xhads/source/main.adb

517 lines
22 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, 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;
procedure ui_main_style;
procedure zoom_in;
procedure zoom_out;
------------------------------------------------------------------------------------------
signal_list : constant array (core.signal_code) of access procedure := (
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_main_style'access,
core.signal_kp_add => zoom_in'access,
core.signal_kp_subtract => zoom_out'access,
core.signal_f1 => world.resource_cheat_1'access,
core.signal_f2 => world.resource_cheat_2'access,
core.signal_f3 => world.resource_cheat_3'access,
core.signal_f4 => world.resource_cheat_4'access,
core.signal_f5 => world.resource_cheat_5'access,
core.signal_f6 => world.resource_cheat_6'access,
core.signal_f7 => world.reveal_map'access,
core.signal_f8 => world.restore_points'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 (world.biome) of core.sprite;
switch : natural := 0;
choose : world.biome := world.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, skill.athletics, skill.tactics, skill.aerokinesis, skill.logistics, skill.leadership, skill.estates, skill.mysticism),
points => (others => (1, 3)),
--
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 => <>
);
------------------------------------------------------------------------------------------
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 ui_main_style is
begin
ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod ui.style_count);
end ui_main_style;
------------------------------------------------------------------------------------------
procedure zoom_in is begin core.zoom := 2; end zoom_in;
procedure zoom_out is begin core.zoom := 1; end zoom_out;
------------------------------------------------------------------------------------------
procedure player_information (x, y : in integer) is
player_1 : chad.information renames world.map.chads (1);
--
offset : constant integer := 8;
width : constant integer := side_panel - 2 * core.icon;
height : constant integer := chad.view_height + 11 * core.icon + 4 * core.base + 2 * offset;
more : constant natural := 10;
less : constant natural := 5;
side : constant integer := chad.view_width + attribute.count * core.icon;
at_x : integer := x + offset;
at_y : integer := y + offset;
begin
ui.draw_frame (x, y, width, height);
ui.draw_sprite (chad.view (player_1.index), chad.description (player_1.index).name.all, at_x, at_y, 0);
ui.draw_text_box (at_x + chad.view_width, at_y, width - chad.view_width - 2 * offset, core.icon);
ui.write (chad.description (player_1.index).name.all, at_x + chad.view_width + less, at_y + less);
--
ui.draw_text (chad.description (player_1.index).title.all, at_x + side, at_y + 1 * core.icon, width - side - 2 * offset, core.icon, more);
ui.draw_text ("Level" & player_1.level'image, at_x + side, at_y + 2 * core.icon, width - side - 2 * offset, core.icon, more);
--
at_x := x + chad.view_width + offset;
at_y := y + core.icon + offset;
--
for index in attribute.enumeration loop
ui.draw_icon (attribute.icon (index), attribute.description (index).text.all, at_x, at_y);
ui.draw_text (player_1.attributes (index).value'image, at_x, at_y + core.icon, core.icon, core.icon, more);
--
at_x := at_x + core.icon;
end loop;
--
at_x := x + offset;
at_y := y + offset + chad.view_height;
--
ui.draw_separator (at_x, at_y, width - 2 * offset);
--
at_y := at_y + core.base + core.icon;
--
ui.draw_tiny_fill_bar (at_x, at_y + 0 * core.icon, side, float (player_1.health.value) / float (player_1.health.limit), (127, 0, 0, 255));
ui.draw_tiny_fill_bar (at_x, at_y + 1 * core.icon, side, float (player_1.mana.value) / float (player_1.mana.limit), (0, 0, 127, 255));
ui.draw_tiny_fill_bar (at_x, at_y + 2 * core.icon, side, float (player_1.movement.value) / float (player_1.movement.limit), (0, 127, 0, 255));
--
ui.draw_text ("Health", at_x + side, at_y - core.icon, width - side - 2 * offset, core.icon, more);
