xhads/source/main.adb

332 lines
13 KiB
Ada

-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
pragma ada_2012;
with core, ui, effect, lore, biome, attribute, skill, resource, faction, deity, material, magic, equipment, unit, construction, chad, world;
use type core.cursor_code;
use type core.signal_code;
use type core.point;
procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type view is (
map_preview_panel,
status_preview_panel,
text_box_panel,
fullscreen
);
------------------------------------------------------------------------------------------
procedure swap_map_preview_panel;
procedure swap_status_preview_panel;
procedure swap_text_box_panel;
procedure swap_fullscreen;
------------------------------------------------------------------------------------------
signal_list : constant array (core.signal_code) of core.pointer := (
core.signal_up => world.player_up'access,
core.signal_down => world.player_down'access,
core.signal_left => world.player_left'access,
core.signal_right => world.player_right'access,
core.signal_v => ui.iterate_style'access,
core.signal_kp_add => core.zoom_in'access,
core.signal_kp_subtract => core.zoom_out'access,
core.signal_f1 => world.reveal_map'access,
core.signal_f2 => world.restore_points'access,
core.signal_f3 => world.increase_attributes'access,
core.signal_f4 => world.increase_resources'access,
others => core.idle_skip'access
);
view_show : array (view) of access procedure := (
swap_map_preview_panel'access,
swap_status_preview_panel'access,
swap_text_box_panel'access,
swap_fullscreen'access
);
view_icon : array (view, boolean) of core.sprite := (others => (others => (others => 0)));
view_list : array (view) of boolean := (fullscreen => false, others => true);
view_text : constant array (view) of access string := (
new string'("Toggle map preview panel."),
new string'("Toggle status preview panel."),
new string'("Toggle text box panel."),
new string'("Toggle fullscreen or windowed mode.")
);
game_title : core.sprite;
game_preview : array (biome.enumeration) of core.sprite;
switch : natural := 0;
choose : biome.enumeration := biome.grass;
--~view_source_code : natural := 17;
--~source_code : constant array (0 .. 22) of access string := (
--~new string'(core.folder & "/source/ai.adb"),
--~new string'(core.folder & "/source/ai.ads"),
--~new string'(core.folder & "/source/attribute.ads"),
--~new string'(core.folder & "/source/chad.ads"),
--~new string'(core.folder & "/source/construction.ads"),
--~new string'(core.folder & "/source/core.adb"),
--~new string'(core.folder & "/source/core.ads"),
--~new string'(core.folder & "/source/deity.ads"),
--~new string'(core.folder & "/source/effect.ads"),
--~new string'(core.folder & "/source/equipment.ads"),
--~new string'(core.folder & "/source/faction.ads"),
--~new string'(core.folder & "/source/magic.ads"),
--~new string'(core.folder & "/source/main.adb"),
--~new string'(core.folder & "/source/material.ads"),
--~new string'(core.folder & "/source/might.ads"),
--~new string'(core.folder & "/source/ray.ads"),
--~new string'(core.folder & "/source/resource.ads"),
--~new string'(core.folder & "/source/skill.ads"),
--~new string'(core.folder & "/source/ui.adb"),
--~new string'(core.folder & "/source/ui.ads"),
--~new string'(core.folder & "/source/unit.ads"),
--~new string'(core.folder & "/source/world.adb"),
--~new string'(core.folder & "/source/world.ads")
--~);
side_panel : integer := 0;
preview_width : integer := 0;
preview_height : integer := 0;
text_box_height : integer := 0;
player : chad.information := (
skills => ((skill.archery, 1, 3), (skill.athletics, 1, 3), (skill.tactics, 1, 3), others => <>),
--
equipments => (equipment.chest => equipment.iron_chestplate,
equipment.head => equipment.iron_helmet,
equipment.hands => equipment.iron_gauntlets,
equipment.feet => equipment.iron_greaves,
equipment.main_hand => equipment.iron_sword,
others => equipment.none),
--
others => <>
);
opponent : chad.information := (
index => chad.ognjen,
x => 6,
y => 6,
--
equipments => (equipment.chest => equipment.steel_chestplate,
equipment.head => equipment.steel_helmet,
equipment.hands => equipment.steel_gauntlets,
equipment.feet => equipment.steel_greaves,
equipment.main_hand => equipment.steel_sword,
others => equipment.none),
--
others => <>
);
------------------------------------------------------------------------------------------
procedure swap_map_preview_panel is begin view_list (map_preview_panel) := not view_list (map_preview_panel); end swap_map_preview_panel;
procedure swap_status_preview_panel is begin view_list (status_preview_panel) := not view_list (status_preview_panel); end swap_status_preview_panel;
procedure swap_text_box_panel is begin view_list (text_box_panel) := not view_list (text_box_panel); end swap_text_box_panel;
procedure swap_fullscreen is begin view_list (fullscreen) := not view_list (fullscreen); end swap_fullscreen;
------------------------------------------------------------------------------------------
procedure time_information (x, y : in integer) is
offset : constant integer := 8;
width : constant integer := side_panel - 2 * core.icon;
height : constant integer := 3 * core.icon + 2 * offset;
more : constant natural := 10;
begin
ui.draw_frame (x, y, width, height);
--
ui.draw_text (lore.day_name (7).all, x + offset, y + 0 * core.icon + offset, width - 2 * offset - 64, core.icon, more, 0);
ui.draw_text (lore.week_name (6).all, x + offset, y + 1 * core.icon + offset, width - 2 * offset - 64, core.icon, more, 0);
ui.draw_text (lore.month_name (2).all, x + offset, y + 2 * core.icon + offset, width - 2 * offset - 64, core.icon, more, 0);
--
ui.draw_end_turn_button (x + width - offset - 64, y + offset + core.icon / 2);
