xhads/source/main.adb

250 lines
9.7 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, world, ai;
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);
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type screen_view is (
map_preview_panel, status_preview_panel, text_box_panel
);
screen_view_icon : array (screen_view) of core.sprite;
screen_view_list : array (screen_view) of boolean := (others => true);
screen_view_text : array (screen_view) of core.long_string := (
"Toggle map preview panel. ",
"Toggle status preview panel. ",
"Toggle text box panel. "
);
procedure toggle_map_preview_panel is begin screen_view_list (map_preview_panel) := (if screen_view_list (map_preview_panel) then false else true); end toggle_map_preview_panel;
procedure toggle_status_preview_panel is begin screen_view_list (status_preview_panel) := (if screen_view_list (status_preview_panel) then false else true); end toggle_status_preview_panel;
procedure toggle_text_box_panel is begin screen_view_list (text_box_panel) := (if screen_view_list (text_box_panel) then false else true); end toggle_text_box_panel;
screen_view_show : array (screen_view) of access procedure := (
toggle_map_preview_panel'access,
toggle_status_preview_panel'access,
toggle_text_box_panel'access
);
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-- TODO: This menu code is now useless due to new UI code.
--~type menu_index is (
--~menu_none, menu_attribute, menu_skill, menu_resource, menu_unit, menu_might, menu_magic
--~);
--~menu_limit : constant integer := 3;
--~menu_count : integer := 0;
--~menu_stack : array (1 .. menu_limit) of menu_index := (others => menu_none);
--~procedure menu_insert (index : in menu_index) is
--~begin
--~if menu_count = menu_limit then return; end if;
--~--
--~menu_count := menu_count mod menu_limit + 1;
--~--
--~menu_stack (menu_count) := index;
--~end menu_insert;
--~procedure menu_remove is
--~begin
--~if menu_count = 0 then return; end if;
--~--
--~menu_stack (menu_count) := menu_none;
--~--
--~menu_count := menu_count - 1;
--~end menu_remove;
--~procedure menu_render is
--~begin
--~if menu_count > 0 then
--~core.overlay; THIS SLOWS DOWN RENDERING BY 10 FRAMES!
--~end if;
--~--
--~for index in 1 .. menu_limit loop
--~case menu_stack (index) is
--~when menu_none => null;
--~when menu_attribute => attribute.menu (100, 100, false);
--~when menu_skill => skill.menu (200, 200, false);
--~when menu_resource => resource.menu (300, 300, false);
--~when menu_unit => unit.menu (0, 0, true);
--~when menu_might => might.menu (0, 0, true);
--~when menu_magic => magic.menu (0, 0, true);
--~end case;
--~end loop;
--~end menu_render;
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-- TODO: Also useless, delete later...
--~procedure show_attribute_menu is begin menu_insert (menu_attribute); end show_attribute_menu;
--~procedure show_skill_menu is begin menu_insert (menu_skill); end show_skill_menu;
--~procedure show_resource_menu is begin menu_insert (menu_resource); end show_resource_menu;
--~procedure show_unit_menu is begin menu_insert (menu_unit); end show_unit_menu;
--~procedure show_might_menu is begin menu_insert (menu_might); end show_might_menu;
--~procedure show_magic_menu is begin menu_insert (menu_magic); end show_magic_menu;
procedure ui_main_style is begin ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod 7); end ui_main_style;
--~procedure hide_top_menu is begin menu_remove; end hide_top_menu;
procedure zoom_in is begin core.zoom := 2; end zoom_in;
procedure zoom_out is begin core.zoom := 1; end zoom_out;
-- TODO: This is fine.
signal_list : constant array (core.signal_code) of access procedure := (
core.signal_up => core.move_camera_up'access,
core.signal_down => core.move_camera_down'access,
core.signal_left => core.move_camera_left'access,
core.signal_right => core.move_camera_right'access,
--~core.signal_a => show_attribute_menu'access,
--~core.signal_s => show_skill_menu'access,
--~core.signal_r => show_resource_menu'access,
--~core.signal_u => show_unit_menu'access,
--~core.signal_m => show_might_menu'access,
--~core.signal_n => show_magic_menu'access,
core.signal_v => ui_main_style'access,
--~core.signal_grave => hide_top_menu'access,
core.signal_kp_add => zoom_in'access,
core.signal_kp_subtract => zoom_out'access,
others => core.idle'access
);
a, b, c : core.sprite;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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, "Xhads 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.configure;
core.play (core.import_song (core.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.grass, 140, 120);
core.dash;
core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
core.dash;
for index in screen_view loop
screen_view_icon (index) := core.import_sprite ("./sprite/ui/icon/" & core.lowercase (screen_view'image (index)) & ".png", 1, 1);
end loop;
a := core.import_sprite ("./sprite/magic/fire/fireball.png", 1, 1);
b := core.import_sprite ("./sprite/magic/light/heal.png", 1, 1);
c := core.import_sprite ("./sprite/magic/dark/torment.png", 1, 1);
ui.active := ui.imp;
------------------------------------------------------------------------------------------
gameplay: loop
core.synchronize;
--
exit when core.engine_active = false;
--
if not screen_view_list (status_preview_panel) then
side_panel := 0;
else
side_panel := core.window_width / 4;
end if;
--
preview_width := core.window_width - side_panel;
preview_height := core.window_height - text_box_height;
text_box_height := 32;
--
core.camera.x := core.clip (core.camera.x, 0, world.map.width - 1);
core.camera.y := core.clip (core.camera.y, 0, world.map.height - 1);
--
world.draw;
--
if screen_view_list (map_preview_panel) then
ui.draw_menu (0, 0, preview_width, preview_height);
end if;
--
if screen_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 screen_view_list (text_box_panel) then
ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.icon * (screen_view'pos (screen_view'last) + 1), text_box_height);
end if;
--
for index in screen_view loop
ui.draw_icon (screen_view_icon (index), screen_view_text (index),
core.window_width - core.icon * (screen_view'pos (screen_view'last) + 1) + core.icon * screen_view'pos (index),
core.window_height - text_box_height,
screen_view_show (index));
end loop;
--
signal_list (core.signal_code'val (core.signal_mode)).all;
--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
--~ui.draw_menu (60, 60, 256, 256);
--~ui.draw_tiny_menu (360, 60, 256, 256);
--
--~menu_render;
--
core.draw (a, 64*1, core.window_height - 56 - 64);
core.draw (b, 64*2, core.window_height - 56 - 64);
core.draw (c, 64*3, core.window_height - 56 - 64);
ui.draw_icon_menu ("", 64*1, core.window_height - 56 - 64, 64, 64, null);
ui.draw_icon_menu ("", 64*2, core.window_height - 56 - 64, 64, 64, null);
ui.draw_icon_menu ("", 64*3, core.window_height - 56 - 64, 64, 64, null);
ui.draw_fill_bar (64*4, core.window_height - 56, 320, 0.7);
--
chad.draw_alice;
--
ui.synchronize;
end loop gameplay;
------------------------------------------------------------------------------------------
core.deinitialize;
core.dash;
end main;