Separating the project into packages...
This commit is contained in:
parent
0e7f3bd724
commit
7750cbc03c
60
ammunition.ads
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60
ammunition.ads
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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
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-- 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
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-- implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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
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-- 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
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-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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with core;
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use core;
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package ammunition is
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------------------------------------------------------------------------------------------
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type ammunition_list is (
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ARROWS, BOLTS, SLINGSHOTS, JARIDS
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);
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type ammunition_mark is mod 72;
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------------------------------------------------------------------------------------------
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type ammunition_constant_type is new entity_constant_type with
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record
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value : natural := 0;
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weight : natural := 0;
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dual_wield : boolean := false;
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amount_limit : natural := 0;
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attack_range : natural := 0;
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distance_range : natural := 0;
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end record;
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type ammunition_variable_type is new entity_variable_type with
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record
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amount : natural := 0;
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enchantment : natural := 0;
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end record;
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type ammunition_constant_list is array (ammunition_list) of ammunition_constant_type;
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type ammunition_variable_list is array (ammunition_mark) of ammunition_variable_type;
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------------------------------------------------------------------------------------------
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ammunition_constant_data : constant ammunition_constant_list := (
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(ENTITY_AMMUNITION, "Arrows ", '^', COLOUR_RED, EFFECT_NORMAL, 11, 13, false, 23, 7, 67),
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(ENTITY_AMMUNITION, "Bolts ", '^', COLOUR_RED, EFFECT_NORMAL, 13, 23, false, 29, 5, 67),
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(ENTITY_AMMUNITION, "Slingshots ", '^', COLOUR_RED, EFFECT_NORMAL, 5, 7, true, 43, 7, 67),
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(ENTITY_AMMUNITION, "Jarids ", '^', COLOUR_RED, EFFECT_NORMAL, 29, 37, true, 7, 7, 67)
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);
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ammunition_variable_data : ammunition_variable_list;
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------------------------------------------------------------------------------------------
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end ammunition;
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142
animal.ads
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animal.ads
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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
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-- 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
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|
-- implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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
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-- 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
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-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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with core;
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use core;
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package animal is
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------------------------------------------------------------------------------------------
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type animal_list is (
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ANIMAL_PIG, ANIMAL_COW, ANIMAL_CHICKEN, ANIMAL_SHEEP, ANIMAL_BOAR, ANIMAL_GOAT, ANIMAL_AUROCH, ANIMAL_DUCK,
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ANIMAL_DOG, ANIMAL_CAT, ANIMAL_RABBIT, ANIMAL_HAMSTER, ANIMAL_HORSE, ANIMAL_DONKEY, ANIMAL_CAMEL, ANIMAL_ELEPHANT,
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ANIMAL_OWL, ANIMAL_HAWK, ANIMAL_PIGEON, ANIMAL_VULTURE, ANIMAL_CROW, ANIMAL_PHEASANT, ANIMAL_SPARROW, ANIMAL_ALBATROSS,
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ANIMAL_SARDINE, ANIMAL_HERRING, ANIMAL_CATFISH, ANIMAL_CARP, ANIMAL_WHALE, ANIMAL_SHARK, ANIMAL_SQUID, ANIMAL_SAWFISH,
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ANIMAL_WORM, ANIMAL_BEE, ANIMAL_CENTIPEDE, ANIMAL_SPIDER, ANIMAL_FROG, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_MOLE,
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ANIMAL_WOLF, ANIMAL_FOX, ANIMAL_BEAR, ANIMAL_MAMMOTH, ANIMAL_ELK, ANIMAL_MOOSE, ANIMAL_DEER, ANIMAL_PEEBLES,
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ANIMAL_LION, ANIMAL_HYENA, ANIMAL_BISON, ANIMAL_ZEBRA, ANIMAL_GIRAFFE, ANIMAL_CROCODILE, ANIMAL_MONKEY, ANIMAL_GNU,
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ANIMAL_CARIBOU, ANIMAL_SEAL, ANIMAL_MORSE, ANIMAL_PENGUIN, ANIMAL_TURTLE, ANIMAL_CAYMAN, ANIMAL_OTTER, ANIMAL_SNAKE,
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ANIMAL_LIZARD, ANIMAL_DAEODON, ANIMAL_SLIME, ANIMAL_AXOLOTL, ANIMAL_HEDGEHOG, ANIMAL_CATERPILLAR, ANIMAL_CRAB, ANIMAL_SCORPION,
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ANIMAL_GIANT_LIZARD, ANIMAL_GIANT_CENTIPEDE, ANIMAL_GIANT_SPIDER, ANIMAL_GIANT_SLOTH,
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ANIMAL_GIANT_OWL, ANIMAL_GIANT_SCORPION, ANIMAL_GIANT_AXOLOTL, ANIMAL_GIANT_WORM
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);
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type animal_mark is mod 72;
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------------------------------------------------------------------------------------------
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type animal_constant_type is new entity_constant_type with
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record
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health_limit : natural := 0;
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attack_range : natural := 0;
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defense_range : natural := 0;
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end record;
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type animal_variable_type is new entity_variable_type with
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record
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health : natural := 0;
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end record;
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type animal_constant_list is array (animal_list) of animal_constant_type;
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type animal_variable_list is array (animal_mark) of animal_variable_type;
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------------------------------------------------------------------------------------------
