456 lines
23 KiB
Ada
456 lines
23 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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with core, ui, resource, equipment, unit, construction, chad, effect;
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package body world is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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view_reach : constant integer := 96;
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landmark_limit : constant integer := 60;
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location_limit : constant integer := 60;
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construction_limit : constant natural := 10;
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equipment_limit : constant natural := 60;
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unit_limit : constant natural := 60;
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earth : core.sprite;
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--~water : core.sprite;
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dark : core.sprite;
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border_upper : core.sprite;
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border_lower : core.sprite;
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border_left : core.sprite;
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border_right : core.sprite;
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corner_upper_left : core.sprite;
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corner_upper_right : core.sprite;
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corner_lower_left : core.sprite;
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corner_lower_right : core.sprite;
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------------------------------------------------------------------------------------------
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procedure configure is
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begin
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core.echo (core.comment, "Configuring world components...");
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--
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earth := core.import_sprite (core.folder & "/game/world/terrain/earth.png", 1, 1);
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--~water := core.import_sprite (core.folder & "/game/world/terrain/water.png", 1, 1);
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dark := core.import_sprite (core.folder & "/game/world/dark.png", 1, 1);
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border_upper := core.import_sprite (core.folder & "/game/world/frame/border_upper.png", 1, 1);
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border_lower := core.import_sprite (core.folder & "/game/world/frame/border_lower.png", 1, 1);
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border_left := core.import_sprite (core.folder & "/game/world/frame/border_left.png", 1, 1);
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border_right := core.import_sprite (core.folder & "/game/world/frame/border_right.png", 1, 1);
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corner_upper_left := core.import_sprite (core.folder & "/game/world/frame/corner_upper_left.png", 1, 1);
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corner_upper_right := core.import_sprite (core.folder & "/game/world/frame/corner_upper_right.png", 1, 1);
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corner_lower_left := core.import_sprite (core.folder & "/game/world/frame/corner_lower_left.png", 1, 1);
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corner_lower_right := core.import_sprite (core.folder & "/game/world/frame/corner_lower_right.png", 1, 1);
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--
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for index in landmark_index loop
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landmarks (index) := core.import_sprite (file_path => core.folder & "/game/world/landmark/" & core.lowercase (index'image) & ".png",
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frames => landmark_trait (index).frames,
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states => 1);
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end loop;
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--
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for index in location_index loop
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locations (index) := core.import_sprite (file_path => core.folder & "/game/world/location/" & core.lowercase (index'image) & ".png",
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frames => location_trait (index).frames,
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states => location_trait (index).states);
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end loop;
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end configure;
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------------------------------------------------------------------------------------------
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procedure make (index : in biome; width, height, chad_limit : in natural) is
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begin
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core.echo (core.comment, "-- Procedurally generating new map...");
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--
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core.echo (core.comment, "-- -- Map type : " & index'image);
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core.echo (core.comment, "-- -- Map width :" & width'image);
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core.echo (core.comment, "-- -- Map height :" & height'image);
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core.echo (core.comment, "-- -- Landmark count :" & landmark_limit'image);
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--
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map.kind := index;
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map.width := width;
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map.height := height;
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map.chad_limit := chad_limit;
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map.chad_count := 0;
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--
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map.earth := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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--~map.water := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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--~map.is_water := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.clips := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.views := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.landmarks := new entity_array (1 .. landmark_limit);
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map.locations := new entity_array (1 .. location_limit);
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map.constructions := new entity_array (1 .. construction_limit);
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map.equipments := new entity_array (1 .. equipment_limit);
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map.units := new entity_array (1 .. unit_limit);
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map.chads := new chad.value_array (1 .. map.chad_limit);
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--
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for x in 0 .. width - 1 loop
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for y in 0 .. height - 1 loop
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map.earth (x, y) := (if core.random (0, 23) < 19 then core.random (0, 11) else core.random (0, 23));
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--~map.is_water (x, y) := (if x > 9 and x < width - 9 and y > 9 and y < height - 9 then core.random (0, 1023) = 0 else false);
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--~map.water (x, y) := (if map.is_water (x, y) then core.random (0, 7) else 0);
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map.clips (x, y) := false;
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map.views (x, y) := false;
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end loop;
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end loop;
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--
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--~for x in 9 .. width - 9 loop
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--~for y in 9 .. height - 9 loop
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--~if map.is_water (x, y) then
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--~for extend_x in -3 .. 3 loop
