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...
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  1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  2. -- Copyright (c) 2023 - Ognjen 'xolatile' Milan Robovic
  3. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  4. -- 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
  5. -- 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
  6. -- implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
  7. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  8. -- 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
  9. -- 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
  10. -- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
  11. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  12. with ada.text_io, ada.strings.unbounded;
  13. use ada.text_io, ada.strings.unbounded;
  14. -- Do not use this command below, it's for real-time game...
  15. -- $ gnatmake xabina.adb && stty raw -echo && ./xabina && reset
  16. function xabina return integer is
  17. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  18. -- System
  19. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  20. type integer_subrange is
  21. record
  22. minimum : integer := 0;
  23. maximum : integer := 0;
  24. end record;
  25. type natural_subrange is
  26. record
  27. minimum : natural := 0;
  28. maximum : natural := 0;
  29. end record;
  30. type colours is (
  31. COLOUR_GREY, COLOUR_RED, COLOUR_GREEN, COLOUR_YELLOW, COLOUR_BLUE, COLOUR_PINK, COLOUR_CYAN, COLOUR_WHITE
  32. );
  33. type effects is (
  34. EFFECT_NORMAL, EFFECT_BOLD, EFFECT_ITALIC, EFFECT_UNDERLINE, EFFECT_BLINK, EFFECT_REVERSE
  35. );
  36. function render_character ( -- A joke function...
  37. symbol : character := ' ';
  38. colour : colours := COLOUR_WHITE;
  39. effect : effects := EFFECT_NORMAL
  40. ) return natural is
  41. begin
  42. put (character'val (27) & "[");
  43. case effect is
  44. when EFFECT_NORMAL => put ("0");
  45. when EFFECT_BOLD => put ("1");
  46. when EFFECT_ITALIC => put ("3");
  47. when EFFECT_UNDERLINE => put ("4");
  48. when EFFECT_BLINK => put ("5");
  49. when EFFECT_REVERSE => put ("7");
  50. end case;
  51. put (";3");
  52. case colour is
  53. when COLOUR_GREY => put ("0");
  54. when COLOUR_RED => put ("1");
  55. when COLOUR_GREEN => put ("2");
  56. when COLOUR_YELLOW => put ("3");
  57. when COLOUR_BLUE => put ("4");
  58. when COLOUR_PINK => put ("5");
  59. when COLOUR_CYAN => put ("6");
  60. when COLOUR_WHITE => put ("7");
  61. end case;
  62. put ("m");
  63. put (symbol);
  64. put (character'val (27) & "[0m");
  65. return 1;
  66. end render_character;
  67. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  68. -- Entity
  69. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  70. type entities is (
  71. ENTITY_NULL, ENTITY_MENU, ENTITY_MAP, ENTITY_ITEM, ENTITY_MAGIC, ENTITY_AMMUNITION, ENTITY_WEAPON, ENTITY_ARMOUR,
  72. ENTITY_SCROLL, ENTITY_POTION, ENTITY_CONSUMABLE, ENTITY_NOTE, ENTITY_PLANT, ENTITY_ANIMAL, ENTITY_GOBLIN, ENTITY_PLAYER
  73. );
  74. type entity_constant_type is tagged
  75. record
  76. entity : entities := ENTITY_NULL; -- Entity identifier.
  77. name : unbounded_string := null_unbounded_string; -- Entity general name.
  78. symbol : character := ' '; -- Entity ASCII character representation.
  79. colour : colours := COLOUR_WHITE; -- Entity VT100 escape sequence colour.
  80. effect : effects := EFFECT_NORMAL; -- Entity VT100 escape sequence effect.
  81. end record;
  82. type entity_variable_type is tagged
  83. record
  84. x : integer := 0; -- Global X coordinate.
  85. y : integer := 0; -- Global Y coordinate.
  86. end record;
  87. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  88. -- Menu
  89. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  90. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  91. -- Map:
  92. -- -- Map data is only constant, not variable, since X and Y coordinates are determined by player, camera or global position.