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animal_constant_data : constant animal_constant_list := (
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(ENTITY_ANIMAL, "Pig ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Cow ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Chicken ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Sheep ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Boar ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Goat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Auroch ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Duck ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Dog ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Cat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Rabbit ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Hamster ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Horse ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Donkey ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Camel ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Elephant ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Owl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Hawk ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Pigeon ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Vulture ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Crow ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Pheasant ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Sparrow ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Albatross ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Sardine ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Herring ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Catfish ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Carp ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Whale ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Shark ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Squid ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Sawfish ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Worm ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Bee ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Centipede ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Spider ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Frog ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Rat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Bat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Mole ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Wolf ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Fox ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Bear ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Mammoth ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Elk ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Moose ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Deer ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Peebles ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Lion ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Hyena ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Bison ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Zebra ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giraffe ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Crocodile ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Monkey ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Gnu ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Caribou ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Seal ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Morse ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Penguin ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Turtle ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Cayman ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Otter ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Snake ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Lizard ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Daeodon ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Slime ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Axolotl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Hedgehog ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Caterpillar ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Crab ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Scorpion ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giant Lizard ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giant Centipede ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giant Spider ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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|
(ENTITY_ANIMAL, "Giant Sloth ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giant Owl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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|
(ENTITY_ANIMAL, "Giant Scorpion ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giant Axolotl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11),
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(ENTITY_ANIMAL, "Giant Worm ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11)
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);
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|
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animal_variable_data : animal_variable_list;
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|
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|
------------------------------------------------------------------------------------------
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|
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|
end animal;
|
61
armour.ads
Normal file
61
armour.ads
Normal file
@ -0,0 +1,61 @@
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|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with core;
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||||||
|
use core;
|
||||||
|
|
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|
package armour is
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|
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|
------------------------------------------------------------------------------------------
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|
|
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|
type armour_list is (
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|
IRON_HELMET, IRON_CHESTPLATE, IRON_GAUNTLETS, IRON_GREAVES, IRON_CUISSE, IRON_FAULD, IRON_GARDBRACE, IRON_REREBRACE
|
||||||
|
);
|
||||||
|
|
||||||
|
type armour_mark is mod 72;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type armour_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
value : natural := 0;
|
||||||
|
weight : natural := 0;
|
||||||
|
defense_range : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type armour_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
enchantment : natural := 0;
|
||||||
|
condition : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type armour_constant_list is array (armour_list) of armour_constant_type;
|
||||||
|
type armour_variable_list is array (armour_mark) of armour_variable_type;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
armour_constant_data : constant armour_constant_list := (
|
||||||
|
(ENTITY_ARMOUR, "Iron Helmet ", 'm', COLOUR_YELLOW, EFFECT_NORMAL, 11, 31, 7),
|
||||||
|
(ENTITY_ARMOUR, "Iron Chestplate ", 'M', COLOUR_YELLOW, EFFECT_BOLD, 23, 67, 11),
|
||||||
|
(ENTITY_ARMOUR, "Iron Gauntlets ", 'i', COLOUR_YELLOW, EFFECT_NORMAL, 13, 43, 7),
|
||||||
|
(ENTITY_ARMOUR, "Iron Greaves ", 'I', COLOUR_YELLOW, EFFECT_NORMAL, 19, 73, 13),
|
||||||
|
(ENTITY_ARMOUR, "Iron Cuisse ", 'Y', COLOUR_YELLOW, EFFECT_BOLD, 17, 53, 10),
|
||||||
|
(ENTITY_ARMOUR, "Iron Fauld ", '-', COLOUR_YELLOW, EFFECT_NORMAL, 13, 37, 3),
|
||||||
|
(ENTITY_ARMOUR, "Iron Gardbrace ", 'v', COLOUR_YELLOW, EFFECT_NORMAL, 11, 41, 8),
|
||||||
|
(ENTITY_ARMOUR, "Iron Rerebrace ", 'V', COLOUR_YELLOW, EFFECT_NORMAL, 13, 47, 7)
|
||||||
|
);
|
||||||
|
|
||||||
|
armour_variable_data : armour_variable_list;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
end armour;
|
@ -2,6 +2,6 @@
|
|||||||
|
|
||||||
set -xe
|
set -xe
|
||||||
|
|
||||||
gnatmake xabina.adb
|
gnatmake -o xabina main.adb
|
||||||
|
|
||||||
exit
|
exit
|
||||||
|
81
core.adb
Normal file
81
core.adb
Normal file
@ -0,0 +1,81 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
package body core is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
procedure bind (symbol : character := CANCEL;
|
||||||
|
action : procedure_pointer := action_idle'access) is
|
||||||
|
begin
|
||||||
|
