
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ui.active := ui.main;
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ui.configure;
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--~core.play (core.import_song (core.c_string (core.folder & "/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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material.configure;
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equipment.configure;
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unit.configure;
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deity.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, 240, 180, 8);
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world.add_chad (player);
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core.dash;
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core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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core.dash;
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for index in view loop
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view_icon (index) := core.import_sprite (core.folder & "/icon/engine/" & core.lowercase (view'image (index)) & ".png", 1, 1);
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end loop;
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game_title := core.import_sprite (core.folder & "/ui/game_title.png", 1, 1);
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for index in world.biome loop
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game_preview (index) := core.import_sprite (core.folder & "/ui/preview/" & core.lowercase (world.biome'image (index)) & "land.png", 1, 1);
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end loop;
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------------------------------------------------------------------------------------------
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introduction_loop: loop
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core.synchronize;
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--
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exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
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--
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case core.signal_mode is
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when core.signal_none => null;
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when core.signal_space => null;
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when others => switch := (switch + 1) mod world.biome_count;
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choose := world.biome'val (switch);
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end case;
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--
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core.draw (game_preview (choose), core.center_x (game_preview (choose).width * 2), core.center_y (game_preview (choose).height * 2), factor => 2);
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core.draw (game_title, core.center_x (game_title.width * 2), core.center_y (game_title.height * 2), factor => 2);
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--
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ui.write ("[-- Press Spacebar or RMB to continue]", 0, core.center_y (24), (102, 102, 102, 255));
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end loop introduction_loop;
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core.cursor_mode := core.cursor_none;
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main_menu_loop: loop
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core.synchronize;
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--
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exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
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--
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declare source_code_data : core.string_box_data;
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begin
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core.import_text (source_code_data, to_string (source_code (view_source_code)));
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--
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if core.cursor_mode = core.cursor_left then
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view_source_code := (view_source_code + 1) mod 36;
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core.cursor_mode := core.cursor_none;
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core.wheel := 0.0;
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end if;
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--
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ui.write_ada_code (source_code_data, 0, integer (core.wheel) * 30);
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end;
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end loop main_menu_loop;
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core.cursor_mode := core.cursor_none;
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ui.active := ui.style'val (faction.enumeration'pos (chad.trait (player.index).kind) + 1);
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gameplay_loop: loop
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core.synchronize;
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--
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exit when core.engine_active = false;
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--
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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 := 376 + 2 * 32;
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end if;
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--
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preview_width := core.window_width - side_panel;
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preview_height := core.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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chad.draw_data (world.map.chads (1), preview_width + 32, 32);
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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, core.window_height - text_box_height, core.window_width - core.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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core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index),
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core.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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resource.draw_points (world.map.chads (1).resources, (preview_width - 5 * core.icon * resource.count) / 2, (if view_list (map_preview_panel) then core.icon else 0));
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--
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signal_list (core.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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--~deity.draw (deity.AEZORA, 300, 300);
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--~deity.draw (deity.ULDRAE, 500, 300);
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--
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ui.write (core.framerate'image, core.window_width - 5 * core.icon + 3, core.window_height - 27);
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--
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core.camera.x := world.map.chads (1).x;
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core.camera.y := world.map.chads (1).y;
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--
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ui.synchronize;
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end loop gameplay_loop;
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world.save ("heyo");
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core.save ("test.a", null, 0);
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--~world.mapshot (folder & "/mapshot.png");
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------------------------------------------------------------------------------------------
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core.deinitialize;
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core.dash;
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end main;
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