  93. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  94. type map_list is (
  95. STONE_WALL, WOODEN_WALL, STONE_FLOOR, WOODEN_FLOOR, WATER_SHALLOW, WATER_DEEP, SWAMP_SHALLOW, SWAMP_DEEP
  96. );
  97. type map_constant_type is new entity_constant_type with
  98. record
  99. collide : boolean := false;
  100. end record;
  101. type map_constant_list is array (map_list) of map_constant_type;
  102. map_constant_data : constant map_constant_list := (
  103. (ENTITY_MAP, to_unbounded_string ("Stone Wall"), '#', COLOUR_GREY, EFFECT_BOLD, true),
  104. (ENTITY_MAP, to_unbounded_string ("Wooden Wall"), '#', COLOUR_YELLOW, EFFECT_NORMAL, true),
  105. (ENTITY_MAP, to_unbounded_string ("Stone Floor"), '.', COLOUR_GREY, EFFECT_BOLD, false),
  106. (ENTITY_MAP, to_unbounded_string ("Wooden Floor"), '.', COLOUR_YELLOW, EFFECT_NORMAL, false),
  107. (ENTITY_MAP, to_unbounded_string ("Water (shallow)"), '~', COLOUR_BLUE, EFFECT_NORMAL, false),
  108. (ENTITY_MAP, to_unbounded_string ("Water (deep)"), '~', COLOUR_BLUE, EFFECT_BOLD, true),
  109. (ENTITY_MAP, to_unbounded_string ("Swamp (shallow)"), '~', COLOUR_GREEN, EFFECT_NORMAL, false),
  110. (ENTITY_MAP, to_unbounded_string ("Swamp (deep)"), '~', COLOUR_GREEN, EFFECT_BOLD, true)
  111. );
  112. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  113. -- Item
  114. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  115. type item_list is (
  116. WOOD, BARK, FLAX, PLANK, STICK, BRACES, NAILS, LINEN,
  117. CHAMOMILE, MINT, WAX, SALT, SUGAR, PEPPER, CINNAMON, YEAST,
  118. SKULL, BONE, INTESTINES, FUR, LEATHER, FAT, HORN, TUSK,
  119. COPPER_ORE, IRON_ORE, SILVER_ORE, GOLD_ORE, COAL_ORE, TIN_ORE, ZINC_ORE, LEAD_ORE,
  120. COPPER, IRON, SILVER, GOLD, COAL, TIN, ZINC, LEAD,
  121. BRONZE, BRASS, STEEL, MERCURY, OIL, INK, VENOM, SILK,
  122. PAPERS, PAPERWEIGHT
  123. );
  124. type item_mark is mod 72;
  125. type item_constant_type is new entity_constant_type with
  126. record
  127. value : natural := 0;
  128. weight : natural := 0;
  129. end record;
  130. type item_variable_type is new entity_variable_type with
  131. record
  132. owner : natural := 0;
  133. end record;
  134. type item_constant_list is array (item_list) of item_constant_type;
  135. type item_variable_list is array (item_mark) of item_variable_type;
  136. item_constant_data : constant item_constant_list := (
  137. (ENTITY_ITEM, to_unbounded_string ("Wood"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2),
  138. (ENTITY_ITEM, to_unbounded_string ("Bark"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 2),
  139. (ENTITY_ITEM, to_unbounded_string ("Flax"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1),
  140. (ENTITY_ITEM, to_unbounded_string ("Plank"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2),
  141. (ENTITY_ITEM, to_unbounded_string ("Stick"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 2),
  142. (ENTITY_ITEM, to_unbounded_string ("Braces"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1),
  143. (ENTITY_ITEM, to_unbounded_string ("Nails"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
  144. (ENTITY_ITEM, to_unbounded_string ("Linen"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 1),
  145. (ENTITY_ITEM, to_unbounded_string ("Chamomile"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1),
  146. (ENTITY_ITEM, to_unbounded_string ("Mint"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1),
  147. (ENTITY_ITEM, to_unbounded_string ("Wax"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 1),
  148. (ENTITY_ITEM, to_unbounded_string ("Salt"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1),
  149. (ENTITY_ITEM, to_unbounded_string ("Sugar"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 1),
  150. (ENTITY_ITEM, to_unbounded_string ("Pepper"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 1),
  151. (ENTITY_ITEM, to_unbounded_string ("Cinnamon"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 1),
  152. (ENTITY_ITEM, to_unbounded_string ("Yeast"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1),
  153. (ENTITY_ITEM, to_unbounded_string ("Skull"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1),
  154. (ENTITY_ITEM, to_unbounded_string ("Bone"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