action_list (character'pos (symbol)) := action;
|
||||||
|
end bind;
|
||||||
|
|
||||||
|
procedure unbind (symbol : character := CANCEL) is
|
||||||
|
begin
|
||||||
|
action_list (character'pos (symbol)) := action_idle'access;
|
||||||
|
end unbind;
|
||||||
|
|
||||||
|
procedure action_idle is begin null; end action_idle;
|
||||||
|
procedure action_exit is begin active := false; end action_exit;
|
||||||
|
|
||||||
|
procedure action_move_up is begin player.y := player.y - 1; end action_move_up;
|
||||||
|
procedure action_move_down is begin player.y := player.y + 1; end action_move_down;
|
||||||
|
procedure action_move_left is begin player.x := player.x - 1; end action_move_left;
|
||||||
|
procedure action_move_right is begin player.x := player.x + 1; end action_move_right;
|
||||||
|
|
||||||
|
procedure render_screen_delete is begin put (ESCAPE & "[2J"); end render_screen_delete;
|
||||||
|
procedure render_screen_offset is begin put (ESCAPE & "[H"); end render_screen_offset;
|
||||||
|
procedure render_cursor_hide is begin put (ESCAPE & "[?25l"); end render_cursor_hide;
|
||||||
|
procedure render_cursor_show is begin put (ESCAPE & "[?25h"); end render_cursor_show;
|
||||||
|
procedure render_realignment is begin put (CARRIAGE_RETURN & LINE_FEED); end render_realignment;
|
||||||
|
|
||||||
|
procedure render_character (symbol : character := ' ';
|
||||||
|
colour : character := COLOUR_WHITE;
|
||||||
|
effect : character := EFFECT_NORMAL;
|
||||||
|
y : screen_height := 0;
|
||||||
|
x : screen_width := 0) is
|
||||||
|
begin
|
||||||
|
screen_symbol (y, x) := symbol;
|
||||||
|
screen_colour (y, x) := colour;
|
||||||
|
screen_effect (y, x) := effect;
|
||||||
|
end render_character;
|
||||||
|
|
||||||
|
procedure render_screen is
|
||||||
|
format : string (1 .. 12) := ESCAPE & "[E;3CmS" & ESCAPE & "[0m";
|
||||||
|
begin
|
||||||
|
render_screen_offset;
|
||||||
|
for y in screen_height
|
||||||
|
loop
|
||||||
|
for x in screen_width
|
||||||
|
loop
|
||||||
|
format (8) := screen_symbol (y, x);
|
||||||
|
format (6) := screen_colour (y, x);
|
||||||
|
format (3) := screen_effect (y, x);
|
||||||
|
put (format);
|
||||||
|
end loop;
|
||||||
|
render_realignment;
|
||||||
|
end loop;
|
||||||
|
end render_screen;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Player
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
procedure render_player is
|
||||||
|
begin
|
||||||
|
render_character ('@', COLOUR_CYAN, EFFECT_BOLD, screen_height (player.y), screen_width (player.x));
|
||||||
|
end render_player;
|
||||||
|
|
||||||
|
end core;
|
331
core.ads
Normal file
331
core.ads
Normal file
@ -0,0 +1,331 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with ada.text_io;
|
||||||
|
use ada.text_io;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Core
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
package core is
|
||||||
|
|
||||||
|
COLOUR_GREY : constant character := '0';
|
||||||
|
COLOUR_RED : constant character := '1';
|
||||||
|
COLOUR_GREEN : constant character := '2';
|
||||||
|
COLOUR_YELLOW : constant character := '3';
|
||||||
|
COLOUR_BLUE : constant character := '4';
|
||||||
|
COLOUR_PINK : constant character := '5';
|
||||||
|
COLOUR_CYAN : constant character := '6';
|
||||||
|
COLOUR_WHITE : constant character := '7';
|
||||||
|
|
||||||
|
EFFECT_NORMAL : constant character := '0';
|
||||||
|
EFFECT_BOLD : constant character := '1';
|
||||||
|
EFFECT_ITALIC : constant character := '3';
|
||||||
|
EFFECT_UNDERLINE : constant character := '4';
|
||||||
|
EFFECT_BLINK : constant character := '5';
|
||||||
|
EFFECT_REVERSE : constant character := '7';
|
||||||
|
|
||||||
|
CANCEL : constant character := character'val (24);
|
||||||
|
CARRIAGE_RETURN : constant character := character'val (10);
|
||||||
|
LINE_FEED : constant character := character'val (13);
|
||||||
|
ESCAPE : constant character := character'val (27);
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
procedure action_idle;
|
||||||
|
|
||||||
|
type procedure_pointer is access procedure;
|
||||||
|
type ascii_range is mod 2 ** 8;
|
||||||
|
type action_type is array (ascii_range) of procedure_pointer;
|
||||||
|
|
||||||
|
type screen_width is mod 120;
|
||||||
|
type screen_height is mod 40;
|
||||||
|
|
||||||
|
type screen_type is array (screen_height, screen_width) of character;
|
||||||
|
|
||||||
|
type description is new string (1 .. 144);
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Entity
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type entity_list is (
|
||||||
|
ENTITY_NULL, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_MAGIC, ENTITY_AMMUNITION, ENTITY_WEAPON, ENTITY_ARMOUR,
|
||||||
|
ENTITY_SCROLL, ENTITY_POTION, ENTITY_CONSUMABLE, ENTITY_NOTE, ENTITY_PLANT, ENTITY_ANIMAL, ENTITY_GOBLIN, ENTITY_PLAYER
|
||||||
|
);
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type entity_constant_type is tagged
|
||||||
|
record
|
||||||
|
entity : entity_list := ENTITY_NULL; -- Entity identifier.
|
||||||
|
name : string (1 .. 20) := "- "; -- Entity general name.
|
||||||
|
symbol : character := ' '; -- Entity ASCII character representation.
|
||||||
|
colour : character := COLOUR_WHITE; -- Entity VT100 escape sequence colour.
|
||||||
|
effect : character := 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;
|
||||||
|
|
||||||
|
type soul_type is
|
||||||
|
record
|
||||||
|
envy : natural := 0;
|
||||||
|
gluttony : natural := 0;
|
||||||
|
greed : natural := 0;
|
||||||
|
lust : natural := 0;
|
||||||
|
pride : natural := 0;
|
||||||
|
sloth : natural := 0;
|
||||||
|
wrath : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type mind_type is
|
||||||
|
record
|
||||||
|
fear : natural := 0;
|
||||||
|
pain : natural := 0;
|
||||||
|
thirst : natural := 0;
|
||||||
|
hunger : natural := 0;
|
||||||
|
exhaustion : natural := 0;
|
||||||
|
solitude : natural := 0;
|
||||||
|
faith : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type body_type is
|
||||||
|
record
|
||||||
|
head : natural := 0;
|
||||||
|
chest : natural := 0;
|
||||||
|
stomach : natural := 0;
|
||||||
|
left_arm : natural := 0;
|
||||||
|
right_arm : natural := 0;
|
||||||
|
left_leg : natural := 0;
|
||||||
|
right_leg : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
active : boolean := true;
|
||||||
|
signal : character := ' ';
|
||||||
|
|
||||||
|
action_list : action_type := (others => action_idle'access);
|
||||||
|
|
||||||
|
screen_symbol : screen_type := (others => (others => CANCEL));
|
||||||
|
screen_colour : screen_type := (others => (others => COLOUR_WHITE));
|
||||||
|
screen_effect : screen_type := (others => (others => EFFECT_NORMAL));
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
--~active := true;
|
||||||
|
--~signal := ' ';
|
||||||
|
|
||||||
|
--~action_list := (others => action_idle'access);
|
||||||
|
|
||||||
|
--~screen_symbol := (others => (others => CANCEL));
|
||||||
|
--~screen_colour := (others => (others => COLOUR_WHITE));
|
||||||
|
--~screen_effect := (others => (others => EFFECT_NORMAL));
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
--~active : boolean;
|
||||||
|
--~signal : character;
|
||||||
|
|
||||||
|
--~action_list : action_type;
|
||||||
|
|
||||||
|
--~screen_symbol : screen_type;
|
||||||
|
--~screen_colour : screen_type;
|
||||||
|
--~screen_effect : screen_type;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
procedure bind (symbol : character := CANCEL;
|
||||||
|
action : procedure_pointer := action_idle'access);
|
||||||
|
|
||||||
|
procedure unbind (symbol : character := CANCEL);
|
||||||
|
|
||||||
|
procedure action_exit;
|
||||||
|
procedure action_move_up;
|
||||||
|
procedure action_move_down;
|
||||||
|
procedure action_move_left;
|
||||||
|
procedure action_move_right;
|
||||||
|
|
||||||
|
procedure render_screen_delete;
|
||||||
|
procedure render_screen_offset;
|
||||||
|
procedure render_cursor_hide;
|
||||||
|
procedure render_cursor_show;
|
||||||
|
procedure render_realignment;
|
||||||
|
|
||||||
|
procedure render_character (symbol : character := ' ';
|
||||||
|
colour : character := COLOUR_WHITE;
|
||||||
|
effect : character := EFFECT_NORMAL;
|
||||||
|
y : screen_height := 0;
|
||||||
|
x : screen_width := 0);
|
||||||
|
|
||||||
|
procedure render_screen;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Player
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type trait_list is (
|
||||||
|
TRAIT_STRENGTH, TRAIT_PERCEPTION, TRAIT_EDURANCE, TRAIT_CHARISMA, TRAIT_INTELLIGENCE, TRAIT_AGILITY, TRAIT_LUCK, TRAIT_AUTISM
|
||||||
|
);
|
||||||
|
|
||||||
|
type skill_list is (
|
||||||
|
-- Combat skills.
