270 lines
15 KiB
Ada
270 lines
15 KiB
Ada
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-- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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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-- Do not use this command below, it's for real-time game...
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-- $ gnatmake xabina.adb && stty raw -echo && ./xabina && reset
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function xabina return integer is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- System
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type integer_subrange is
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record
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minimum : integer := 0;
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maximum : integer := 0;
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end record;
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type natural_subrange is
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record
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minimum : natural := 0;
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maximum : natural := 0;
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end record;
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type colours 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 effects 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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function render_character ( -- A joke function...
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symbol : character := ' ';
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colour : colours := COLOUR_WHITE;
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effect : effects := EFFECT_NORMAL
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) return natural is
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begin
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put (character'val (27) & "[");
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case effect is
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when EFFECT_NORMAL => put ("0");
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when EFFECT_BOLD => put ("1");
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when EFFECT_ITALIC => put ("3");
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when EFFECT_UNDERLINE => put ("4");
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when EFFECT_BLINK => put ("5");
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when EFFECT_REVERSE => put ("7");
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end case;
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put (";3");
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case colour is
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when COLOUR_GREY => put ("0");
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when COLOUR_RED => put ("1");
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when COLOUR_GREEN => put ("2");
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when COLOUR_YELLOW => put ("3");
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when COLOUR_BLUE => put ("4");
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when COLOUR_PINK => put ("5");
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when COLOUR_CYAN => put ("6");
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when COLOUR_WHITE => put ("7");
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end case;
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put ("m");
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put (symbol);
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put (character'val (27) & "[0m");
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return 1;
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end render_character;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Entity
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type entities is (
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ENTITY_NULL, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_SPELL, ENTITY_AMMUNITION, ENTITY_WEAPON, ENTITY_ARMOUR,
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ENTITY_SCROLL, ENTITY_POTION, ENTITY_CONSUMABLE, ENTITY_NOTE, 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 : entities := ENTITY_NULL; -- Entity identifier.
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name : unbounded_string := null_unbounded_string; -- Entity general name.
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symbol : character := ' '; -- Entity ASCII character representation.
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colour : colours := COLOUR_WHITE; -- Entity VT100 escape sequence colour.
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effect : effects := EFFECT_NORMAL; -- Entity VT100 escape sequence effect.
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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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-- Menu
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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_list is (
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STONE_WALL, WOODEN_WALL, STONE_FLOOR, WOODEN_FLOOR, WATER_SHALLOW, WATER_DEEP, SWAMP_SHALLOW, SWAMP_DEEP
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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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collide : boolean := false;
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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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map_constant_data : constant map_constant_list := (
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(ENTITY_MAP, to_unbounded_string ("Stone Wall"), '#', COLOUR_GREY, EFFECT_BOLD, true),
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(ENTITY_MAP, to_unbounded_string ("Wooden Wall"), '#', COLOUR_YELLOW, EFFECT_NORMAL, true),
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(ENTITY_MAP, to_unbounded_string ("Stone Floor"), '.', COLOUR_GREY, EFFECT_BOLD, false),
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(ENTITY_MAP, to_unbounded_string ("Wooden Floor"), '.', COLOUR_YELLOW, EFFECT_NORMAL, false),
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(ENTITY_MAP, to_unbounded_string ("Water (shallow)"), '~', COLOUR_BLUE, EFFECT_NORMAL, false),
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(ENTITY_MAP, to_unbounded_string ("Water (deep)"), '~', COLOUR_BLUE, EFFECT_BOLD, true),
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(ENTITY_MAP, to_unbounded_string ("Swamp (shallow)"), '~', COLOUR_GREEN, EFFECT_NORMAL, false),
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(ENTITY_MAP, to_unbounded_string ("Swamp (deep)"), '~', COLOUR_GREEN, EFFECT_BOLD, true)
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);
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Item
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Spell
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Ammunition
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Weapon
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type weapon_list is (
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IRON_SWORD, IRON_GREATSWORD, IRON_AXE, IRON_BATTLEAXE, IRON_SPEAR, IRON_SHIELD, IRON_MACE, IRON_HAMMER
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);
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type weapon_mark is mod 72;
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type weapon_constant_type is new entity_constant_type with
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record
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dual_wield : boolean := false;
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weight : natural := 0;
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value : natural := 0;
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attack_range : integer_subrange := (0, 0);
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defense_range : integer_subrange := (0, 0);
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distance_range : integer_subrange := (0, 0);
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-- description : unbounded_string := null_unbounded_string;
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end record;
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type weapon_variable_type is new entity_variable_type with
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record
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enchantment : natural := 0;
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condition : natural := 0;
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end record;
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type weapon_constant_list is array (weapon_list) of weapon_constant_type;
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type weapon_variable_list is array (weapon_mark) of weapon_variable_type;
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weapon_constant_data : constant weapon_constant_list := (
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(ENTITY_WEAPON, to_unbounded_string ("Iron Sword"), 'l', COLOUR_RED, EFFECT_NORMAL, true, 31, 11, (3, 7), (0, 2), (0, 1)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 67, 19, (5, 11), (1, 3), (0, 2)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 43, 13, (1, 7), (0, 2), (0, 1)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 73, 17, (6, 13), (1, 2), (0, 2)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 53, 11, (4, 10), (2, 4), (0, 2)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 37, 13, (0, 3), (4, 9), (0, 1)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 41, 11, (3, 8), (0, 2), (0, 1)),
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(ENTITY_WEAPON, to_unbounded_string ("Iron Hammer"), 't', COLOUR_RED, EFFECT_NORMAL, true, 47, 13, (4, 7), (0, 3), (0, 1))
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);
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weapon_variable_data : weapon_variable_list;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Armour
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Scroll
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Potion
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Consumable
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Note
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Plant
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type plant_list is (
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PLANT_FLOWER, 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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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Animal
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type animal_list is (
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ANIMAL_ROACH, 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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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type goblin_list is (
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GOBLIN_FEMALE, 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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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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attack_range : natural_subrange := (0, 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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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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end record;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Player
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Gameplay
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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x : natural := 0;
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begin
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for this in weapon_list
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loop
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put_line ("> " & to_string (weapon_constant_data (this).name));
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end loop;
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x := x + render_character ('@', COLOUR_BLUE, EFFECT_BOLD);
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return 0;
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end xabina;
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