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--~for extend_y in -2 .. 2 loop
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--~map.is_water (extend_x + x, extend_y + y) := core.random (0, 3) /= 0;
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--~map.water (extend_x + x, extend_y + y) := (if map.is_water (extend_x + x, extend_y + y) then core.random (0, 7) else 0);
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--~end loop;
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--~end loop;
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--~end if;
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--~end loop;
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--~end loop;
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--
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for index in 1 .. landmark_limit loop
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map.landmarks (index).index := core.random (0, landmark_count - 1);
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map.landmarks (index).state := 0;
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map.landmarks (index).x := core.random (6, map.width - 6);
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map.landmarks (index).y := core.random (6, map.height - 6);
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--
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if landmark_trait (landmark_index'val (map.landmarks (index).index)).clip then
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declare reach_x : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).width / core.base;
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reach_y : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).height / core.base;
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begin
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for x in 0 .. reach_x - 1 loop
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for y in 0 .. reach_y - 1 loop
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map.clips (map.landmarks (index).x + x, map.landmarks (index).y + y) := true;
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end loop;
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end loop;
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end;
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end if;
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end loop;
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--
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for index in 1 .. location_limit loop
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map.locations (index).index := core.random (0, location_count - 1);
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map.locations (index).state := 0;
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map.locations (index).x := core.random (6, map.width - 6);
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map.locations (index).y := core.random (6, map.height - 6);
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--
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if location_trait (location_index'val (map.locations (index).index)).clip then
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declare reach_x : constant natural := locations (location_index'val (map.locations (index).index)).width / core.base;
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reach_y : constant natural := locations (location_index'val (map.locations (index).index)).height / core.base;
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begin
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for x in 0 .. reach_x - 1 loop
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for y in 0 .. reach_y - 1 loop
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map.clips (map.locations (index).x + x, map.locations (index).y + y) := true;
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end loop;
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end loop;
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end;
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end if;
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end loop;
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--
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for index in 1 .. construction_limit loop
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map.constructions (index).index := core.random (0, construction.count - 1);
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map.constructions (index).state := 0;
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map.constructions (index).x := core.random (6, map.width - 6);
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map.constructions (index).y := core.random (6, map.height - 6);
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--
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declare reach_x : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).width / core.base;
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reach_y : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).height / core.base;
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begin
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for x in 0 .. reach_x - 1 loop
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for y in 0 .. reach_y - 1 loop
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map.clips (map.constructions (index).x + x, map.constructions (index).y + y) := true;
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end loop;
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end loop;
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end;
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end loop;
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--
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for index in 1 .. equipment_limit loop
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map.equipments (index).index := core.random (0, equipment.count - 1);
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map.equipments (index).state := 0;
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map.equipments (index).x := core.random (0, map.width - 1);
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map.equipments (index).y := core.random (0, map.height - 1);
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end loop;
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--
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for index in 1 .. unit_limit loop
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map.units (index).index := core.random (0, unit.count - 1);
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map.units (index).state := 0;
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map.units (index).x := core.random (0, map.width - 1);
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map.units (index).y := core.random (0, map.height - 1);
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--
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map.clips (map.units (index).x, map.units (index).y) := true;
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end loop;
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--
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core.echo (core.success, "Finished procedurally generating new map.");
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end make;
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------------------------------------------------------------------------------------------
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procedure draw is
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offset : core.vector := ((core.window_width - core.base) / 2,
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(core.window_height - core.base) / 2);
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begin
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for vertical in 0 .. map.height - 1 loop
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exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
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--
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for horizontal in 0 .. map.width - 1 loop
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exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
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--
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if not ((horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach * 2) then
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map.views (horizontal, vertical) := true;
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end if;
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end loop;
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end loop;
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--
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declare x : constant integer := core.base * core.zoom * (-1 - core.camera.x) + offset.x;