|
||||||
|
SKILL_BLADES, SKILL_AXES, SKILL_MACES, SKILL_POLEARMS, SKILL_SHIELDS, SKILL_BOWS, SKILL_CROSSBOWS, SKILL_HANDS,
|
||||||
|
SKILL_ONEHANDED, SKILL_TWOHANDED, SKILL_PRECISION, SKILL_THRUST, SKILL_ATHLETICS, SKILL_EQUITATION, SKILL_TACTICS, SKILL_SKIRMISH,
|
||||||
|
-- Magic skills.
|
||||||
|
SKILL_FIRE_MAGIC, SKILL_WATER_MAGIC, SKILL_EARTH_MAGIC, SKILL_WIND_MAGIC, SKILL_NATURE_MAGIC, SKILL_VENOM_MAGIC, SKILL_SHADOW_MAGIC, SKILL_BONE_MAGIC,
|
||||||
|
SKILL_RUNE_MAGIC, SKILL_PUPPET_MAGIC, SKILL_SUMMON_MAGIC, SKILL_INSECT_MAGIC, SKILL_RITUAL_MAGIC, SKILL_ROT_MAGIC, SKILL_TABBOO_MAGIC, SKILL_ABYSS_MAGIC,
|
||||||
|
-- Trait skills.
|
||||||
|
SKILL_WISDOM, SKILL_PATIENCE, SKILL_RELIGION, SKILL_SPEECH, SKILL_REFLECTION, SKILL_REFRACTION, SKILL_AUTHORITY, SKILL_DECEPTION,
|
||||||
|
SKILL_LIFE_FORCE, SKILL_MANA_FORCE, SKILL_REGENERATION, SKILL_RESTORATION, SKILL_SPELLCRAFT, SKILL_PROTECTION, SKILL_SYNTHESIS, SKILL_EVOCATION,
|
||||||
|
-- Knowledge skills.
|
||||||
|
SKILL_MEDICINE, SKILL_MERCANTILE, SKILL_EDUCATION, SKILL_NAVIGATION, SKILL_CONJURATION, SKILL_ALTERATION, SKILL_ENCHANEMENT, SKILL_TELEPORTATION,
|
||||||
|
SKILL_ASTRONOMY, SKILL_OCCULTISM, SKILL_MYSTICISM, SKILL_SURVIVAL, SKILL_EVASION, SKILL_STEALTH, SKILL_DETECTION, SKILL_IDENTIFICATION,
|
||||||
|
-- Work skills.
|
||||||
|
SKILL_BLACKSMITH, SKILL_WHITESMITH, SKILL_LIGHT_CRAFT, SKILL_HEAVY_CRAFT, SKILL_LIGHT_WORKS, SKILL_HEAVY_WORKS, SKILL_LEATHER, SKILL_CONSTRUCTION,
|
||||||
|
SKILL_WEAPONS, SKILL_ARMOURS, SKILL_ENGINEER, SKILL_ALCHEMY, SKILL_RITUAL, SKILL_EXPERIENCE, SKILL_NECROMANCY, SKILL_REINCARNATION
|
||||||
|
);
|
||||||
|
|
||||||
|
type title_list is (
|
||||||
|
TITLE_HERO, TITLE_DEMON_LORD, TITLE_DRAGON_SLAYER,TITLE_GOBLIN_SLAYER
|
||||||
|
);
|
||||||
|
|
||||||
|
type player_data is
|
||||||
|
record
|
||||||
|
--~x : map_width := 0;
|
||||||
|
--~y : map_height := 0;
|
||||||
|
x : screen_width := 0;
|
||||||
|
y : screen_height := 0;
|
||||||
|
health : natural := 0;
|
||||||
|
armour : natural := 0;
|
||||||
|
mana : natural := 0;
|
||||||
|
stamina : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
--~trait_info : constant array (trait_list) of description;
|
||||||
|
--~skill_info : constant array (skill_list) of description;
|
||||||
|
--~title_info : constant array (title_list) of description;
|
||||||
|
|
||||||
|
trait_info : constant array (trait_list) of description := (
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" "
|
||||||
|
);
|
||||||
|
|
||||||
|
-- Trying out descriptions, this adds nothing to gameplay really, might even remove this shit, for now it's bad and unaligned...
|
||||||
|
skill_info : constant array (skill_list) of description := (
|
||||||
|
"Blades: Master the art of wielding sharp-edged weapons like swords and daggers to deliver swift and precise strikes. ",
|
||||||
|
"Axes: Become adept at swinging heavy battle axes and hatchets, crushing your enemies with sheer brute force. ",
|
||||||
|
"Maces: Hone your skill with blunt weapons like maces and hammers, shattering bones and armor with powerful blows. ",
|
||||||
|
"Polearms: Command long-reaching weapons like spears and halberds, keeping your foes at bay with deadly thrusts and sweeps. ",
|
||||||
|
"Shields: Learn to effectively block and parry incoming attacks using different types of shields, ensuring your defense remains intact. ",
|
||||||
|
"Bows: Master the art of archery, using bows to launch arrows with deadly accuracy from a distance. ",
|
||||||
|
"Crossbows: Handle crossbows, powerful ranged weapons that can deliver devastating bolts to penetrate even the toughest armor. ",
|
||||||
|
"Hands: Refine your unarmed combat skills, unleashing a flurry of punches, kicks, and grapples to overpower your opponents. ",
|
||||||
|
"One-handed: Develop proficiency in wielding one-handed weapons, granting you versatility in combat with a free hand for defense or utility. ",
|
||||||
|
"Two-handed: Embrace the raw power of massive two-handed weapons like greatswords and battle axes, obliterating foes with mighty strikes. ",
|
||||||
|
"Precision: Cultivate your precision, increasing your chances of landing critical hits and striking vital points for maximum damage. ",
|
||||||
|
"Thrust: Focus on the art of thrusting attacks, gaining the ability to pierce armor and penetrate deep into your adversaries' defenses. ",
|
||||||
|
"Athletics: Strengthen your physical prowess, enhancing your speed, stamina, and agility for swift maneuvers and resilience in combat. ",
|
||||||
|
"Equitation: Master the art of horse riding, enabling you to swiftly navigate the battlefield and engage enemies from mounted advantage. ",
|
||||||
|
"Tactics: Develop strategic thinking and decision-making skills, enabling you to plan your actions and exploit your enemies' weaknesses. ",
|
||||||
|
"Skirmish: Become adept in hit-and-run tactics, excelling in quick engagements where mobility, agility, and surprise are key to victory. ",
|
||||||
|
"Fire Magic: Harness the power of flames, incinerating foes and wreaking havoc with infernal spells, but beware not to harm yourself. ",
|
||||||
|
"Water Magic: Manipulate the currents of water and create it from the void, casting torrents and freezing enemies with chilling precision. ",
|
||||||
|
"Earth Magic: Command the strength of the earth, crushing adversaries with seismic shocks and sturdy defenses. ",
|
||||||
|
"Wind Magic: Control the swift breeze, unleashing gusts and tearing through enemies with razor-sharp projectiles or increase your speed. ",
|
||||||
|
"Nature Magic: Channel the essence of the natural world, nurturing allies and summoning creatures of the wilderness. ",
|
||||||
|
"Venom Magic: Inflict deadly toxins and poisons, weakening enemies and watching them succumb to vile venom, or weaken them and run away. ",
|
||||||
|
"Shadow Magic: Embrace the darkness, concealing yourself in the shadows and draining life energy with sinister shadow spells. ",
|
||||||
|
"Bone Magic: Manipulate the skeletal remnants of the deceased, raising undead minions and casting bone-shattering spells or healing ones. ",
|
||||||
|
"Rune Magic: Inscribe and activate ancient runes, unleashing elemental forces and unraveling unseen and destructive ancient magical barriers. ",
|
||||||
|