ui.draw_text ("Mana", at_x + side, at_y, width - side - 2 * offset, core.icon, more);
ui.draw_text ("Movement", at_x + side, at_y + core.icon, width - side - 2 * offset, core.icon, more);
--
ui.write (player_1.health.value'image & " /" & player_1.health.limit'image, at_x + core.icon, at_y - core.icon + more, code => true);
ui.write (player_1.mana.value'image & " /" & player_1.mana.limit'image, at_x + core.icon, at_y + more, code => true);
ui.write (player_1.movement.value'image & " /" & player_1.movement.limit'image, at_x + core.icon, at_y + core.icon + more, code => true);
--
at_y := at_y + 2 * core.icon;
--
ui.draw_separator (at_x, at_y, width - 2 * offset);
--
at_y := at_y + core.base;
--
for index in equipment.kind loop
if equipment.enumeration'pos (player_1.equipments (index)) /= equipment.enumeration'pos (equipment.none) then
ui.draw_overicon (data => equipment.icon (player_1.equipments (index)),
text => equipment.description (player_1.equipments (index)).name.all,
x => at_x + equipment.kind'pos (index) * core.icon,
y => at_y);
else
ui.draw_overicon (data => equipment.slot (index),
text => "Slot '" & core.lowercase (equipment.kind (index)'image) & "' is empty.",
x => at_x + equipment.kind'pos (index) * core.icon,
y => at_y);
end if;
end loop;
--
ui.draw_text ("Equipment", at_x + 8 * core.icon, at_y, width - 8 * core.icon - 2 * offset, core.icon, more);
--
at_y := at_y + core.icon;
--
ui.draw_text ("Skills", at_x + side, at_y, width - side - 2 * offset, core.icon, more);
--
for index in 0 .. chad.skill_limit - 1 loop
ui.draw_icon (skill.icon (player_1.skills (index)), skill.description (player_1.skills (index)).text.all, at_x + index * core.icon, at_y);
--~ui.write (player_1.points (index).value'image, at_x + index * core.icon + more, at_y + more, code => true);
end loop;
--
at_y := at_y + core.icon;
--
ui.draw_separator (at_x, at_y, width - 2 * offset);
--
at_y := at_y + core.base;
--
for index_y in 0 .. 2 loop
for index_x in 0 .. 7 loop
ui.draw_icon (data => equipment.icon (player_1.items (8 * index_y + index_x)),
text => equipment.description (player_1.items (8 * index_y + index_x)).name.all,
x => at_x + index_x * core.icon,
y => at_y + index_y * core.icon);
end loop;
end loop;
end player_information;
------------------------------------------------------------------------------------------
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 (world.day_name (7).all, x + offset, y + 0 * core.icon + offset, width - 2 * offset - 64, core.icon, more, 0);
ui.draw_text (world.week_name (6).all, x + offset, y + 1 * core.icon + offset, width - 2 * offset - 64, core.icon, more, 0);
ui.draw_text (world.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);
core.echo (core.comment, "Configuring" & attribute.count'image & " attribute components...");
--
for index in attribute.enumeration loop
attribute.icon (index) := core.import_sprite (core.folder & "/icon/attribute/" & core.lowercase (attribute.enumeration'image (index)) & ".png", 1, 1);
end loop;
core.echo (core.comment, "Configuring" & skill.count'image & " skill components...");
--
for index in skill.enumeration loop
skill.icon (index) := core.import_sprite (core.folder & "/icon/skill/" & core.lowercase (skill.enumeration'image (index)) & ".png", 1, 1);
end loop;
core.echo (core.comment, "Configuring" & resource.count'image & " resource components...");
--
for index in resource.enumeration loop
resource.icon (index) := core.import_sprite (core.folder & "/icon/resource/" & core.lowercase (resource.enumeration'image (index)) & ".png", 1, 1);
end loop;
core.echo (core.comment, "Configuring" & magic.count'image & " magic components...");
--
for index in magic.enumeration loop
declare folder : constant string := core.lowercase (magic.school'image (magic.description (index).kind));
file : constant string := core.lowercase (magic.enumeration'image (index));
begin
magic.view (index) := core.import_sprite (core.folder & "/view/magic/" & folder & "/" & file & ".png", 1, 1);
end;
end loop;
