157 lines
8.6 KiB
Ada
157 lines
8.6 KiB
Ada
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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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-- This program 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
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-- version 2 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
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-- implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- 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
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-- 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
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-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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with ada.text_io, ada.strings.unbounded;
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use ada.text_io, ada.strings.unbounded;
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--~ TODO: Do not use this command below, it's for real-time game...
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--~ TODO: gnatmake xabina.adb && stty raw -echo && ./xabina && reset
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function xabina return integer is
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-- System
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type subrange is
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record
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minimum : natural := 0;
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average : natural := 0;
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maximum : natural := 0;
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end record;
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type colour_id is (
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COLOUR_GREY, COLOUR_RED, COLOUR_GREEN, COLOUR_YELLOW, COLOUR_BLUE, COLOUR_PINK, COLOUR_CYAN, COLOUR_WHITE
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);
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type effect_id is (
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EFFECT_NORMAL, EFFECT_BOLD, EFFECT_ITALIC, EFFECT_UNDERLINE, EFFECT_BLINK, EFFECT_REVERSE
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);
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Entity
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type entity_id is (
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ENTITY_NONE, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_PLANT, ENTITY_ANIMAL, ENTITY_GOBLIN, ENTITY_PLAYER
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);
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type entity_constant_type is tagged
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record
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entity : entity_id := ENTITY_NONE; -- Entity identifier.
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name : unbounded_string := null_unbounded_string; -- Entity general name.
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code : character := ' '; -- Entity ASCII character representation.
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colour : colour_id := COLOUR_WHITE; -- Entity VT100 escape sequence colour.
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effect : effect_id := EFFECT_NORMAL; -- Entity VT100 escape sequence effect.
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collide : boolean := false; -- Entity collision information.
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end record;
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type entity_variable_type is tagged
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record
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x : integer := 0; -- Global X coordinate.
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y : integer := 0; -- Global Y coordinate.
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end record;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Map:
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-- -- Map data is only constant, not variable, since X and Y coordinates are determined by player, camera or global position.
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type map_id is (
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MAP_NONE, MAP_VOID, MAP_WALL, MAP_FLOOR, MAP_HOLE, MAP_STAIRS_DOWN, MAP_STAIRS_UP, MAP_DOOR
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);
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type map_list_id is (
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STONE_WALL, WOODEN_WALL, STONE_FLOOR, WOODEN_FLOOR
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);
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type map_constant_type is new entity_constant_type with
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record
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map : map_id := MAP_NONE;
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trigger : natural := 0;
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end record;
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type map_list is array (map_list_id) of map_constant_type;
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map_data : constant map_list := (
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(ENTITY_MAP, to_unbounded_string ("Stone Wall"), '#', COLOUR_GREY, EFFECT_BOLD, true, MAP_WALL, 0),
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(ENTITY_MAP, to_unbounded_string ("Wooden Wall"), '#', COLOUR_YELLOW, EFFECT_NORMAL, true, MAP_WALL, 0),
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(ENTITY_MAP, to_unbounded_string ("Stone Floor"), '.', COLOUR_GREY, EFFECT_BOLD, false, MAP_FLOOR, 0),
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(ENTITY_MAP, to_unbounded_string ("Wooden Floor"), '.', COLOUR_YELLOW, EFFECT_NORMAL, false, MAP_FLOOR, 0)
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);
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Item
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type item_id is (
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ITEM_NONE, ITEM_AMMUNITION, ITEM_WEAPON, ITEM_ARMOUR, ITEM_SCROLL, ITEM_POTION, ITEM_CONSUMABLE, ITEM_NOTE
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);
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-- Plant
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type plant_id is (
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PLANT_NONE, PLANT_GRASS, PLANT_REED, PLANT_BUSH, PLANT_APPLE_TREE, PLANT_LEMON_TREE, PLANT_OAK_TREE, PLANT_PINE_TREE
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);
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-- Animal
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type animal_id is (
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ANIMAL_NONE, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_SPIDER, ANIMAL_LIZARD, ANIMAL_SNAIL, ANIMAL_WORM, ANIMAL_MOLE
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);
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Goblin
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type goblin_id is (
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GOBLIN_NONE, GOBLIN_WORKER, GOBLIN_WARRIOR, GOBLIN_BOAR_RIDER, GOBLIN_SHAMAN, GOBLIN_CHIEF, GOBLIN_KING, GOBLIN_OGRE
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);
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type goblin_constant_type is new entity_constant_type with
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record
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attack_range : subrange := (0, 0, 0);
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health_limit : natural := 0;
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armour_limit : natural := 0;
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mana_limit : natural := 0;
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stamina_limit : natural := 0;
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end record;
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type goblin_variable_type is new entity_variable_type with
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record
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goblin : goblin_id := GOBLIN_NONE; -- Index of 'goblin_data'.
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health : natural := 0;
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armour : natural := 0;
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mana : natural := 0;
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stamina : natural := 0;
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weapon : item_id := ITEM_NONE;
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end record;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Gameplay
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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for this in map_list_id
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loop
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put_line ("> " & to_string (map_data (this).name));
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end loop;
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return 0;
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end xabina;
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