"Puppet Magic: Seize control of minds, bending the will of your enemies and forcing them to do your bidding or create a puppet to do it. ",
|
||||||
|
"Summon Magic: Conjure ethereal allies and mythical creatures, bolstering your forces and overwhelming your foes. ",
|
||||||
|
"Insect Magic: Command swarms of insects, inflicting agonizing stings and unleashing plague-like devastation, making allies of former foes. ",
|
||||||
|
"Ritual Magic: Perform intricate and powerful sacrificial rituals to exchange life force for items, magic, scrolls, gold or power. ",
|
||||||
|
"Rot Magic: Embrace decay and putrefaction, corroding the flesh of your enemies and spreading pestilence and plague. ",
|
||||||
|
"Taboo Magic: Seek forbidden arts, delving into dark rituals and wielding forbidden spells with dire consequences, but be very careful. ",
|
||||||
|
"Abyss Magic: Harness the eldritch forces from the depths of the abyss, unraveling reality and engulfing enemies in chaos. ",
|
||||||
|
"Wisdom: Acquire profound knowledge and insight to navigate challenges wisely. ",
|
||||||
|
"Patience: Endure and persevere through trials with calmness and resilience. ",
|
||||||
|
"Religion: Channel divine power through faith and devotion to overcome obstacles. ",
|
||||||
|
"Speech: Persuasively communicate thoughts and ideas, influencing others effectively. ",
|
||||||
|
"Reflection: Engage in self-analysis, learning from experiences for personal growth. ",
|
||||||
|
"Refraction: Bend and manipulate the flow of energy to alter its course. ",
|
||||||
|
"Authority: Command respect, possess leadership skills, and wield influence. ",
|
||||||
|
"Deception: Master the art of trickery and illusion to deceive opponents cunningly. ",
|
||||||
|
"Life Force: Harness the essence of vitality to sustain and strengthen oneself. ",
|
||||||
|
"Mana Force: Manipulate and control magical energy for various purposes. ",
|
||||||
|
"Regeneration: Restore health and vitality gradually and naturally over time. ",
|
||||||
|
"Restoration: Mend and heal wounds, restoring physical and spiritual well-being. ",
|
||||||
|
"Spellcraft: Master the intricate art of casting spells with precision and expertise. ",
|
||||||
|
"Protection: Shield oneself and allies, providing defense against harm and danger. ",
|
||||||
|
"Synthesis: Combine elements harmoniously, creating powerful and synergistic effects. ",
|
||||||
|
"Evocation: Summon and command mystical forces, unleashing their power and potential. ",
|
||||||
|
"Medicine: Heal wounds and cure ailments, preserving health and vitality. ",
|
||||||
|
"Mercantile: Master the art of trade and negotiation, obtaining valuable resources and goods. ",
|
||||||
|
"Education: Expand knowledge and gain expertise in various subjects, unlocking new possibilities. ",
|
||||||
|
"Navigation: Navigate through treacherous terrains, uncovering hidden paths and shortcuts. ",
|
||||||
|
"Conjuration: Summon and command ethereal beings and objects to aid in battle and exploration. ",
|
||||||
|
"Alteration: Manipulate and reshape the physical world, bending it to your will. ",
|
||||||
|
"Enchantment: Infuse objects with magical properties, enhancing their abilities and powers. ",
|
||||||
|
"Teleportation: Instantly transport yourself across distances, bypassing obstacles and traps. ",
|
||||||
|
"Astronomy: Study celestial bodies and their movements, unlocking celestial insights and abilities. ",
|
||||||
|
"Occultism: Harness forbidden knowledge and practices, tapping into dark and mysterious forces. ",
|
||||||
|
"Mysticism: Connect with spiritual realms, accessing mystical powers and ancient wisdom. ",
|
||||||
|
"Survival: Thrive in harsh environments, utilizing nature's resources and adapting to challenges. ",
|
||||||
|
"Evasion: Evade and dodge attacks with exceptional reflexes and agility. ",
|
||||||
|
"Stealth: Move silently and remain undetected, infiltrating enemy territories with stealth and precision. ",
|
||||||
|
"Detection: Uncover hidden secrets and traps, perceive hidden objects and enemies. ",
|
||||||
|
"Identification: Identify and analyze unknown items and artifacts, revealing their true nature and potential. ",
|
||||||
|
"Blacksmith: Master the art of forging and shaping metals, crafting powerful weapons and armor. ",
|
||||||
|
"Whitesmith: Refine and enhance crafted items, imbuing them with special properties and bonuses. ",
|
||||||
|
"Light Craft: Create delicate and intricate objects, such as jewelry and trinkets, with finesse and precision. ",
|
||||||
|
"Heavy Craft: Construct robust and durable structures, fortifying defenses and creating formidable tools. ",
|
||||||
|
"Light Works: Skillfully manipulate light and optics, creating illusions and harnessing blinding brilliance. ",
|
||||||
|
"Heavy Works: Command elemental forces and harness their raw power, shaping them for destruction or creation. ",
|
||||||
|
"Leather: Tame and work with animal hides, fashioning resilient armor and accessories. ",
|
||||||
|
"Construction: Design and erect structures, fortresses, and defenses in an efficient and strategic manner. ",
|
||||||
|
"Weapons: Wield a wide array of lethal weapons, mastering various combat styles and techniques. ",
|
||||||
|
"Armours: Forge resilient armor and protective gear, shielding against incoming threats and attacks. ",
|
||||||
|
"Engineer: Innovate and create mechanical wonders, building intricate contraptions and mechanisms. ",
|
||||||
|
"Alchemy: Transmute and brew potent elixirs and potions, unlocking the power of transformative substances. ",
|
||||||
|
"Ritual: Perform ancient rituals, invoking otherworldly energies to manipulate reality itself. ",
|
||||||
|
"Experience: Draw upon accumulated knowledge and insights, gaining wisdom and enhancing abilities. ",
|
||||||
|
"Necromancy: Command the forces of death and undeath, bending the deceased to your will. ",
|
||||||
|
"Reincarnation: Manipulate the cycle of life and death, granting second chances and renewed existence. "
|
||||||
|
);
|
||||||
|
|
||||||
|
title_info : constant array (title_list) of description := (
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" ",
|
||||||
|
" "
|
||||||
|
);
|
||||||
|
|
||||||
|
player : player_data;
|
||||||
|
|
||||||
|
procedure render_player;
|
||||||
|
|
||||||
|
end core;
|
107
item.ads
