xhads/source/world.adb

212 lines
9.0 KiB
Ada

-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
with core, ui, resource, item, unit, construction;
package body world is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
view_reach : constant integer := 48;
dark : core.sprite;
------------------------------------------------------------------------------------------
procedure configure is
begin
core.echo (core.comment, "Configuring world components...");
--
tiles := core.import_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
dark := core.import_sprite ("./sprite/dark.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.clips := new clip_array (0 .. map.width - 1, 0 .. map.height - 1);
map.views := new view_array (0 .. map.width - 1, 0 .. map.height - 1);
map.landmarks := new entity_array (1 .. landmark_limit);
map.constructions := new entity_array (1 .. 30);
map.items := new entity_array (1 .. 60);
--
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;
map.clips (x, y) := false;
map.views (x, y) := false;
end loop;
end loop;
--
for index in 1 .. landmark_limit loop
map.landmarks (index).index := core.random (0, 9);
map.landmarks (index).x := core.random (6, map.width - 6);
map.landmarks (index).y := core.random (6, map.height - 6);
--
if trait (landmark_index'val (map.landmarks (index).index)).clip then
declare reach_x : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).width / core.base;
reach_y : constant natural := landmarks (landmark_index'val (map.landmarks (index).index)).height / core.base;
begin
for x in 0 .. reach_x - 1 loop
for y in 0 .. reach_y - 1 loop
map.clips (map.landmarks (index).x + x, map.landmarks (index).y + y) := true;
end loop;
end loop;
end;
end if;
end loop;
--
for index in 1 .. 30 loop
map.constructions (index).index := core.random (0, construction.count - 1);
map.constructions (index).x := core.random (6, map.width - 6);
map.constructions (index).y := core.random (6, map.height - 6);
--
declare reach_x : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).width / core.base;
reach_y : constant natural := construction.sprite (construction.enumeration'val (map.constructions (index).index)).height / core.base;
begin
for x in 0 .. reach_x - 1 loop
for y in 0 .. reach_y - 1 loop
map.clips (map.constructions (index).x + x, map.constructions (index).y + y) := true;
end loop;
end loop;
end;
end loop;
--
for index in 1 .. 60 loop
map.items (index).index := core.random (0, item.count - 1);
map.items (index).x := core.random (0, map.width - 1);
map.items (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);
begin
view;
--
ui.draw_icon_menu (x => core.base * core.zoom * (-1- core.camera.x) + offset.x,
y => core.base * core.zoom * (-1- core.camera.y) + offset.y,
width => core.base * core.zoom * (map.width + 2),
height => core.base * core.zoom * (map.height + 2));
--
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;
--
if map.views (horizontal, vertical) then
u := core.base * biome'pos (map.kind) * 4;
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 - 6
and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6
and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom + 6
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 if;
end loop;
end loop;
--
for index in 1 .. landmark_limit loop
if map.views (map.landmarks (index).x, map.landmarks (index).y) then
core.draw (data => landmarks (landmark_index'val (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 if;
end loop;
--
for index in 1 .. 30 loop
if map.views (map.constructions (index).x, map.constructions (index).y) then
construction.draw (construction.enumeration'val (map.constructions (index).index),
offset.x + (map.constructions (index).x - core.camera.x) * core.base * core.zoom,
offset.y + (map.constructions (index).y - core.camera.y) * core.base * core.zoom);
end if;
end loop;
--
for index in 1 .. 60 loop
if map.views (map.items (index).x, map.items (index).y) then
item.draw (item.enumeration'val (map.items (index).index),
offset.x + (map.items (index).x - core.camera.x) * core.base * core.zoom,
offset.y + (map.items (index).y - core.camera.y) * core.base * core.zoom);
end if;
end loop;
--
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;
--
if (horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach then
core.draw (data => dark,
x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
y => offset.y + (vertical - core.camera.y) * core.base * core.zoom);
end if;
end loop;
end loop;
end draw;
------------------------------------------------------------------------------------------
procedure view is
offset : core.vector := ((core.window_width - core.base) / 2,
(core.window_height - core.base) / 2);
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;
--
if not ((horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach * 2) then
map.views (horizontal, vertical) := true;
end if;
end loop;
end loop;
end view;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;