  155. (ENTITY_ITEM, to_unbounded_string ("Intestines"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
  156. (ENTITY_ITEM, to_unbounded_string ("Fur"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 2),
  157. (ENTITY_ITEM, to_unbounded_string ("Leather"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 1),
  158. (ENTITY_ITEM, to_unbounded_string ("Fat"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
  159. (ENTITY_ITEM, to_unbounded_string ("Horn"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1),
  160. (ENTITY_ITEM, to_unbounded_string ("Tusk"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 3, 5),
  161. (ENTITY_ITEM, to_unbounded_string ("Copper Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 7),
  162. (ENTITY_ITEM, to_unbounded_string ("Iron Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 7, 11),
  163. (ENTITY_ITEM, to_unbounded_string ("Silver Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 7),
  164. (ENTITY_ITEM, to_unbounded_string ("Gold Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 7),
  165. (ENTITY_ITEM, to_unbounded_string ("Coal Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 7),
  166. (ENTITY_ITEM, to_unbounded_string ("Tin Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 7),
  167. (ENTITY_ITEM, to_unbounded_string ("Zinc Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 7),
  168. (ENTITY_ITEM, to_unbounded_string ("Lead Ore"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 13),
  169. (ENTITY_ITEM, to_unbounded_string ("Copper"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 17, 5),
  170. (ENTITY_ITEM, to_unbounded_string ("Iron"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 19, 7),
  171. (ENTITY_ITEM, to_unbounded_string ("Silver"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 23, 5),
  172. (ENTITY_ITEM, to_unbounded_string ("Gold"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 29, 5),
  173. (ENTITY_ITEM, to_unbounded_string ("Coal"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 19, 5),
  174. (ENTITY_ITEM, to_unbounded_string ("Tin"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 5),
  175. (ENTITY_ITEM, to_unbounded_string ("Zinc"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 5),
  176. (ENTITY_ITEM, to_unbounded_string ("Lead"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 47, 7),
  177. (ENTITY_ITEM, to_unbounded_string ("Bronze"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 61, 5),
  178. (ENTITY_ITEM, to_unbounded_string ("Brass"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 67, 5),
  179. (ENTITY_ITEM, to_unbounded_string ("Steel"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 71, 7),
  180. (ENTITY_ITEM, to_unbounded_string ("Mercury"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 97, 11),
  181. (ENTITY_ITEM, to_unbounded_string ("Oil"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 5, 1),
  182. (ENTITY_ITEM, to_unbounded_string ("Ink"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1),
  183. (ENTITY_ITEM, to_unbounded_string ("Venom"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 11, 1),
  184. (ENTITY_ITEM, to_unbounded_string ("Silk"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 13, 1),
  185. (ENTITY_ITEM, to_unbounded_string ("Papers"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 1, 1),
  186. (ENTITY_ITEM, to_unbounded_string ("Paperweight"), '+', COLOUR_YELLOW, EFFECT_NORMAL, 2, 1)
  187. );
  188. item_variable_data : item_variable_list;
  189. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  190. -- Spell
  191. -- -- Place-holders mostly, implement self/target/target_range effect variations...
  192. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  193. type magic_list is (
  194. IGNITE, ILLUMINATE, BLADECHARM, BATTLECRY
  195. );
  196. type magic_mark is mod 72;
  197. type magic_constant_type is new entity_constant_type with
  198. record
  199. self : boolean := false;
  200. health : integer := 0;
  201. armour : integer := 0;
  202. mana : integer := 0;
  203. stamina : integer := 0;
  204. distance : integer := 0;
  205. tribute : natural := 0;
  206. end record;
  207. type magic_variable_type is new entity_variable_type with
