------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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, ada.strings.unbounded; use ada.text_io, ada.strings.unbounded; -- 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); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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 : unbounded_string := null_unbounded_string; -- 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Menu ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Map: -- -- Map data is only constant, not variable, since X and Y coordinates are determined by player, camera or global position. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type map_width is mod 120; type map_height is mod 40; type map_list is ( STONE_WALL, WOODEN_WALL, STONE_FLOOR, WOODEN_FLOOR, WATER_SHALLOW, WATER_DEEP, SWAMP_SHALLOW, SWAMP_DEEP ); type map_constant_type is new entity_constant_type with record collide : boolean := false; end record; type map_constant_list is array (map_list) of map_constant_type; type map_variable_list is array (map_height, map_width) of map_list; 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), (ENTITY_MAP, to_unbounded_string ("Water (shallow)"), '~', COLOUR_BLUE, EFFECT_NORMAL, false), (ENTITY_MAP, to_unbounded_string ("Water (deep)"), '~', COLOUR_BLUE, EFFECT_BOLD, true), (ENTITY_MAP, to_unbounded_string ("Swamp (shallow)"), '~', COLOUR_GREEN, EFFECT_NORMAL, false), (ENTITY_MAP, to_unbounded_string ("Swamp (deep)"), '~', COLOUR_GREEN, EFFECT_BOLD, true) ); map_variable_data : map_variable_list; procedure generate_map is begin for y in map_height loop for x in map_width loop map_variable_data (y, x) := WOODEN_FLOOR; end loop; end loop; end generate_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, to_unbounded_string ("Wood"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2), (ENTITY_ITEM, to_unbounded_string ("Bark"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 2), (ENTITY_ITEM, to_unbounded_string ("Flax"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1), (ENTITY_ITEM, to_unbounded_string ("Plank"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2), (ENTITY_ITEM, to_unbounded_string ("Stick"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2), (ENTITY_ITEM, to_unbounded_string ("Braces"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1), (ENTITY_ITEM, to_unbounded_string ("Nails"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1), (ENTITY_ITEM, to_unbounded_string ("Linen"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 1), (ENTITY_ITEM, to_unbounded_string ("Chamomile"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1), (ENTITY_ITEM, to_unbounded_string ("Mint"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1), (ENTITY_ITEM, to_unbounded_string ("Wax"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 1), (ENTITY_ITEM, to_unbounded_string ("Salt"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1), (ENTITY_ITEM, to_unbounded_string ("Sugar"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 1), (ENTITY_ITEM, to_unbounded_string ("Pepper"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 1), (ENTITY_ITEM, to_unbounded_string ("Cinnamon"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 1), (ENTITY_ITEM, to_unbounded_string ("Yeast"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1), (ENTITY_ITEM, to_unbounded_string ("Skull"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1), (ENTITY_ITEM, to_unbounded_string ("Bone"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1), (ENTITY_ITEM, to_unbounded_string ("Intestines"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1), (ENTITY_ITEM, to_unbounded_string ("Fur"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 2), (ENTITY_ITEM, to_unbounded_string ("Leather"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1), (ENTITY_ITEM, to_unbounded_string ("Fat"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1), (ENTITY_ITEM, to_unbounded_string ("Horn"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1), (ENTITY_ITEM, to_unbounded_string ("Tusk"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 5), (ENTITY_ITEM, to_unbounded_string ("Copper Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 7), (ENTITY_ITEM, to_unbounded_string ("Iron Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 11), (ENTITY_ITEM, to_unbounded_string ("Silver Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 7), (ENTITY_ITEM, to_unbounded_string ("Gold Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 7), (ENTITY_ITEM, to_unbounded_string ("Coal Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 7), (ENTITY_ITEM, to_unbounded_string ("Tin Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 7), (ENTITY_ITEM, to_unbounded_string ("Zinc Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 7), (ENTITY_ITEM, to_unbounded_string ("Lead Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 13), (ENTITY_ITEM, to_unbounded_string ("Copper"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 5), (ENTITY_ITEM, to_unbounded_string ("Iron"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 19, 7), (ENTITY_ITEM, to_unbounded_string ("Silver"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 5), (ENTITY_ITEM, to_unbounded_string ("Gold"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 29, 5), (ENTITY_ITEM, to_unbounded_string ("Coal"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 19, 5), (ENTITY_ITEM, to_unbounded_string ("Tin"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 5), (ENTITY_ITEM, to_unbounded_string ("Zinc"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 5), (ENTITY_ITEM, to_unbounded_string ("Lead"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 47, 7), (ENTITY_ITEM, to_unbounded_string ("Bronze"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 61, 5), (ENTITY_ITEM, to_unbounded_string ("Brass"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 67, 5), (ENTITY_ITEM, to_unbounded_string ("Steel"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 71, 7), (ENTITY_ITEM, to_unbounded_string ("Mercury"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 97, 11), (ENTITY_ITEM, to_unbounded_string ("Oil"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1), (ENTITY_ITEM, to_unbounded_string ("Ink"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1), (ENTITY_ITEM, to_unbounded_string ("Venom"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 1), (ENTITY_ITEM, to_unbounded_string ("Silk"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1), (ENTITY_ITEM, to_unbounded_string ("Papers"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1), (ENTITY_ITEM, to_unbounded_string ("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, to_unbounded_string ("Ignite"), '*', COLOUR_YELLOW, EFFECT_ITALIC, false, -3, 0, 0, -1, 7, 1), (ENTITY_MAGIC, to_unbounded_string ("Illuminate"), '*', COLOUR_YELLOW, EFFECT_ITALIC, false, 0, 0, 0, -1, 13, 1), (ENTITY_MAGIC, to_unbounded_string ("Bladecharm"), '*', COLOUR_RED, EFFECT_ITALIC, true, 0, -3, 0, -1, 7, 3), (ENTITY_MAGIC, to_unbounded_string ("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, to_unbounded_string ("Arrows"), '^', COLOUR_RED, EFFECT_NORMAL, 11, 13, false, 23, 7, 67), (ENTITY_AMMUNITION, to_unbounded_string ("Bolts"), '^', COLOUR_RED, EFFECT_NORMAL, 13, 23, false, 29, 5, 67), (ENTITY_AMMUNITION, to_unbounded_string ("Slingshots"), '^', COLOUR_RED, EFFECT_NORMAL, 5, 7, true, 43, 7, 67), (ENTITY_AMMUNITION, to_unbounded_string ("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, to_unbounded_string ("Iron Sword"), 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, 7, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Iron Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, 11, 3, 2), (ENTITY_WEAPON, to_unbounded_string ("Iron Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, 7, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Iron Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, 13, 2, 2), (ENTITY_WEAPON, to_unbounded_string ("Iron Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, 10, 4, 2), (ENTITY_WEAPON, to_unbounded_string ("Iron Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, 3, 9, 1), (ENTITY_WEAPON, to_unbounded_string ("Iron Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, 8, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Iron Hammer"), 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, 7, 3, 1), (ENTITY_WEAPON, to_unbounded_string ("Bronze Sword"), 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, 7, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Bronze Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, 11, 3, 2), (ENTITY_WEAPON, to_unbounded_string ("Bronze Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, 7, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Bronze Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, 13, 2, 2), (ENTITY_WEAPON, to_unbounded_string ("Bronze Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, 10, 4, 2), (ENTITY_WEAPON, to_unbounded_string ("Bronze Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, 3, 9, 1), (ENTITY_WEAPON, to_unbounded_string ("Bronze Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, 8, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Bronze Hammer"), 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, 7, 3, 1), (ENTITY_WEAPON, to_unbounded_string ("Brass Sword"), 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, 7, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Brass Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, 11, 3, 2), (ENTITY_WEAPON, to_unbounded_string ("Brass Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, 7, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("Brass Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, 13, 2, 2), (ENTITY_WEAPON, to_unbounded_string ("Brass Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, 