------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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 && reset function xabina return integer is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- System ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type integer_subrange is record minimum : integer := 0; maximum : integer := 0; end record; type natural_subrange is record minimum : natural := 0; maximum : natural := 0; end record; type colours is ( COLOUR_GREY, COLOUR_RED, COLOUR_GREEN, COLOUR_YELLOW, COLOUR_BLUE, COLOUR_PINK, COLOUR_CYAN, COLOUR_WHITE ); 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Entity ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 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 : entities := ENTITY_NONE; -- Entity identifier. name : unbounded_string := null_unbounded_string; -- Entity general name. 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 record x : integer := 0; -- Global X coordinate. y : integer := 0; -- Global Y coordinate. end record; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Map: -- -- Map data is only constant, not variable, since X and Y coordinates are determined by player, camera or global position. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type map_list is ( STONE_WALL, WOODEN_WALL, STONE_FLOOR, WOODEN_FLOOR ); 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; 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) ); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Weapon ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ type weapon_list is ( IRON_SWORD, IRON_GREATSWORD, IRON_AXE, IRON_BATTLEAXE, IRON_SPEAR, IRON_SHIELD, IRON_MACE, IRON_HAMMER ); type weapon_mark is mod 72; type weapon_constant_type is new entity_constant_type with record 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); -- description : unbounded_string := null_unbounded_string; 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, 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_list is ( PLANT_FLOWER, PLANT_GRASS, PLANT_REED, PLANT_BUSH, PLANT_APPLE_TREE, PLANT_LEMON_TREE, PLANT_OAK_TREE, PLANT_PINE_TREE ); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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_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 health_limit : natural := 0; armour_limit : natural := 0; mana_limit : natural := 0; stamina_limit : natural := 0; attack_range : natural_subrange := (0, 0); end record; type goblin_variable_type is new entity_variable_type with record health : natural := 0; armour : natural := 0; mana : natural := 0; stamina : natural := 0; end record; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Gameplay ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ x : natural := 0; begin for this in weapon_list loop put_line ("> " & to_string (weapon_constant_data (this).name)); end loop; x := x + render_character ('@', COLOUR_BLUE, EFFECT_BOLD); return 0; end xabina;