142 lines
6.4 KiB
Ada
142 lines
6.4 KiB
Ada
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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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-- 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
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-- 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
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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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with ada.text_io;
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use ada.text_io;
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with core, item, plant, animal, monster;
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use core, item, plant, animal, monster;
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function main return integer is
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-- Menu
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-- Map
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type map_list is (
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MAP_STONE_WALL, MAP_WOODEN_WALL, MAP_STONE_FLOOR, MAP_WOODEN_FLOOR, MAP_WATER_SHALLOW, MAP_WATER_DEEP, MAP_SWAMP_SHALLOW, MAP_SWAMP_DEEP
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);
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------------------------------------------------------------------------------------------
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type map_mark is mod 72;
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type map_width is mod 120;
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type map_height is mod 40;
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type map_constant_type is new entity_constant_type with
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record
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collide : boolean := false;
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condition_limit : natural := 0;
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end record;
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type map_variable_type is new entity_variable_type with
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record
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entity : entity_list := ENTITY_NULL;
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identifier : natural := 0;
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end record;
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type map_matrical_type is
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record
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map : map_list := MAP_STONE_FLOOR;
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condition : natural := 0;
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end record;
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type map_constant_list is array (map_list) of map_constant_type;
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type map_variable_list is array (map_mark) of map_variable_type;
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type map_matrical_list is array (map_height, map_width) of map_matrical_type;
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------------------------------------------------------------------------------------------
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map_constant_data : constant map_constant_list := (
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(ENTITY_MAP, "Stone Wall ", '#', COLOUR_GREY, EFFECT_BOLD, true, 59),
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(ENTITY_MAP, "Wooden Wall ", '#', COLOUR_YELLOW, EFFECT_NORMAL, false, 23),
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(ENTITY_MAP, "Stone Floor ", '.', COLOUR_GREY, EFFECT_BOLD, true, 47),
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(ENTITY_MAP, "Wooden Floor ", '.', COLOUR_YELLOW, EFFECT_NORMAL, false, 11),
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(ENTITY_MAP, "Water (shallow) ", '~', COLOUR_BLUE, EFFECT_NORMAL, false, 0),
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(ENTITY_MAP, "Water (deep) ", '~', COLOUR_BLUE, EFFECT_BOLD, true, 0),
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(ENTITY_MAP, "Swamp (shallow) ", '~', COLOUR_GREEN, EFFECT_NORMAL, false, 0),
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(ENTITY_MAP, "Swamp (deep) ", '~', COLOUR_GREEN, EFFECT_BOLD, true, 0)
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);
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map_variable_data : map_variable_list;
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map_matrical_data : map_matrical_list;
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------------------------------------------------------------------------------------------
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procedure generate_map is
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begin
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for y in map_height
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loop
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for x in map_width
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loop
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map_matrical_data (y, x) := (MAP_WOODEN_FLOOR, map_constant_data (MAP_WOODEN_FLOOR).condition_limit);
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end loop;
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end loop;
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end generate_map;
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procedure render_map is
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symbol : character := ' ';
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colour : character := COLOUR_WHITE;
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effect : character := EFFECT_NORMAL;
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begin
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for y in screen_height
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loop
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for x in screen_width
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loop
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symbol := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).symbol;
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colour := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).colour;
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effect := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).effect;
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render_character (symbol, colour, effect, y, x);
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end loop;
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end loop;
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end render_map;
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begin
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------------------------------------------------------------------------------------------
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bind ('q', action_exit'access);
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bind ('w', action_move_up'access);
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bind ('s', action_move_down'access);
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bind ('a', action_move_left'access);
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bind ('d', action_move_right'access);
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render_screen_delete;
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render_screen_offset;
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render_cursor_hide;
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generate_map;
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------------------------------------------------------------------------------------------
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loop
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signal := CANCEL;
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render_map;
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render_player;
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render_screen;
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get_immediate (signal);
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action_list (character'pos (signal)).all;
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exit when active = false;
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end loop;
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------------------------------------------------------------------------------------------
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render_cursor_show;
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return 0;
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end main;
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