xabina/xabina.adb

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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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-- This program 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 2 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, ada.strings.unbounded;
use ada.text_io, ada.strings.unbounded;
--~ TODO: Do not use this command below, it's for real-time game...
--~ TODO: gnatmake xabina.adb && stty raw -echo && ./xabina && reset
function xabina return integer is
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-- System
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type integer_subrange is
record
minimum : integer := 0;
maximum : integer := 0;
end record;
type natural_subrange is
record
minimum : natural := 0;
maximum : natural := 0;
end record;
type colour_id is (
COLOUR_GREY, COLOUR_RED, COLOUR_GREEN, COLOUR_YELLOW, COLOUR_BLUE, COLOUR_PINK, COLOUR_CYAN, COLOUR_WHITE
);
type effect_id is (
EFFECT_NORMAL, EFFECT_BOLD, EFFECT_ITALIC, EFFECT_UNDERLINE, EFFECT_BLINK, EFFECT_REVERSE
);
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-- Entity
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type entity_id is (
ENTITY_NONE, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_PLANT, ENTITY_ANIMAL, ENTITY_GOBLIN, ENTITY_PLAYER
);
type entity_constant_type is tagged
record
entity : entity_id := ENTITY_NONE; -- Entity identifier.
name : unbounded_string := null_unbounded_string; -- Entity general name.
code : character := ' '; -- Entity ASCII character representation.
colour : colour_id := COLOUR_WHITE; -- Entity VT100 escape sequence colour.
effect : effect_id := EFFECT_NORMAL; -- Entity VT100 escape sequence effect.
end record;
type entity_variable_type is tagged
record
x : integer := 0; -- Global X coordinate.
y : integer := 0; -- Global Y coordinate.
end record;
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-- Map:
-- -- Map data is only constant, not variable, since X and Y coordinates are determined by player, camera or global position.
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type map_id is (
MAP_NONE, MAP_VOID, MAP_WALL, MAP_FLOOR, MAP_HOLE, MAP_STAIRS_DOWN, MAP_STAIRS_UP, MAP_DOOR
);
type map_list_id is (
STONE_WALL, WOODEN_WALL, STONE_FLOOR, WOODEN_FLOOR
);
type map_constant_type is new entity_constant_type with
record
map : map_id := MAP_NONE;
trigger : natural := 0;
end record;
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type map_constant_list is array (map_list_id) of map_constant_type;
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map_data : constant map_constant_list := (
(ENTITY_MAP, to_unbounded_string ("Stone Wall"), '#', COLOUR_GREY, EFFECT_BOLD, MAP_WALL, 0),
(ENTITY_MAP, to_unbounded_string ("Wooden Wall"), '#', COLOUR_YELLOW, EFFECT_NORMAL, MAP_WALL, 0),
(ENTITY_MAP, to_unbounded_string ("Stone Floor"), '.', COLOUR_GREY, EFFECT_BOLD, MAP_FLOOR, 0),
(ENTITY_MAP, to_unbounded_string ("Wooden Floor"), '.', COLOUR_YELLOW, EFFECT_NORMAL, MAP_FLOOR, 0)
);
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-- Item
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type item_id is (
ITEM_NONE, ITEM_AMMUNITION, ITEM_WEAPON, ITEM_ARMOUR, ITEM_SCROLL, ITEM_POTION, ITEM_CONSUMABLE, ITEM_NOTE
);
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type item_list_id is (
IRON_SWORD, IRON_GREATSWORD, IRON_AXE, IRON_BATTLEAXE, IRON_SPEAR, IRON_SHIELD, IRON_MACE, IRON_HAMMER
);
type item_constant_type is new entity_constant_type with
record
item : item_id := ITEM_NONE;
amount_limit : natural := 0;
weight : natural := 0;
value : natural := 0;
attack_range : integer_subrange := (0, 0);
defense_range : integer_subrange := (0, 0);
distance_range : integer_subrange := (0, 0);
health_shift : natural_subrange := (0, 0);
mana_shift : natural_subrange := (0, 0);
stamina_shift : natural_subrange := (0, 0);
-- description : unbounded_string := null_unbounded_string;
end record;
type item_variable_type is new entity_variable_type with
record
amount : natural := 0;
condition : natural := 0;
end record;
type item_constant_list is array (item_list_id) of item_constant_type;
item_data : constant item_constant_list := ( -- Please...
(ENTITY_ITEM, to_unbounded_string ("Iron Sword"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 31, 30, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Greatsword"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 32, 31, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Axe"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 33, 32, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Battleaxe"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 34, 33, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Spear"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 35, 34, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Shield"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 36, 35, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Mace"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 37, 36, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1)),
(ENTITY_ITEM, to_unbounded_string ("Iron Hammer"), '!', COLOUR_RED, EFFECT_NORMAL, ITEM_WEAPON, 0, 38, 37, (1, 1), (1, 1), (1, 1), (1, 1), (1, 1), (1, 1))
);
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-- Plant
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type plant_id is (
PLANT_NONE, PLANT_GRASS, PLANT_REED, PLANT_BUSH, PLANT_APPLE_TREE, PLANT_LEMON_TREE, PLANT_OAK_TREE, PLANT_PINE_TREE
);
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-- Animal
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type animal_id is (
ANIMAL_NONE, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_SPIDER, ANIMAL_LIZARD, ANIMAL_SNAIL, ANIMAL_WORM, ANIMAL_MOLE
);
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-- Goblin
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type goblin_id is (
GOBLIN_NONE, GOBLIN_WORKER, GOBLIN_WARRIOR, GOBLIN_BOAR_RIDER, GOBLIN_SHAMAN, GOBLIN_CHIEF, GOBLIN_KING, GOBLIN_OGRE
);
type goblin_constant_type is new entity_constant_type with
record
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goblin : goblin_id := GOBLIN_NONE; -- Index of 'goblin_data'.
health_limit : natural := 0;
armour_limit : natural := 0;
mana_limit : natural := 0;
stamina_limit : natural := 0;
attack_range : natural_subrange := (0, 0);
end record;
type goblin_variable_type is new entity_variable_type with
record
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health : natural := 0;
armour : natural := 0;
mana : natural := 0;
stamina : natural := 0;
weapon : item_id := ITEM_NONE;
end record;
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-- Gameplay
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begin
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for this in item_list_id
loop
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put_line ("> " & to_string (item_data (this).name));
end loop;
return 0;
end xabina;