Joking around...

This commit is contained in:
Ognjen Milan Robovic 2023-10-09 16:33:18 -04:00
parent f618b0ddef
commit 9934e634e9

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@ -1,8 +1,8 @@
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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
-- 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
@ -13,8 +13,8 @@
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
-- Do not use this command below, it's for real-time game...
-- $ gnatmake xabina.adb && stty raw -echo && ./xabina && reset
function xabina return integer is
@ -34,29 +34,62 @@ function xabina return integer is
maximum : natural := 0;
end record;
type colour_id is (
type colours is (
COLOUR_GREY, COLOUR_RED, COLOUR_GREEN, COLOUR_YELLOW, COLOUR_BLUE, COLOUR_PINK, COLOUR_CYAN, COLOUR_WHITE
);
type effect_id is (
type effects is (
EFFECT_NORMAL, EFFECT_BOLD, EFFECT_ITALIC, EFFECT_UNDERLINE, EFFECT_BLINK, EFFECT_REVERSE
);
function render_character ( -- A joke function...
symbol : character := ' ';
colour : colours := COLOUR_WHITE;
effect : effects := EFFECT_NORMAL
) return natural is
begin
put (character'val (27) & "[");
case effect is
when EFFECT_NORMAL => put ("0");
when EFFECT_BOLD => put ("1");
when EFFECT_ITALIC => put ("3");
when EFFECT_UNDERLINE => put ("4");
when EFFECT_BLINK => put ("5");
when EFFECT_REVERSE => put ("7");
end case;
put (";3");
case colour is
when COLOUR_GREY => put ("0");
when COLOUR_RED => put ("1");
when COLOUR_GREEN => put ("2");
when COLOUR_YELLOW => put ("3");
when COLOUR_BLUE => put ("4");
when COLOUR_PINK => put ("5");
when COLOUR_CYAN => put ("6");
when COLOUR_WHITE => put ("7");
end case;
put ("m");
put (symbol);
put (character'val (27) & "[0m");
return 1;
end render_character;
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-- Entity
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type entity_id is (
ENTITY_NONE, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_PLANT, ENTITY_ANIMAL, ENTITY_GOBLIN, ENTITY_PLAYER
type entities is (
ENTITY_NONE, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_PLANT, ENTITY_ANIMAL, ENTITY_GOBLIN, ENTITY_PLAYER,
ENTITY_SPELL, ENTITY_AMMUNITION, ENTITY_WEAPON, ENTITY_ARMOUR, ENTITY_SCROLL, ENTITY_POTION, ENTITY_CONSUMABLE, ENTITY_NOTE
);
type entity_constant_type is tagged
record
entity : entity_id := ENTITY_NONE; -- Entity identifier.
entity : entities := 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.
symbol : character := ' '; -- Entity ASCII character representation.
colour : colours := COLOUR_WHITE; -- Entity VT100 escape sequence colour.
effect : effects := EFFECT_NORMAL; -- Entity VT100 escape sequence effect.
