------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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; with core, action, screen, item, magic, ammunition, weapon, armour, plant, animal, monster, player; function main return integer is 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 core.entity_constant_type with record collide : boolean := false; condition_limit : natural := 0; end record; type map_variable_type is new core.entity_variable_type with record entity : core.entity_list := core.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 := ( (core.ENTITY_MAP, "Stone Wall ", '#', core.colour.grey, core.effect.bold, true, 59), (core.ENTITY_MAP, "Wooden Wall ", '#', core.colour.yellow, core.effect.normal, false, 23), (core.ENTITY_MAP, "Stone Floor ", '.', core.colour.grey, core.effect.bold, true, 47), (core.ENTITY_MAP, "Wooden Floor ", '.', core.colour.yellow, core.effect.normal, false, 11), (core.ENTITY_MAP, "Water (shallow) ", '~', core.colour.blue, core.effect.normal, false, 0), (core.ENTITY_MAP, "Water (deep) ", '~', core.colour.blue, core.effect.bold, true, 0), (core.ENTITY_MAP, "Swamp (shallow) ", '~', core.colour.green, core.effect.normal, false, 0), (core.ENTITY_MAP, "Swamp (deep) ", '~', core.colour.green, core.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 := core.colour.white; effect : character := core.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; screen.render_character (symbol, colour, effect, y, x); end loop; end loop; end render_map; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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 ); ------------------------------------------------------------------------------------------ --~trait_info : constant array (trait_list) of description; --~skill_info : constant array (skill_list) of description; --~title_info : constant array (title_list) of description; trait_info : constant array (trait_list) of core.description := ( " ", " ", " ", " ", " ", " ", " ", " " ); -- Trying out descriptions, this adds nothing to gameplay really, might even remove this shit, for now it's bad and unaligned... skill_info : constant array (skill_list) of core.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 core.description := ( " ", " ", " ", " " ); begin ------------------------------------------------------------------------------------------ action.bind ('q', action.game_exit'access); action.bind ('w', action.move_up'access); action.bind ('s', action.move_down'access); action.bind ('a', action.move_left'access); action.bind ('d', action.move_right'access); screen.delete; screen.offset; screen.hide_cursor; generate_map; ------------------------------------------------------------------------------------------ loop action.signal := core.CANCEL; render_map; player.render; screen.render_buffer; ada.text_io.get_immediate (action.signal); action.list (character'pos (action.signal)).all; exit when action.active = false; end loop; ------------------------------------------------------------------------------------------ screen.show_cursor; return 0; end main;