xhads/source/world.adb

182 lines
6.6 KiB
Ada

with ada.strings.fixed;
with core, menu, resource, item, unit, construction, world;
use world;
package body world is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type entity is
record
index, x, y : integer;
end record;
type block_array is array (natural range <>, natural range <>) of integer;
type entity_array is array (natural range <>) of entity;
type information is
record
terrain : codex;
width : natural;
height : natural;
block : access block_array;
landmark : access entity_array;
construction : access entity_array;
end record;
type sprite_array is array (natural range <>) of core.sprite;
type world_array is array (natural range <>) of access information;
type limit_array is array (codex) of integer;
type landmark_sprite_array is array (codex) of access sprite_array;
------------------------------------------------------------------------------------------
blocks : core.sprite;
landmarks : landmark_sprite_array := (others => null);
map : information;
limit : constant limit_array := (29, 64, 70, 94, 51, 94);
landmark_limit : constant integer := 140;
construction_limit : constant integer := 10;
------------------------------------------------------------------------------------------
procedure configure is
begin
blocks := core.load_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
--
for index in codex
loop
landmarks (index) := new sprite_array (0 .. limit (index));
for value in 0 .. limit (index)
loop
declare
folder : constant string := core.lowercase (codex'image (index));
file : constant string := ada.strings.fixed.trim (integer'image (value), ada.strings.left);
begin
landmarks (index) (value) := core.load_sprite ("./sprite/world/landmark/" & folder & "/" & file & ".png", 1, 1);
end;
end loop;
end loop;
end configure;
------------------------------------------------------------------------------------------
procedure make (index : in codex; width, height : in natural) is
begin
map.terrain := index;
map.width := width;
map.height := height;
map.block := new block_array (0 .. width - 1, 0 .. height - 1);
map.landmark := new entity_array (0 .. landmark_limit);
map.construction := new entity_array (0 .. construction_limit);
--
for x in 0 .. width - 1
loop
for y in 0 .. height - 1
loop
map.block (x, y) := core.random_integer (0, 23);
end loop;
end loop;
--
for object in 0 .. landmark_limit
loop
map.landmark (object).index := core.random_integer (0, limit (index));
map.landmark (object).x := core.base * core.random_integer (1, map.width - 1);
map.landmark (object).y := core.base * core.random_integer (1, map.height - 1);
end loop;
--
for object in 0 .. construction_limit
loop
map.construction (object).index := core.random_integer (0, construction.codex'pos (construction.codex'last));
map.construction (object).x := core.base * core.random_integer (1, map.width - 1);
map.construction (object).y := core.base * core.random_integer (1, map.height - 1);
end loop;
end make;
------------------------------------------------------------------------------------------
procedure draw (x, y, width, height : in integer; show_grid : in boolean) is
crop_width : integer := width mod core.base;
crop_height : integer := height mod core.base;
u, v : integer;
begin
for move_y in 0 .. height / core.base - 1
loop
for move_x in 0 .. width / core.base - 1
loop
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (move_x, move_y);
--
core.crop (blocks, x + move_x * core.base, y + move_y * core.base, u, v, core.base, core.base);
end loop;
--
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (width / core.base, move_y);
--
core.crop (blocks, x + width - crop_width, y + move_y * core.base, u, v, crop_width, core.base);
end loop;
--
for move_x in 0 .. width / core.base - 1
loop
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (move_x, height / core.base);
--
core.crop (blocks, x + move_x * core.base, y + height - crop_height, u, v, core.base, crop_height);
end loop;
--
u := core.base * codex'pos (map.terrain) * 4;
v := core.base * map.block (width / core.base, height / core.base);
--
core.crop (blocks, x + width - crop_width, y + height - crop_height, u, v, crop_width, crop_height);
--
for object in 0 .. landmark_limit
loop
if map.landmark (object).x > width
or map.landmark (object).y > height then
goto skip_drawing_out_of_view_landmark;
end if;
--
crop_width := landmarks (map.terrain) (map.landmark (object).index).width;
crop_height := landmarks (map.terrain) (map.landmark (object).index).height;
--
if (map.landmark (object).x + landmarks (map.terrain) (map.landmark (object).index).width) > width then
crop_width := crop_width - (map.landmark (object).x + landmarks (map.terrain) (map.landmark (object).index).width) mod width;
end if;
--
if (map.landmark (object).y + landmarks (map.terrain) (map.landmark (object).index).height) > height then
crop_height := crop_height - (map.landmark (object).y + landmarks (map.terrain) (map.landmark (object).index).height) mod height;
end if;
--
core.crop (landmarks (map.terrain) (map.landmark (object).index), x + map.landmark (object).x, y + map.landmark (object).y, 0, 0, crop_width, crop_height);
--
<<skip_drawing_out_of_view_landmark>>
end loop;
--
if show_grid then
core.hexagonal_grid (x, y, width, height, false);
core.hexagonal_grid (x, y, width, height, true);
end if;
--
for object in 0 .. construction_limit
loop
if map.construction (object).x > width
or map.construction (object).y > height then
goto skip_drawing_out_of_view_construction;
end if;
--
construction.draw (construction.codex'val (map.construction (object).index), map.construction (object).x, map.construction (object).y);
--
<<skip_drawing_out_of_view_construction>>
end loop;
end draw;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end world;