------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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; -- Do not use this command below, it's for real-time game... -- $ gnatmake xabina.adb -- $ stty raw -echo && ./xabina && stty sane function xabina return integer is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- System ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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_data 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); ------------------------------------------------------------------------------------------ active : boolean := true; signal : character := ' '; action_list : action_data := (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)); ------------------------------------------------------------------------------------------ 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 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Item ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Spell -- -- Place-holders mostly, implement self/target/target_range effect variations... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Ammunition ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type ammunition_list is ( ARROWS, BOLTS, SLINGSHOTS, JARIDS ); ------------------------------------------------------------------------------------------ type ammunition_mark is mod 72; type ammunition_constant_type is new entity_constant_type with record value : natural := 0; weight : natural := 0; dual_wield : boolean := false; amount_limit : natural := 0; attack_range : natural := 0; distance_range : natural := 0; end record; type ammunition_variable_type is new entity_variable_type with record amount : natural := 0; enchantment : natural := 0; end record; type ammunition_constant_list is array (ammunition_list) of ammunition_constant_type; type ammunition_variable_list is array (ammunition_mark) of ammunition_variable_type; ------------------------------------------------------------------------------------------ ammunition_constant_data : constant ammunition_constant_list := ( (ENTITY_AMMUNITION, "Arrows ", '^', COLOUR_RED, EFFECT_NORMAL, 11, 13, false, 23, 7, 67), (ENTITY_AMMUNITION, "Bolts ", '^', COLOUR_RED, EFFECT_NORMAL, 13, 23, false, 29, 5, 67), (ENTITY_AMMUNITION, "Slingshots ", '^', COLOUR_RED, EFFECT_NORMAL, 5, 7, true, 43, 7, 67), (ENTITY_AMMUNITION, "Jarids ", '^', COLOUR_RED, EFFECT_NORMAL, 29, 37, true, 7, 7, 67) ); ammunition_variable_data : ammunition_variable_list; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Weapon ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Armour ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type armour_list is ( 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Scroll ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Potion ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Consumable ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Note ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Plant ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Animal ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type animal_list is ( ANIMAL_PIG, ANIMAL_COW, ANIMAL_CHICKEN, ANIMAL_SHEEP, ANIMAL_BOAR, ANIMAL_GOAT, ANIMAL_AUROCH, ANIMAL_DUCK, ANIMAL_DOG, ANIMAL_CAT, ANIMAL_RABBIT, ANIMAL_HAMSTER, ANIMAL_HORSE, ANIMAL_DONKEY, ANIMAL_CAMEL, ANIMAL_ELEPHANT, ANIMAL_OWL, ANIMAL_HAWK, ANIMAL_PIGEON, ANIMAL_VULTURE, ANIMAL_CROW, ANIMAL_PHEASANT, ANIMAL_SPARROW, ANIMAL_ALBATROSS, ANIMAL_SARDINE, ANIMAL_HERRING, ANIMAL_CATFISH, ANIMAL_CARP, ANIMAL_WHALE, ANIMAL_SHARK, ANIMAL_SQUID, ANIMAL_SAWFISH, ANIMAL_WORM, ANIMAL_BEE, ANIMAL_CENTIPEDE, ANIMAL_SPIDER, ANIMAL_FROG, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_MOLE, ANIMAL_WOLF, ANIMAL_FOX, ANIMAL_BEAR, ANIMAL_MAMMOTH, ANIMAL_ELK, ANIMAL_MOOSE, ANIMAL_DEER, ANIMAL_PEEBLES, ANIMAL_LION, ANIMAL_HYENA, ANIMAL_BISON, ANIMAL_ZEBRA, ANIMAL_GIRAFFE, ANIMAL_CROCODILE, ANIMAL_MONKEY, ANIMAL_GNU, ANIMAL_CARIBOU, ANIMAL_SEAL, ANIMAL_MORSE, ANIMAL_PENGUIN, ANIMAL_TURTLE, ANIMAL_CAYMAN, ANIMAL_OTTER, ANIMAL_SNAKE, ANIMAL_LIZARD, ANIMAL_DAEODON, ANIMAL_SLIME, ANIMAL_AXOLOTL, ANIMAL_HEDGEHOG, ANIMAL_CATERPILLAR, ANIMAL_CRAB, ANIMAL_SCORPION, ANIMAL_GIANT_LIZARD, ANIMAL_GIANT_CENTIPEDE, ANIMAL_GIANT_SPIDER, ANIMAL_GIANT_SLOTH, ANIMAL_GIANT_OWL, ANIMAL_GIANT_SCORPION, ANIMAL_GIANT_AXOLOTL, ANIMAL_GIANT_WORM ); ------------------------------------------------------------------------------------------ type animal_mark is mod 72; type animal_constant_type is new entity_constant_type with record health_limit : natural := 0; attack_range : natural := 0; defense_range : natural := 0; end record; type animal_variable_type is new entity_variable_type with record health : natural := 0; end record; type animal_constant_list is array (animal_list) of animal_constant_type; type animal_variable_list is array (animal_mark) of animal_variable_type; ------------------------------------------------------------------------------------------ animal_constant_data : constant animal_constant_list := ( (ENTITY_ANIMAL, "Pig ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Cow ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Chicken ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Sheep ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Boar ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Goat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Auroch ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Duck ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Dog ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Cat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Rabbit ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Hamster ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Horse ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Donkey ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Camel ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Elephant ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Owl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Hawk ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Pigeon ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Vulture ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Crow ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Pheasant ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Sparrow ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Albatross ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Sardine ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Herring ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Catfish ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Carp ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Whale ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Shark ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Squid ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Sawfish ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Worm ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Bee ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Centipede ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Spider ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Frog ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Rat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Bat ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Mole ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Wolf ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Fox ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Bear ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Mammoth ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Elk ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Moose ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Deer ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Peebles ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Lion ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Hyena ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Bison ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Zebra ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giraffe ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Crocodile ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Monkey ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Gnu ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Caribou ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Seal ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Morse ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Penguin ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Turtle ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Cayman ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Otter ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Snake ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Lizard ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Daeodon ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Slime ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Axolotl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Hedgehog ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Caterpillar ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Crab ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Scorpion ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Lizard ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Centipede ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Spider ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Sloth ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Owl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Scorpion ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Axolotl ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11), (ENTITY_ANIMAL, "Giant Worm ", 'a', COLOUR_GREEN, EFFECT_NORMAL, 11, 11, 11) ); animal_variable_data : animal_variable_list; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Goblin ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type goblin_list is ( GOBLIN_SLAVE, 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 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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; 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 := ( "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 is begin render_character ('@', COLOUR_CYAN, EFFECT_BOLD, screen_height (player.y), screen_width (player.x)); end render_player; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Gameplay ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Main ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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 xabina;