Normal file
107
item.ads
Normal file
@ -0,0 +1,107 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with core;
|
||||||
|
use core;
|
||||||
|
|
||||||
|
package item is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type item_list is (
|
||||||
|
WOOD, BARK, FLAX, PLANK, STICK, BRACES, NAILS, LINEN,
|
||||||
|
CHAMOMILE, MINT, WAX, SALT, SUGAR, PEPPER, CINNAMON, YEAST,
|
||||||
|
SKULL, BONE, INTESTINES, FUR, LEATHER, FAT, HORN, TUSK,
|
||||||
|
COPPER_ORE, IRON_ORE, SILVER_ORE, GOLD_ORE, COAL_ORE, TIN_ORE, ZINC_ORE, LEAD_ORE,
|
||||||
|
COPPER, IRON, SILVER, GOLD, COAL, TIN, ZINC, LEAD,
|
||||||
|
BRONZE, BRASS, STEEL, MERCURY, OIL, INK, VENOM, SILK,
|
||||||
|
PAPERS, PAPERWEIGHT
|
||||||
|
);
|
||||||
|
|
||||||
|
type item_mark is mod 72;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type item_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
value : natural := 0;
|
||||||
|
weight : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type item_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
owner : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type item_constant_list is array (item_list) of item_constant_type;
|
||||||
|
type item_variable_list is array (item_mark) of item_variable_type;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
item_constant_data : constant item_constant_list := (
|
||||||
|
(ENTITY_ITEM, "Wood ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2),
|
||||||
|
(ENTITY_ITEM, "Bark ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 2),
|
||||||
|
(ENTITY_ITEM, "Flax ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1),
|
||||||
|
(ENTITY_ITEM, "Plank ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2),
|
||||||
|
(ENTITY_ITEM, "Stick ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2),
|
||||||
|
(ENTITY_ITEM, "Braces ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1),
|
||||||
|
(ENTITY_ITEM, "Nails ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
|
||||||
|
(ENTITY_ITEM, "Linen ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 1),
|
||||||
|
(ENTITY_ITEM, "Chamomile ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1),
|
||||||
|
(ENTITY_ITEM, "Mint ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1),
|
||||||
|
(ENTITY_ITEM, "Wax ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 1),
|
||||||
|
(ENTITY_ITEM, "Salt ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1),
|
||||||
|
(ENTITY_ITEM, "Sugar ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 1),
|
||||||
|
(ENTITY_ITEM, "Pepper ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 1),
|
||||||
|
(ENTITY_ITEM, "Cinnamon ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 1),
|
||||||
|
(ENTITY_ITEM, "Yeast ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1),
|
||||||
|
(ENTITY_ITEM, "Skull ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1),
|
||||||
|
(ENTITY_ITEM, "Bone ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
|
||||||
|
(ENTITY_ITEM, "Intestines ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
|
||||||
|
(ENTITY_ITEM, "Fur ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 2),
|
||||||
|
(ENTITY_ITEM, "Leather ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1),
|
||||||
|
(ENTITY_ITEM, "Fat ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
|
||||||
|
(ENTITY_ITEM, "Horn ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1),
|
||||||
|
(ENTITY_ITEM, "Tusk ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 5),
|
||||||
|
(ENTITY_ITEM, "Copper Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 7),
|
||||||
|
(ENTITY_ITEM, "Iron Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 11),
|
||||||
|
(ENTITY_ITEM, "Silver Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 7),
|
||||||
|
(ENTITY_ITEM, "Gold Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 7),
|
||||||
|
(ENTITY_ITEM, "Coal Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 7),
|
||||||
|
(ENTITY_ITEM, "Tin Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 7),
|
||||||
|
(ENTITY_ITEM, "Zinc Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 7),
|
||||||
|
(ENTITY_ITEM, "Lead Ore ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 13),
|
||||||
|
(ENTITY_ITEM, "Copper ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 5),
|
||||||
|
(ENTITY_ITEM, "Iron ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 19, 7),
|
||||||
|
(ENTITY_ITEM, "Silver ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 5),
|
||||||
|
(ENTITY_ITEM, "Gold ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 29, 5),
|
||||||
|
(ENTITY_ITEM, "Coal ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 19, 5),
|
||||||
|
(ENTITY_ITEM, "Tin ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 5),
|
||||||
|
(ENTITY_ITEM, "Zinc ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 5),
|
||||||
|
(ENTITY_ITEM, "Lead ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 47, 7),
|
||||||
|
(ENTITY_ITEM, "Bronze ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 61, 5),
|
||||||
|
(ENTITY_ITEM, "Brass ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 67, 5),
|
||||||
|
(ENTITY_ITEM, "Steel ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 71, 7),
|
||||||
|
(ENTITY_ITEM, "Mercury ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 97, 11),
|
||||||
|
(ENTITY_ITEM, "Oil ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1),
|
||||||
|
(ENTITY_ITEM, "Ink ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1),
|
||||||
|
(ENTITY_ITEM, "Venom ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 1),
|
||||||
|
(ENTITY_ITEM, "Silk ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1),
|
||||||
|
(ENTITY_ITEM, "Papers ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
|
||||||
|
(ENTITY_ITEM, "Paperweight ", '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1)
|
||||||
|
);
|
||||||
|
|
||||||
|
item_variable_data : item_variable_list;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
end item;
|
60
magic.ads
Normal file
60
magic.ads
Normal file
@ -0,0 +1,60 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with core;
|
||||||
|
use core;
|
||||||
|
|
||||||
|
package magic is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type magic_list is (
|
||||||
|
IGNITE, ILLUMINATE, BLADECHARM, BATTLECRY
|
||||||
|
);
|
||||||
|
|
||||||