end record;
type entity_variable_type is tagged
@ -70,102 +103,93 @@ function xabina return integer is
-- -- Map data is only constant, not variable, since X and Y coordinates are determined by player, camera or global position.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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 (
type map_list 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;
collide : boolean := false;
end record;
type map_constant_list is array (map_list_id) of map_constant_type;
type map_constant_list is array (map_list) of map_constant_type;
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)
map_constant_data : constant map_constant_list := (
(ENTITY_MAP, to_unbounded_string ("Stone Wall"), '#', COLOUR_GREY, EFFECT_BOLD, true),
(ENTITY_MAP, to_unbounded_string ("Wooden Wall"), '#', COLOUR_YELLOW, EFFECT_NORMAL, true),
(ENTITY_MAP, to_unbounded_string ("Stone Floor"), '.', COLOUR_GREY, EFFECT_BOLD, false),
(ENTITY_MAP, to_unbounded_string ("Wooden Floor"), '.', COLOUR_YELLOW, EFFECT_NORMAL, false)
);
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Item
-- Weapon
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type item_id is (
ITEM_NONE, ITEM_AMMUNITION, ITEM_WEAPON, ITEM_ARMOUR, ITEM_SCROLL, ITEM_POTION, ITEM_CONSUMABLE, ITEM_NOTE
);
type item_list_id is (
type weapon_list 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
type weapon_mark is mod 72;
type weapon_constant_type is new entity_constant_type with
record
item : item_id := ITEM_NONE;
amount_limit : natural := 0;
dual_wield : boolean := false;
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
type weapon_variable_type is new entity_variable_type with
record
amount : natural := 0;
enchantment : natural := 0;
condition : natural := 0;
end record;
type item_constant_list is array (item_list_id) of item_constant_type;
type weapon_constant_list is array (weapon_list) of weapon_constant_type;
type weapon_variable_list is array (weapon_mark) of weapon_variable_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))
weapon_constant_data : constant weapon_constant_list := (
(ENTITY_WEAPON, to_unbounded_string ("Iron Sword"), 'l', COLOUR_RED, EFFECT_NORMAL, true, 31, 11, (3, 7), (0, 2), (0, 1)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 67, 19, (5, 11), (1, 3), (0, 2)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 43, 13, (1, 7), (0, 2), (0, 1)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 73, 17, (6, 13), (1, 2), (0, 2)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 53, 11, (4, 10), (2, 4), (0, 2)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 37, 13, (0, 3), (4, 9), (0, 1)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 41, 11, (3, 8), (0, 2), (0, 1)),
(ENTITY_WEAPON, to_unbounded_string ("Iron Hammer"), 't', COLOUR_RED, EFFECT_NORMAL, true, 47, 13, (4, 7), (0, 3), (0, 1))
);
weapon_variable_data : weapon_variable_list;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Plant
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type plant_id is (
PLANT_NONE, PLANT_GRASS, PLANT_REED, PLANT_BUSH, PLANT_APPLE_TREE, PLANT_LEMON_TREE, PLANT_OAK_TREE, PLANT_PINE_TREE
type plant_list is (
PLANT_FLOWER, PLANT_GRASS, PLANT_REED, PLANT_BUSH, PLANT_APPLE_TREE, PLANT_LEMON_TREE, PLANT_OAK_TREE, PLANT_PINE_TREE
);
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-- Animal
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type animal_id is (
ANIMAL_NONE, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_SPIDER, ANIMAL_LIZARD, ANIMAL_SNAIL, ANIMAL_WORM, ANIMAL_MOLE
type animal_list is (
ANIMAL_ROACH, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_SPIDER, ANIMAL_LIZARD, ANIMAL_SNAIL, ANIMAL_WORM, ANIMAL_MOLE
);
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-- Goblin
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
type goblin_id is (
GOBLIN_NONE, GOBLIN_WORKER, GOBLIN_WARRIOR, GOBLIN_BOAR_RIDER, GOBLIN_SHAMAN, GOBLIN_CHIEF, GOBLIN_KING, GOBLIN_OGRE
type goblin_list is (
GOBLIN_FEMALE, 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
goblin : goblin_id := GOBLIN_NONE; -- Index of 'goblin_data'.
health_limit : natural := 0;
armour_limit : natural := 0;
mana_limit : natural := 0;
@ -179,20 +203,23 @@ function xabina return integer is
armour : natural := 0;
mana : natural := 0;
stamina : natural := 0;
weapon : item_id := ITEM_NONE;
end record;
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-- Gameplay
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
x : natural := 0;
begin
for this in item_list_id
for this in weapon_list
loop
put_line ("> " & to_string (item_data (this).name));
put_line ("> " & to_string (weapon_constant_data (this).name));
end loop;
x := x + render_character ('@', COLOUR_BLUE, EFFECT_BOLD);
return 0;
end xabina;