10, 4, 2), (ENTITY_WEAPON, to_unbounded_string ("Brass Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, 3, 9, 1), (ENTITY_WEAPON, to_unbounded_string ("Brass Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, 8, 2, 1), (ENTITY_WEAPON, to_unbounded_string ("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, to_unbounded_string ("Iron Helmet"), 'm', COLOUR_YELLOW, EFFECT_NORMAL, 11, 31, 7), (ENTITY_ARMOUR, to_unbounded_string ("Iron Chestplate"), 'M', COLOUR_YELLOW, EFFECT_BOLD, 23, 67, 11), (ENTITY_ARMOUR, to_unbounded_string ("Iron Gauntlets"), 'i', COLOUR_YELLOW, EFFECT_NORMAL, 13, 43, 7), (ENTITY_ARMOUR, to_unbounded_string ("Iron Greaves"), 'I', COLOUR_YELLOW, EFFECT_NORMAL, 19, 73, 13), (ENTITY_ARMOUR, to_unbounded_string ("Iron Cuisse"), 'Y', COLOUR_YELLOW, EFFECT_BOLD, 17, 53, 10), (ENTITY_ARMOUR, to_unbounded_string ("Iron Fauld"), '-', COLOUR_YELLOW, EFFECT_NORMAL, 13, 37, 3), (ENTITY_ARMOUR, to_unbounded_string ("Iron Gardbrace"), 'v', COLOUR_YELLOW, EFFECT_NORMAL, 11, 41, 8), (ENTITY_ARMOUR, to_unbounded_string ("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, to_unbounded_string ("Oak Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 11), (ENTITY_PLANT, to_unbounded_string ("Pine Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 23), (ENTITY_PLANT, to_unbounded_string ("Birch Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 13), (ENTITY_PLANT, to_unbounded_string ("Acacia Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 19), (ENTITY_PLANT, to_unbounded_string ("Apple Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 17), (ENTITY_PLANT, to_unbounded_string ("Peach Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 13), (ENTITY_PLANT, to_unbounded_string ("Orange Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 11), (ENTITY_PLANT, to_unbounded_string ("Pear Tree"), 'T', COLOUR_GREEN, EFFECT_BOLD, 13), (ENTITY_PLANT, to_unbounded_string ("Bush"), '&', COLOUR_GREEN, EFFECT_NORMAL, 5), (ENTITY_PLANT, to_unbounded_string ("Thorny Bush"), '&', COLOUR_GREEN, EFFECT_NORMAL, 7), (ENTITY_PLANT, to_unbounded_string ("Tall Grass"), '%', COLOUR_GREEN, EFFECT_NORMAL, 3), (ENTITY_PLANT, to_unbounded_string ("Reed"), '%', COLOUR_GREEN, EFFECT_NORMAL, 3) ); plant_variable_data : plant_variable_list; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Animal ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type animal_list is ( ANIMAL_ROACH, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_SPIDER, ANIMAL_LIZARD, ANIMAL_SNAIL, ANIMAL_WORM, ANIMAL_MOLE ); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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 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; player : player_data; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Gameplay ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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; active : boolean := true; signal : character := ' '; action_list : action_data := (others => action_idle'access); 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Render -- -- Currently constant, gonna use either my xurses library or C bindings. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type screen_width is mod 120; type screen_height is mod 40; type screen_type is array (screen_height, screen_width) of character; screen_symbol : screen_type := (others => (others => CANCEL)); screen_colour : screen_type := (others => (others => COLOUR_WHITE)); screen_effect : screen_type := (others => (others => EFFECT_NORMAL)); 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) is format : string (1 .. 12) := ESCAPE & "[E;3CmS" & ESCAPE & "[0m"; begin format (8) := symbol; format (6) := colour; format (3) := effect; put (format); end render_character; procedure render_screen is begin render_screen_offset; for y in screen_height loop for x in screen_width loop render_character (screen_symbol (y, x), screen_colour (y, x), screen_effect (y, x)); end loop; render_realignment; end loop; end render_screen; procedure insert_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 insert_character; procedure insert_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_variable_data (map_height (y), map_width (x))).symbol; colour := map_constant_data (map_variable_data (map_height (y), map_width (x))).colour; effect := map_constant_data (map_variable_data (map_height (y), map_width (x))).effect; insert_character (symbol, colour, effect, y, x); end loop; end loop; end insert_map; procedure insert_player is begin insert_character ('@', COLOUR_CYAN, EFFECT_BOLD, screen_height (player.y), screen_width (player.x)); end insert_player; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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 exit when active = false; signal := CANCEL; insert_map; insert_player; render_screen; get_immediate (signal); action_list (character'pos (signal)).all; end loop; render_cursor_show; return 0; end xabina;