xhads/source/main.adb

275 lines
9.3 KiB
Ada

-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
pragma ada_2012;
--~with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, chad, deity, world, ai;
with core, ui, effect, attribute, skill, resource, faction, item, unit, construction, chad, world;
use core;
--~with Ada.Text_IO; -- For text input/output operations
--~with Ada.Text_IO.Text_Streams; -- For text file handling
--~with Ada.Strings.Unbounded; -- For unbounded string handling
procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
side_panel : integer := 0;
preview_width : integer := 0;
preview_height : integer := 0;
text_box_height : integer := 0;
player : chad.information := chad.trait (chad.ognjen);
------------------------------------------------------------------------------------------
type view is (
map_preview_panel, status_preview_panel, text_box_panel
);
view_icon : array (view) of sprite := (others => (others => 0));
view_list : array (view) of boolean := (others => true);
view_text : array (view) of long_string := (
"Toggle map preview panel. ",
"Toggle status preview panel. ",
"Toggle text box panel. "
);
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;
view_show : array (view) of access procedure := (
swap_map_preview_panel'access,
swap_status_preview_panel'access,
swap_text_box_panel'access
);
game_title : sprite;
ashland_preview : sprite;
------------------------------------------------------------------------------------------
procedure check_move_camera_up is
begin
move_camera_up;
camera.y := clip (camera.y, 0, world.map.height - 1);
if world.map.clips (camera.x, camera.y) then
increment (camera.y);
end if;
end check_move_camera_up;
procedure check_move_camera_down is
begin
move_camera_down;
camera.y := clip (camera.y, 0, world.map.height - 1);
if world.map.clips (camera.x, camera.y) then
decrement (camera.y);
end if;
end check_move_camera_down;
procedure check_move_camera_left is
begin
move_camera_left;
camera.x := clip (camera.x, 0, world.map.width - 1);
if world.map.clips (camera.x, camera.y) then
increment (camera.x);
end if;
end check_move_camera_left;
procedure check_move_camera_right is
begin
move_camera_right;
camera.x := clip (camera.x, 0, world.map.width - 1);
if world.map.clips (camera.x, camera.y) then
decrement (camera.x);
end if;
end check_move_camera_right;
procedure ui_main_style is
begin
ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod (ui.style'pos (ui.style'last) + 1));
end ui_main_style;
procedure zoom_in is begin zoom := 2; end zoom_in;
procedure zoom_out is begin zoom := 1; end zoom_out;
signal_list : constant array (signal_code) of access procedure := (
signal_up => check_move_camera_up'access,
signal_down => check_move_camera_down'access,
signal_left => check_move_camera_left'access,
signal_right => check_move_camera_right'access,
signal_v => ui_main_style'access,
signal_kp_add => zoom_in'access,
signal_kp_subtract => zoom_out'access,
others => idle_skip'access
);
------------------------------------------------------------------------------------------
procedure introduction is
begin
draw (ashland_preview, center_x (ashland_preview.width * 2), center_y (ashland_preview.height * 2), factor => 2);
draw (game_title, center_x (game_title.width * 2), center_y (game_title.height * 2), factor => 2);
--
write ("[-- Please press Spacebar to continue]", 0, center_y (24), (102, 102, 102, 255));
end introduction;
------------------------------------------------------------------------------------------
--~File : Ada.Text_IO.File_Type;
--~Line : Ada.Strings.Unbounded.unbounded_string;
procedure main_menu is
begin
draw (ashland_preview, center_x (ashland_preview.width * 2), center_y (ashland_preview.height * 2), factor => 2);
draw (game_title, center_x (game_title.width * 2), center_y (game_title.height * 2), factor => 2);
--
write ("Main Menu", 0, 0);
--~write (Ada.Strings.Unbounded.To_String (Line), 64, 64);
--
ui.draw_check_box (0, 32, view_list (map_preview_panel), "map_preview_panel");
ui.draw_check_box (0, 64, view_list (status_preview_panel), "status_preview_panel");
ui.draw_check_box (0, 96, view_list (text_box_panel), "text_box_panel");
end main_menu;
------------------------------------------------------------------------------------------
procedure gameplay is
begin
if not view_list (status_preview_panel) then
side_panel := 0;
else
side_panel := window_width / 4;
end if;
--
preview_width := window_width - side_panel;
preview_height := 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);
ui.draw_state_box (preview_width + 32, 32);
end if;
--
if view_list (text_box_panel) then
ui.draw_help_box (0, window_height - text_box_height, window_width - icon * (view'pos (view'last) + 1), text_box_height);
end if;
--
for index in view loop
ui.draw_icon (view_icon (index), view_text (index),
window_width - icon * (view'pos (view'last) + 1) + icon * view'pos (index),
window_height - text_box_height,
view_show (index));
end loop;
--
signal_list (signal_mode).all;
--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
chad.draw_alice;
--
ui.synchronize;
end gameplay;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
begin
--~Ada.Text_IO.Open(File, Ada.Text_IO.In_File, "./design/core.txt"); -- Open the file for reading
--~while not Ada.Text_IO.End_Of_File(File) loop
--~Line := Ada.Strings.Unbounded.To_Unbounded_String (Ada.Strings.Unbounded.To_String (Line) & Character'Val (10) & Character'Val (10) & Ada.Text_IO.Get_Line(File)); -- Read a line from the file
--~Line := Line & Ada.Strings.Unbounded.To_Unbounded_String (Ada.Text_IO.Get_Line(File)); -- Read a line from the file
--~Ada.Text_IO.Put_Line(Ada.Strings.Unbounded.To_String (Line)); -- Output the line to the console
--~Ada.Text_IO.Put_Line (">");
--~end loop;
--~Ada.Text_IO.Close(File); -- Close the file after reading
dash;
echo (comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
echo (comment, "Version -- 1.0.0");
echo (comment, "License -- GNU/GPLv3+");
echo (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.");
dash;
initialize;
ui.configure;
play (import_song (c_string ("./song/main_menu.ogg")).index);
attribute.configure;
skill.configure;
resource.configure;
--~might.configure;
--~magic.configure;
item.configure;
unit.configure;
construction.configure;
chad.configure;
world.configure;
--~ai.configure;
world.make (world.swamp, 120, 60);
dash;
echo (success, "Successfully initialized game data, entering main gameplay loop.");
dash;
for index in view loop
view_icon (index) := import_sprite ("./sprite/ui/icon/" & lowercase (view'image (index)) & ".png", 1, 1);
end loop;
ui.active := ui.imp;
camera := (1, 1);
game_title := import_sprite ("./sprite/game_title.png", 1, 1);
ashland_preview := import_sprite ("./sprite/ashland_preview.png", 1, 1);
------------------------------------------------------------------------------------------
introduction_loop: loop
synchronize;
--
exit when signal_mode = signal_space;
--
introduction;
end loop introduction_loop;
main_menu_loop: loop
synchronize;
--
exit when signal_mode = signal_a;
--
main_menu;
end loop main_menu_loop;
gameplay_loop: loop
synchronize;
--
exit when engine_active = false;
--
gameplay;
end loop gameplay_loop;
mapshot ("./test.png");
------------------------------------------------------------------------------------------
deinitialize;
dash;
end main;