xabina/main.adb

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Ada
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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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-- Xabina is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either
-- version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the
-- implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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-- Experimental minimal terminal rogue-like game in Ada programming language. I used to write a lot of Ada programs some time ago, then went in full C and assembly mode, and came
-- back to Ada, but realized that I keep my folders messy... Since it's bothersome to find my old Ada projects and share them here, I decided that the most easy thing to do is to
-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
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with ada.text_io;
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with core, item, magic, ammunition, weapon, armour, plant, animal, monster;
function main return integer is
type map_list is (
MAP_STONE_WALL, MAP_WOODEN_WALL, MAP_STONE_FLOOR, MAP_WOODEN_FLOOR, MAP_WATER_SHALLOW, MAP_WATER_DEEP, MAP_SWAMP_SHALLOW, MAP_SWAMP_DEEP
);
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type map_mark is mod 72;
type map_width is mod 120;
type map_height is mod 40;
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type map_constant_type is new core.entity_constant_type with
record
collide : boolean := false;
condition_limit : natural := 0;
end record;
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type map_variable_type is new core.entity_variable_type with
record
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entity : core.entity_list := core.ENTITY_NULL;
identifier : natural := 0;
end record;
type map_matrical_type is
record
map : map_list := MAP_STONE_FLOOR;
condition : natural := 0;
end record;
type map_constant_list is array (map_list) of map_constant_type;
type map_variable_list is array (map_mark) of map_variable_type;
type map_matrical_list is array (map_height, map_width) of map_matrical_type;
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map_constant_data : constant map_constant_list := (
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(core.ENTITY_MAP, "Stone Wall ", '#', core.colour.grey, core.effect.bold, true, 59),
(core.ENTITY_MAP, "Wooden Wall ", '#', core.colour.yellow, core.effect.normal, false, 23),
(core.ENTITY_MAP, "Stone Floor ", '.', core.colour.grey, core.effect.bold, true, 47),
(core.ENTITY_MAP, "Wooden Floor ", '.', core.colour.yellow, core.effect.normal, false, 11),
(core.ENTITY_MAP, "Water (shallow) ", '~', core.colour.blue, core.effect.normal, false, 0),
(core.ENTITY_MAP, "Water (deep) ", '~', core.colour.blue, core.effect.bold, true, 0),
(core.ENTITY_MAP, "Swamp (shallow) ", '~', core.colour.green, core.effect.normal, false, 0),
(core.ENTITY_MAP, "Swamp (deep) ", '~', core.colour.green, core.effect.bold, true, 0)
);
map_variable_data : map_variable_list;
map_matrical_data : map_matrical_list;
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procedure generate_map is
begin
for y in map_height
loop
for x in map_width
loop
map_matrical_data (y, x) := (MAP_WOODEN_FLOOR, map_constant_data (MAP_WOODEN_FLOOR).condition_limit);
end loop;
end loop;
end generate_map;
procedure render_map is
symbol : character := ' ';
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colour : character := core.colour.white;
effect : character := core.effect.normal;
begin
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for y in core.screen_height
loop
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for x in core.screen_width
loop
symbol := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).symbol;
colour := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).colour;
effect := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).effect;
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core.render_character (symbol, colour, effect, y, x);
end loop;
end loop;
end render_map;
begin
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core.bind ('q', core.action_exit'access);
core.bind ('w', core.action_move_up'access);
core.bind ('s', core.action_move_down'access);
core.bind ('a', core.action_move_left'access);
core.bind ('d', core.action_move_right'access);
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core.render_screen_delete;
core.render_screen_offset;
core.render_cursor_hide;
generate_map;
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loop
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core.signal := core.CANCEL;
render_map;
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core.render_player;
core.render_screen;
ada.text_io.get_immediate (core.signal);
core.action_list (character'pos (core.signal)).all;
exit when core.active = false;
end loop;
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core.render_cursor_show;
return 0;
end main;