end time_information;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
begin
core.dash;
core.echo (core.comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
core.echo (core.comment, "Version -- 1.0.0");
core.echo (core.comment, "License -- GNU/GPLv3+");
core.echo (core.comment, "Xorana is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation.");
core.dash;
core.initialize;
ui.active := ui.main;
ui.configure;
--~core.play (core.import_song (core.c_string (core.folder & "/song/main_menu.ogg")).index);
world.configure;
--~ai.configure;
core.dash;
core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
core.dash;
for index in view loop
view_icon (index, false) := core.import_sprite (core.folder & "/icon/engine/" & core.lowercase (view'image (index)) & "_off.png", 1, 1);
view_icon (index, true) := core.import_sprite (core.folder & "/icon/engine/" & core.lowercase (view'image (index)) & "_on.png", 1, 1);
end loop;
game_title := core.import_sprite (core.folder & "/ui/game_title.png", 1, 1);
for index in biome.enumeration loop
game_preview (index) := core.import_sprite (core.folder & "/ui/preview/" & core.lowercase (index'image) & "land.png", 1, 1);
end loop;
------------------------------------------------------------------------------------------
introduction_loop: loop
core.synchronize;
--
exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
--
case core.signal_mode is
when core.signal_none => null;
when core.signal_space => null;
when others => switch := (switch + 1) mod biome.count;
choose := biome.enumeration'val (switch);
end case;
--
core.draw (game_preview (choose), core.center_x (game_preview (choose).width * 2), core.center_y (game_preview (choose).height * 2), factor => 2);
core.draw (game_title, core.center_x (game_title.width * 2), core.center_y (game_title.height * 2), factor => 2);
--
ui.write ("[-- Press Spacebar or RMB to continue]", 0, core.center_y (24), (102, 102, 102, 255));
end loop introduction_loop;
core.cursor_mode := core.cursor_none;
--~main_menu_loop: loop
--~core.synchronize;
--~--
--~exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
--~--
--~declare source_code_data : core.string_box_data;
--~begin
--~core.import_text (source_code_data, source_code (view_source_code).all);
--~--
--~if core.cursor_mode = core.cursor_left then
--~view_source_code := (view_source_code + 1) mod 23;
--~core.cursor_mode := core.cursor_none;
--~core.wheel := 0.0;
--~end if;
--~--
--~ui.write_ada_code (source_code_data, 0, integer (core.wheel) * 30);
--~end;
--~end loop main_menu_loop;
--~core.cursor_mode := core.cursor_none;
world.make (biome.rough, 640, 480, 480, 240, 60, 600, 600, 8);
world.insert_chad (player);
world.insert_chad (opponent);
world.load ("heyo");
ui.active := ui.style'val (faction.enumeration'pos (chad.description (player.index).kind) + 1);
gameplay_loop: loop
core.synchronize;
--
exit when core.engine_active = false;
--
if not view_list (status_preview_panel) then
side_panel := 0;
else
side_panel := 480;
end if;
--
preview_width := core.window_width - side_panel;
preview_height := core.window_height - text_box_height;
text_box_height := 32;
--
world.draw;
--
if view_list (map_preview_panel) then
ui.draw_menu (0, 0, preview_width, preview_height);
end if;
--
if view_list (status_preview_panel) then
ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height);
--
world.view_chad_information (world.map.chads (1), preview_width + core.icon, core.icon, side_panel - 2 * core.icon);
--
ui.draw_console_box (x => core.window_width - core.icon - (side_panel - 2 * core.icon),
y => core.window_height - core.icon - text_box_height - 106,
width => side_panel - 2 * core.icon,
height => 106);
end if;
--
if view_list (text_box_panel) then
ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.icon * (view'pos (view'last) + 1), text_box_height);
--
ui.write (core.framerate'image, core.window_width - core.icon * (view'pos (view'last) + 1) - 64, core.window_height - 27);
end if;
--
for index in view loop
ui.draw_icon (data => view_icon (index, view_list (index)),
text => view_text (index).all,
x => core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index),
y => core.window_height - core.icon,
action => view_show (index));
end loop;
--
for index in resource.enumeration loop
ui.draw_icon (resource.icon (index), resource.description (index).text.all,
(preview_width - 5 * core.icon * resource.count) / 2 + (5 * core.icon) * resource.enumeration'pos (index), core.base);
ui.draw_text (world.map.chads (1).resources (index).value'image & " /" & world.map.chads (1).resources (index).limit'image,
(preview_width - 5 * core.icon * resource.count) / 2 + (5 * core.icon) * resource.enumeration'pos (index) + core.icon, core.base, 4 * core.icon, core.icon, 10);
end loop;
--
declare move_x : integer := (preview_width - core.icon * material.count) / 2;
begin
for index in material.enumeration loop
if world.map.chads (1).materials (index).value > 0 then
ui.draw_icon (material.icon (index), material.description (index).name.all, move_x, core.base + core.icon);
ui.draw_text (world.map.chads (1).materials (index).value'image, move_x, core.base + 2 * core.icon, core.icon, core.icon, 10);
--
move_x := move_x + core.icon;
end if;
end loop;
end;
--
signal_list (core.signal_mode).all;
--
core.camera.x := world.map.chads (1).x;
core.camera.y := world.map.chads (1).y;
--
world.restore_points;
ui.synchronize;
end loop gameplay_loop;
world.save ("heyo");
--~world.mapshot (core.folder & "/mapshot.png");
------------------------------------------------------------------------------------------
core.deinitialize;
core.dash;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end main;