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y : constant integer := core.base * core.zoom * (-1 - core.camera.y) + offset.y;
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width : constant integer := core.base * core.zoom * (map.width + 2);
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height : constant integer := core.base * core.zoom * (map.height + 2);
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begin
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core.draw_horizontally (border_upper, x + core.base * core.zoom, y, width - 2 * core.base * core.zoom, core.zoom);
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core.draw_horizontally (border_lower, x + core.base * core.zoom, y - core.base * core.zoom + height, width - 2 * core.base * core.zoom, core.zoom);
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core.draw_vertically (border_left, x, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
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core.draw_vertically (border_right, x - core.base * core.zoom + width, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
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--
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--~core.draw (corner_upper_left, x, y, core.zoom);
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--~core.draw (corner_upper_right, x + width - core.base * core.zoom, y, core.zoom);
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--~core.draw (corner_lower_left, x, y + height - core.base * core.zoom, core.zoom);
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--~core.draw (corner_lower_right, x + width - core.base * core.zoom, y + height - core.base * core.zoom, core.zoom);
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end;
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--
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for vertical in 0 .. map.height - 1 loop
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exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
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--
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for horizontal in 0 .. map.width - 1 loop
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exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
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--
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if map.views (horizontal, vertical) then
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core.draw (data => earth,
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
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u => core.base * biome'pos (map.kind) * 4,
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v => core.base * map.earth (horizontal, vertical),
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width => core.base,
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height => core.base);
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--~if map.is_water (horizontal, vertical) then
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--~core.draw (data => water,
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--~x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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--~y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
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--~u => core.base * biome'pos (map.kind) * 4 + (core.animation_time mod 4) * core.base,
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--~v => core.base * map.water (horizontal, vertical),
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--~width => core.base,
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--~height => core.base);
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--~end if;
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--~--
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--~if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6
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--~and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
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--~and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6
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--~and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom + 6
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--~and core.cursor_mode = 1
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--~and not ui.prioritize then
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--~core.camera.x := horizontal;
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--~core.camera.y := vertical;
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--~core.cursor_mode := 0;
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--~end if;
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end if;
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end loop;
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end loop;
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--
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for index in 1 .. landmark_limit loop
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if map.views (map.landmarks (index).x, map.landmarks (index).y) then
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core.draw (data => landmarks (landmark_index'val (map.landmarks (index).index)),
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x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom);
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if core.cursor_inside (x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom,
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width => landmarks (landmark_index'val (map.landmarks (index).index)).width,
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height => landmarks (landmark_index'val (map.landmarks (index).index)).height)
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and core.cursor_mode = 2
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and not ui.prioritize then
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core.write_text_box (landmark_trait (landmark_index'val (map.landmarks (index).index)).name);
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end if;
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end if;
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end loop;
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--
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for index in 1 .. location_limit loop
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if map.views (map.locations (index).x, map.locations (index).y) then
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core.draw (data => locations (location_index'val (map.locations (index).index)),
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x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
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v => locations (location_index'val (map.locations (index).index)).height * map.locations (index).state,
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width => locations (location_index'val (map.locations (index).index)).width,
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height => locations (location_index'val (map.locations (index).index)).height);
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if core.cursor_inside (x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
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width => locations (location_index'val (map.locations (index).index)).width,
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height => locations (location_index'val (map.locations (index).index)).height)
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and core.cursor_mode = 2
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and not ui.prioritize then
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core.write_text_box (location_trait (location_index'val (map.locations (index).index)).name);
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end if;
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end if;
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--
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if map.locations (index).state = 1 and core.animation_time = 0 then
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map.locations (index).state := 2;
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end if;
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--
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if core.camera.x > map.locations (index).x - 2
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and core.camera.x < map.locations (index).x + 1 + locations (location_index'val (map.locations (index).index)).width / core.base
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and core.camera.y > map.locations (index).y - 2
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and core.camera.y < map.locations (index).y + 1 + locations (location_index'val (map.locations (index).index)).height / core.base