core.echo (core.comment, "Configuring" & material.count'image & " material components...");
--
for index in material.enumeration loop
material.icon (index) := core.import_sprite (core.folder & "/icon/material/" & core.lowercase (material.enumeration'image (index)) & ".png", 1, 1);
end loop;
core.echo (core.comment, "Configuring" & equipment.count'image & " equipment components...");
--
for index in equipment.enumeration loop
declare folder : constant string := core.lowercase (equipment.kind'image (equipment.description (index).slot));
file : constant string := core.lowercase (equipment.enumeration'image (index));
begin
equipment.sprite (index) := core.import_sprite (core.folder & "/game/equipment/" & folder & "/" & file & ".png", 4, 6);
equipment.icon (index) := core.import_sprite (core.folder & "/icon/equipment/" & folder & "/" & file & ".png", 1, 1);
end;
end loop;
--
for index in equipment.kind loop
declare file : constant string := core.lowercase (equipment.kind'image (index));
begin
equipment.slot (index) := core.import_sprite (core.folder & "/icon/engine/" & file & ".png", 1, 1);
end;
end loop;
core.echo (core.comment, "Configuring" & unit.count'image & " unit components...");
--
for index in faction.fairy .. faction.imp loop
unit.base (index) := core.import_sprite (core.folder & "/game/unit/" & core.lowercase (faction.enumeration'image (index)) & "/base.png", 4, 6);
end loop;
core.echo (core.comment, "Configuring" & deity.count'image & " deity components...");
--
for index in deity.enumeration loop
deity.sprite (index) := core.import_sprite (core.folder & "/game/deity/" & deity.enumeration'image (index) & ".png", 4, 1);
end loop;
core.echo (core.comment, "Configuring" & construction.count'image & "construction components...");
--
for index in construction.enumeration loop
declare folder : constant string := core.lowercase (faction.enumeration'image (construction.description (index).kind));
file : constant string := core.lowercase (construction.enumeration'image (index));
frames : constant integer := construction.description (index).frames;
begin
construction.sprite (index) := core.import_sprite (core.folder & "/game/construction/" & folder & "/" & file & ".png", frames, 1);
end;
end loop;
core.echo (core.comment, "Configuring" & chad.count'image & "chad components...");
--
for index in chad.enumeration loop
chad.sprite (index) := core.import_sprite (core.folder & "/game/chad/" & core.lowercase (chad.enumeration'image (index)) & ".png", 4, 6);
chad.view (index) := core.import_sprite (core.folder & "/view/chad/" & core.lowercase (chad.enumeration'image (index)) & ".png", 1, 1);
end loop;
world.configure;
--~ai.configure;
world.make (world.grass, 640, 480, 8);
world.add_chad (player);
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, 2);
view_icon (index, true) := core.import_sprite (core.folder & "/icon/engine/" & core.lowercase (view'image (index)) & "_on.png", 1, 2);
end loop;
game_title := core.import_sprite (core.folder & "/ui/game_title.png", 1, 1);
for index in world.biome loop
game_preview (index) := core.import_sprite (core.folder & "/ui/preview/" & core.lowercase (world.biome'image (index)) & "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 world.biome_count;
choose := world.biome'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.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);
--
player_information (preview_width + core.icon, core.icon);
time_information (preview_width + core.icon, core.icon + chad.view_height + 11 * core.icon + 4 * core.base + 3 * 8);
--
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);
--~ui.draw_state_box (preview_width + 32, 32);
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.draw_performance_box;
--
ui.synchronize;
end loop gameplay_loop;
world.save ("heyo");
--~world.mapshot (core.folder & "/mapshot.png");
------------------------------------------------------------------------------------------
core.deinitialize;
core.dash;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end main;