------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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_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 : entities := ENTITY_NULL; -- 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Menu ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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, 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; 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) ); ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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_subrange := (0, 0); distance_range : natural_subrange := (0, 0); end record; type ammunition_variable_type is new entity_variable_type with record amount : natural_subrange := (0, 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, (0, 7), (17, 67)), (ENTITY_AMMUNITION, to_unbounded_string ("Bolts"), '^', COLOUR_RED, EFFECT_NORMAL, 13, 23, false, 29, (0, 5), (17, 67)), (ENTITY_AMMUNITION, to_unbounded_string ("Slingshots"), '^', COLOUR_RED, EFFECT_NORMAL, 5, 7, true, 43, (0, 7), (17, 67)), (ENTITY_AMMUNITION, to_unbounded_string ("Jarids"), '^', COLOUR_RED, EFFECT_NORMAL, 29, 37, true, 7, (0, 7), (17, 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 ); 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_subrange := (0, 0); defense_range : natural_subrange := (0, 0); distance_range : natural_subrange := (0, 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, (3, 7), (0, 2), (0, 1)), (ENTITY_WEAPON, to_unbounded_string ("Iron Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, (5, 11), (1, 3), (0, 2)), (ENTITY_WEAPON, to_unbounded_string ("Iron Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, (1, 7), (0, 2), (0, 1)), (ENTITY_WEAPON, to_unbounded_string ("Iron Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, (6, 13), (1, 2), (0, 2)), (ENTITY_WEAPON, to_unbounded_string ("Iron Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, (4, 10), (2, 4), (0, 2)), (ENTITY_WEAPON, to_unbounded_string ("Iron Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, (0, 3), (4, 9), (0, 1)), (ENTITY_WEAPON, to_unbounded_string ("Iron Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, (3, 8), (0, 2), (0, 1)), (ENTITY_WEAPON, to_unbounded_string ("Iron Hammer"), 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, (4, 7), (0, 3), (0, 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_subrange := (0, 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, (3, 7)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Chestplate"), 'M', COLOUR_YELLOW, EFFECT_BOLD, 23, 67, (5, 11)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Gauntlets"), 'i', COLOUR_YELLOW, EFFECT_NORMAL, 13, 43, (1, 7)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Greaves"), 'I', COLOUR_YELLOW, EFFECT_NORMAL, 19, 73, (6, 13)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Cuisse"), 'Y', COLOUR_YELLOW, EFFECT_BOLD, 17, 53, (4, 10)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Fauld"), '-', COLOUR_YELLOW, EFFECT_NORMAL, 13, 37, (0, 3)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Gardbrace"), 'v', COLOUR_YELLOW, EFFECT_NORMAL, 11, 41, (3, 8)), (ENTITY_ARMOUR, to_unbounded_string ("Iron Rerebrace"), 'V', COLOUR_YELLOW, EFFECT_NORMAL, 13, 47, (4, 7)) ); armour_variable_data : armour_variable_list; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Scroll ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Potion ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Consumable ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Note ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- 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; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Player ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Gameplay ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ x : natural := 0; begin for this in magic_list loop x := x + render_character (magic_constant_data (this).symbol, magic_constant_data (this).colour, magic_constant_data (this).effect); put_line (" " & to_string (magic_constant_data (this).name)); end loop; for this in item_list loop x := x + render_character (item_constant_data (this).symbol, item_constant_data (this).colour, item_constant_data (this).effect); put_line (" " & to_string (item_constant_data (this).name)); end loop; for this in ammunition_list loop x := x + render_character (ammunition_constant_data (this).symbol, ammunition_constant_data (this).colour, ammunition_constant_data (this).effect); put_line (" " & to_string (ammunition_constant_data (this).name)); end loop; for this in weapon_list loop x := x + render_character (weapon_constant_data (this).symbol, weapon_constant_data (this).colour, weapon_constant_data (this).effect); put_line (" " & to_string (weapon_constant_data (this).name)); end loop; for this in armour_list loop x := x + render_character (armour_constant_data (this).symbol, armour_constant_data (this).colour, armour_constant_data (this).effect); put_line (" " & to_string (armour_constant_data (this).name)); end loop; return 0; end xabina;