|
type magic_mark is mod 72;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type magic_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
self : boolean := false;
|
||||||
|
health : integer := 0;
|
||||||
|
armour : integer := 0;
|
||||||
|
mana : integer := 0;
|
||||||
|
stamina : integer := 0;
|
||||||
|
distance : integer := 0;
|
||||||
|
tribute : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type magic_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
enchantment : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type magic_constant_list is array (magic_list) of magic_constant_type;
|
||||||
|
type magic_variable_list is array (magic_mark) of magic_variable_type;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
magic_constant_data : constant magic_constant_list := (
|
||||||
|
(ENTITY_MAGIC, "Ignite ", '*', COLOUR_YELLOW, EFFECT_ITALIC, false, -3, 0, 0, -1, 7, 1),
|
||||||
|
(ENTITY_MAGIC, "Illuminate ", '*', COLOUR_YELLOW, EFFECT_ITALIC, false, 0, 0, 0, -1, 13, 1),
|
||||||
|
(ENTITY_MAGIC, "Bladecharm ", '*', COLOUR_RED, EFFECT_ITALIC, true, 0, -3, 0, -1, 7, 3),
|
||||||
|
(ENTITY_MAGIC, "Battlecry ", '*', COLOUR_RED, EFFECT_ITALIC, true, -1, -1, 0, -1, 7, 2)
|
||||||
|
);
|
||||||
|
|
||||||
|
magic_variable_data : magic_variable_list;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
end magic;
|
141
main.adb
Normal file
141
main.adb
Normal file
@ -0,0 +1,141 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with ada.text_io;
|
||||||
|
use ada.text_io;
|
||||||
|
|
||||||
|
with core, item, plant, animal, monster;
|
||||||
|
use core, item, plant, animal, monster;
|
||||||
|
|
||||||
|
function main return integer is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Menu
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Map
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
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
|
||||||
|
);
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type map_mark is mod 72;
|
||||||
|
type map_width is mod 120;
|
||||||
|
type map_height is mod 40;
|
||||||
|
|
||||||
|
type map_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
collide : boolean := false;
|
||||||
|
condition_limit : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type map_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
entity : entity_list := 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;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
map_constant_data : constant map_constant_list := (
|
||||||
|
(ENTITY_MAP, "Stone Wall ", '#', COLOUR_GREY, EFFECT_BOLD, true, 59),
|
||||||
|
(ENTITY_MAP, "Wooden Wall ", '#', COLOUR_YELLOW, EFFECT_NORMAL, false, 23),
|
||||||
|
(ENTITY_MAP, "Stone Floor ", '.', COLOUR_GREY, EFFECT_BOLD, true, 47),
|
||||||
|
(ENTITY_MAP, "Wooden Floor ", '.', COLOUR_YELLOW, EFFECT_NORMAL, false, 11),
|
||||||
|
(ENTITY_MAP, "Water (shallow) ", '~', COLOUR_BLUE, EFFECT_NORMAL, false, 0),
|
||||||
|
(ENTITY_MAP, "Water (deep) ", '~', COLOUR_BLUE, EFFECT_BOLD, true, 0),
|
||||||
|
(ENTITY_MAP, "Swamp (shallow) ", '~', COLOUR_GREEN, EFFECT_NORMAL, false, 0),
|
||||||
|
(ENTITY_MAP, "Swamp (deep) ", '~', COLOUR_GREEN, EFFECT_BOLD, true, 0)
|
||||||
|
);
|
||||||
|
|
||||||
|
map_variable_data : map_variable_list;
|
||||||
|
map_matrical_data : map_matrical_list;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
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 := ' ';
|
||||||
|
colour : character := COLOUR_WHITE;
|
||||||
|
effect : character := EFFECT_NORMAL;
|
||||||
|
begin
|
||||||
|
for y in screen_height
|
||||||
|
loop
|
||||||
|
for x in 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;
|
||||||
|
render_character (symbol, colour, effect, y, x);
|
||||||
|
end loop;
|
||||||
|
end loop;
|
||||||
|
end render_map;
|
||||||
|
|
||||||
|
begin
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
bind ('q', action_exit'access);
|
||||||
|
bind ('w', action_move_up'access);
|
||||||
|
bind ('s', action_move_down'access);
|
||||||
|
bind ('a', action_move_left'access);
|
||||||
|
bind ('d', action_move_right'access);
|
||||||
|
|
||||||
|
render_screen_delete;
|
||||||
|
render_screen_offset;
|
||||||
|
render_cursor_hide;
|
||||||
|
|
||||||
|
generate_map;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
loop
|
||||||
|
signal := CANCEL;
|
||||||
|
render_map;
|
||||||
|
render_player;
|
||||||
|
render_screen;
|
||||||
|
get_immediate (signal);
|
||||||
|
action_list (character'pos (signal)).all;
|
||||||
|
exit when active = false;
|
||||||
|
end loop;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
render_cursor_show;
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
end main;
|
49
monster.ads
Normal file
49
monster.ads
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with core;
|
||||||
|
use core;
|
||||||
|
|
||||||
|
package monster is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type goblin_list is (
|
||||||
|
GOBLIN_SLAVE, GOBLIN_WORKER, GOBLIN_WARRIOR, GOBLIN_BOAR_RIDER, GOBLIN_SHAMAN, GOBLIN_CHIEF, GOBLIN_KING, GOBLIN_OGRE
|
||||||
|
);
|
||||||
|
|
||||||
|
type monster_mark is mod 72;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type goblin_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
health_limit : natural := 0;
|
||||||
|
armour_limit : natural := 0;
|
||||||
|
mana_limit : natural := 0;
|
||||||
|
stamina_limit : natural := 0;
|
||||||
|
attack_range : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type goblin_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
health : natural := 0;
|
||||||
|
armour : natural := 0;
|
||||||
|
mana : natural := 0;
|
||||||
|
stamina : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
end monster;
|
63
plant.ads
Normal file
63
plant.ads
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with core;
|
||||||
|
use core;
|
||||||
|
|
||||||
|
package plant is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type plant_list is (
|
||||||
|
OAK_TREE, PINE_TREE, BIRCH_TREE, ACACIA_TREE, APPLE_TREE, PEACH_TREE, ORANGE_TREE, PEAR_TREE,
|
||||||
|
BUSH, THORNY_BUSH, TALL_GRASS, REED
|
||||||
|
);
|
||||||
|
|
||||||
|
type plant_mark is mod 72;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type plant_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