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and map.locations (index).state = 0
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and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e)
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and not ui.prioritize then
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effect.apply (location_trait (location_index'val (map.locations (index).index)).evoke);
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--
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map.locations (index).state := 1;
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end if;
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end loop;
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--
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for index in 1 .. construction_limit loop
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if map.views (map.constructions (index).x, map.constructions (index).y) then
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construction.draw_plus (construction.enumeration'val (map.constructions (index).index),
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offset.x + (map.constructions (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.constructions (index).y - core.camera.y) * core.base * core.zoom);
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end if;
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end loop;
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--
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for index in 1 .. equipment_limit loop
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if map.views (map.equipments (index).x, map.equipments (index).y) then
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equipment.draw_plus (equipment.enumeration'val (map.equipments (index).index),
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core.idle,
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offset.x + (map.equipments (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.equipments (index).y - core.camera.y) * core.base * core.zoom);
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end if;
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--
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if map.equipments (index).x = core.camera.x
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and map.equipments (index).y = core.camera.y
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and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e) then
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if chad.take_equipment_item (map.chads (1), equipment.enumeration'val (map.equipments (index).index)) then
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map.equipments (index).index := equipment.enumeration'pos (equipment.none);
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end if;
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end if;
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end loop;
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--
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for index in 1 .. unit_limit loop
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if map.views (map.units (index).x, map.units (index).y) then
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unit.draw_full (map.units (index).index,
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offset.x + (map.units (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.units (index).y - core.camera.y) * core.base * core.zoom);
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end if;
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end loop;
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--
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for index in 1 .. map.chad_count loop
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if map.views (map.chads (index).x, map.chads (index).y) then
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chad.draw (map.chads (index),
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offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom);
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end if;
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end loop;
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--
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for vertical in 0 .. map.height - 1 loop
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exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
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--
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for horizontal in 0 .. map.width - 1 loop
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exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
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--
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if (horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach then
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core.draw (data => dark,
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom);
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end if;
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end loop;
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end loop;
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end draw;
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------------------------------------------------------------------------------------------
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procedure mapshot (file_path : in string) is
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begin
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core.create_image (map.width, map.height);
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--
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for vertical in 0 .. map.height - 1 loop
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for horizontal in 0 .. map.width - 1 loop
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core.render_image (data => earth,
|
|
x => horizontal * core.base,
|
|
y => vertical * core.base,
|
|
u => core.base * biome'pos (map.kind) * 4,
|
|
v => core.base * map.earth (horizontal, vertical),
|
|
width => core.base,
|
|
height => core.base);
|
|
end loop;
|
|
end loop;
|
|
--
|
|
for index in 1 .. landmark_limit loop
|
|
core.render_image (data => landmarks (landmark_index'val (map.landmarks (index).index)),
|
|
x => map.landmarks (index).x * core.base,
|
|
y => map.landmarks (index).y * core.base,
|
|
u => 0,
|
|
v => 0,
|
|
width => landmarks (landmark_index'val (map.landmarks (index).index)).width,
|
|
height => landmarks (landmark_index'val (map.landmarks (index).index)).height);
|
|
end loop;
|
|
--
|
|
for index in 1 .. location_limit loop
|
|
core.render_image (data => locations (location_index'val (map.locations (index).index)),
|
|
x => map.locations (index).x * core.base,
|
|
y => map.locations (index).y * core.base,
|
|
u => 0,
|
|
v => 0,
|
|
width => locations (location_index'val (map.locations (index).index)).width,
|
|
height => locations (location_index'val (map.locations (index).index)).height);
|
|
end loop;
|
|
--
|
|
for index in 1 .. construction_limit loop
|
|
core.render_image (data => construction.sprite (construction.enumeration'val (map.constructions (index).index)),
|
|
x => map.constructions (index).x * core.base,
|
|
y => map.constructions (index).y * core.base,
|
|
u => 0,
|
|
v => 0,
|
|
width => construction.sprite (construction.enumeration'val (map.constructions (index).index)).width,
|
|
height => construction.sprite (construction.enumeration'val (map.constructions (index).index)).height);
|
|
end loop;
|
|
--
|
|
for index in 1 .. equipment_limit loop
|
|
core.render_image (data => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)),
|
|
x => map.equipments (index).x * core.base,
|
|
y => map.equipments (index).y * core.base,
|
|
u => 0,
|
|
v => 0,
|
|
width => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)).width,
|
|
height => equipment.sprite (equipment.enumeration'val (map.equipments (index).index)).height);
|
|
end loop;
|
|
--
|
|
core.export_image (file_path);
|
|
--
|
|
core.echo (core.success, "Exported current world mapshot.");
|
|
--
|
|
core.dash;
|
|
end mapshot;
|
|
|
|
------------------------------------------------------------------------------------------
|
|
|
|
procedure reveal_map is
|
|
begin
|
|
for x in 0 .. map.width - 1 loop
|
|
for y in 0 .. map.height - 1 loop
|
|
map.views (x, y) := true;
|
|
end loop;
|
|
end loop;
|
|
end reveal_map;
|
|
|
|
------------------------------------------------------------------------------------------
|
|
|
|
procedure add_chad (data : in chad.value) is
|
|
begin
|
|
core.echo_when (map.chad_count = map.chad_limit, core.failure, "Can't add new chad, limit reached.");
|
|
core.increment (map.chad_count);
|
|
--
|
|
map.chads (map.chad_count) := data;
|
|
end add_chad;
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
end world;
|