health_limit : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type plant_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
health : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type plant_constant_list is array (plant_list) of plant_constant_type;
|
||||||
|
type plant_variable_list is array (plant_mark) of plant_variable_type;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
plant_constant_data : constant plant_constant_list := (
|
||||||
|
(ENTITY_PLANT, "Oak Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 11),
|
||||||
|
(ENTITY_PLANT, "Pine Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 23),
|
||||||
|
(ENTITY_PLANT, "Birch Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 13),
|
||||||
|
(ENTITY_PLANT, "Acacia Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 19),
|
||||||
|
(ENTITY_PLANT, "Apple Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 17),
|
||||||
|
(ENTITY_PLANT, "Peach Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 13),
|
||||||
|
(ENTITY_PLANT, "Orange Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 11),
|
||||||
|
(ENTITY_PLANT, "Pear Tree ", 'T', COLOUR_GREEN, EFFECT_BOLD, 13),
|
||||||
|
(ENTITY_PLANT, "Bush ", '&', COLOUR_GREEN, EFFECT_NORMAL, 5),
|
||||||
|
(ENTITY_PLANT, "Thorny Bush ", '&', COLOUR_GREEN, EFFECT_NORMAL, 7),
|
||||||
|
(ENTITY_PLANT, "Tall Grass ", '%', COLOUR_GREEN, EFFECT_NORMAL, 3),
|
||||||
|
(ENTITY_PLANT, "Reed ", '%', COLOUR_GREEN, EFFECT_NORMAL, 3)
|
||||||
|
);
|
||||||
|
|
||||||
|
plant_variable_data : plant_variable_list;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
end plant;
|
82
weapon.ads
Normal file
82
weapon.ads
Normal file
@ -0,0 +1,82 @@
|
|||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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.
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
-- 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...
|
||||||
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
with core;
|
||||||
|
use core;
|
||||||
|
|
||||||
|
package weapon is
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type weapon_list is (
|
||||||
|
IRON_SWORD, IRON_GREATSWORD, IRON_AXE, IRON_BATTLEAXE, IRON_SPEAR, IRON_SHIELD, IRON_MACE, IRON_HAMMER,
|
||||||
|
BRONZE_SWORD, BRONZE_GREATSWORD, BRONZE_AXE, BRONZE_BATTLEAXE, BRONZE_SPEAR, BRONZE_SHIELD, BRONZE_MACE, BRONZE_HAMMER,
|
||||||
|
BRASS_SWORD, BRASS_GREATSWORD, BRASS_AXE, BRASS_BATTLEAXE, BRASS_SPEAR, BRASS_SHIELD, BRASS_MACE, BRASS_HAMMER
|
||||||
|
);
|
||||||
|
|
||||||
|
type weapon_mark is mod 72;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
type weapon_constant_type is new entity_constant_type with
|
||||||
|
record
|
||||||
|
dual_wield : boolean := false;
|
||||||
|
value : natural := 0;
|
||||||
|
weight : natural := 0;
|
||||||
|
attack_range : natural := 0;
|
||||||
|
defense_range : natural := 0;
|
||||||
|
distance_range : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type weapon_variable_type is new entity_variable_type with
|
||||||
|
record
|
||||||
|
enchantment : natural := 0;
|
||||||
|
condition : natural := 0;
|
||||||
|
end record;
|
||||||
|
|
||||||
|
type weapon_constant_list is array (weapon_list) of weapon_constant_type;
|
||||||
|
type weapon_variable_list is array (weapon_mark) of weapon_variable_type;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
weapon_constant_data : constant weapon_constant_list := (
|
||||||
|
(ENTITY_WEAPON, "Iron Sword ", 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, 7, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Iron Greatsword ", 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, 11, 3, 2),
|
||||||
|
(ENTITY_WEAPON, "Iron Axe ", 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, 7, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Iron Battleaxe ", 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, 13, 2, 2),
|
||||||
|
(ENTITY_WEAPON, "Iron Spear ", 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, 10, 4, 2),
|
||||||
|
(ENTITY_WEAPON, "Iron Shield ", 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, 3, 9, 1),
|
||||||
|
(ENTITY_WEAPON, "Iron Mace ", 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, 8, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Iron Hammer ", 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, 7, 3, 1),
|
||||||
|
(ENTITY_WEAPON, "Bronze Sword ", 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, 7, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Bronze Greatsword ", 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, 11, 3, 2),
|
||||||
|
(ENTITY_WEAPON, "Bronze Axe ", 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, 7, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Bronze Battleaxe ", 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, 13, 2, 2),
|
||||||
|
(ENTITY_WEAPON, "Bronze Spear ", 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, 10, 4, 2),
|
||||||
|
(ENTITY_WEAPON, "Bronze Shield ", 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, 3, 9, 1),
|
||||||
|
(ENTITY_WEAPON, "Bronze Mace ", 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, 8, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Bronze Hammer ", 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, 7, 3, 1),
|
||||||
|
(ENTITY_WEAPON, "Brass Sword ", 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, 7, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Brass Greatsword ", 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, 11, 3, 2),
|
||||||
|
(ENTITY_WEAPON, "Brass Axe ", 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, 7, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Brass Battleaxe ", 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, 13, 2, 2),
|
||||||
|
(ENTITY_WEAPON, "Brass Spear ", 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, 10, 4, 2),
|
||||||
|
(ENTITY_WEAPON, "Brass Shield ", 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, 3, 9, 1),
|
||||||
|
(ENTITY_WEAPON, "Brass Mace ", 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, 8, 2, 1),
|
||||||
|
(ENTITY_WEAPON, "Brass Hammer ", 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, 7, 3, 1)
|
||||||
|
);
|
||||||
|
|
||||||
|
weapon_variable_data : weapon_variable_list;
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
end weapon;
|
Loading…
Reference in New Issue
Block a user