  208. record
  209. enchantment : natural := 0;
  210. end record;
  211. type magic_constant_list is array (magic_list) of magic_constant_type;
  212. type magic_variable_list is array (magic_mark) of magic_variable_type;
  213. magic_constant_data : constant magic_constant_list := (
  214. (ENTITY_MAGIC, to_unbounded_string ("Ignite"), '*', COLOUR_YELLOW, EFFECT_ITALIC, false, -3, 0, 0, -1, 7, 1),
  215. (ENTITY_MAGIC, to_unbounded_string ("Illuminate"), '*', COLOUR_YELLOW, EFFECT_ITALIC, false, 0, 0, 0, -1, 13, 1),
  216. (ENTITY_MAGIC, to_unbounded_string ("Bladecharm"), '*', COLOUR_RED, EFFECT_ITALIC, true, 0, -3, 0, -1, 7, 3),
  217. (ENTITY_MAGIC, to_unbounded_string ("Battlecry"), '*', COLOUR_RED, EFFECT_ITALIC, true, -1, -1, 0, -1, 7, 2)
  218. );
  219. magic_variable_data : magic_variable_list;
  220. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  221. -- Ammunition
  222. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  223. type ammunition_list is (
  224. ARROWS, BOLTS, SLINGSHOTS, JARIDS
  225. );
  226. type ammunition_mark is mod 72;
  227. type ammunition_constant_type is new entity_constant_type with
  228. record
  229. value : natural := 0;
  230. weight : natural := 0;
  231. dual_wield : boolean := false;
  232. amount_limit : natural := 0;
  233. attack_range : natural_subrange := (0, 0);
  234. distance_range : natural_subrange := (0, 0);
  235. end record;
  236. type ammunition_variable_type is new entity_variable_type with
  237. record
  238. amount : natural_subrange := (0, 0);
  239. enchantment : natural := 0;
  240. end record;
  241. type ammunition_constant_list is array (ammunition_list) of ammunition_constant_type;
  242. type ammunition_variable_list is array (ammunition_mark) of ammunition_variable_type;
  243. ammunition_constant_data : constant ammunition_constant_list := (
  244. (ENTITY_AMMUNITION, to_unbounded_string ("Arrows"), '^', COLOUR_RED, EFFECT_NORMAL, 11, 13, false, 23, (0, 7), (17, 67)),
  245. (ENTITY_AMMUNITION, to_unbounded_string ("Bolts"), '^', COLOUR_RED, EFFECT_NORMAL, 13, 23, false, 29, (0, 5), (17, 67)),
  246. (ENTITY_AMMUNITION, to_unbounded_string ("Slingshots"), '^', COLOUR_RED, EFFECT_NORMAL, 5, 7, true, 43, (0, 7), (17, 67)),
  247. (ENTITY_AMMUNITION, to_unbounded_string ("Jarids"), '^', COLOUR_RED, EFFECT_NORMAL, 29, 37, true, 7, (0, 7), (17, 67))
  248. );
  249. ammunition_variable_data : ammunition_variable_list;
  250. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  251. -- Weapon
  252. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  253. type weapon_list is (
  254. IRON_SWORD, IRON_GREATSWORD, IRON_AXE, IRON_BATTLEAXE, IRON_SPEAR, IRON_SHIELD, IRON_MACE, IRON_HAMMER
  255. );
  256. type weapon_mark is mod 72;
  257. type weapon_constant_type is new entity_constant_type with
  258. record
  259. dual_wield : boolean := false;
  260. value : natural := 0;
  261. weight : natural := 0;
  262. attack_range : natural_subrange := (0, 0);
  263. defense_range : natural_subrange := (0, 0);
  264. distance_range : natural_subrange := (0, 0);
  265. end record;
  266. type weapon_variable_type is new entity_variable_type with
  267. record
  268. enchantment : natural := 0;
  269. condition : natural := 0;
  270. end record;
  271. type weapon_constant_list is array (weapon_list) of weapon_constant_type;
  272. type weapon_variable_list is array (weapon_mark) of weapon_variable_type;
  273. weapon_constant_data : constant weapon_constant_list := (
  274. (ENTITY_WEAPON, to_unbounded_string ("Iron Sword"), 'l', COLOUR_RED, EFFECT_NORMAL, true, 11, 31, (3, 7), (0, 2), (0, 1)),
  275. (ENTITY_WEAPON, to_unbounded_string ("Iron Greatsword"), 'L', COLOUR_RED, EFFECT_BOLD, false, 23, 67, (5, 11), (1, 3), (0, 2)),
  276. (ENTITY_WEAPON, to_unbounded_string ("Iron Axe"), 'r', COLOUR_RED, EFFECT_NORMAL, true, 13, 43, (1, 7), (0, 2), (0, 1)),
  277. (ENTITY_WEAPON, to_unbounded_string ("Iron Battleaxe"), 'T', COLOUR_RED, EFFECT_BOLD, false, 19, 73, (6, 13), (1, 2), (0, 2)),
  278. (ENTITY_WEAPON, to_unbounded_string ("Iron Spear"), 'I', COLOUR_RED, EFFECT_BOLD, false, 17, 53, (4, 10), (2, 4), (0, 2)),
  279. (ENTITY_WEAPON, to_unbounded_string ("Iron Shield"), 'o', COLOUR_RED, EFFECT_NORMAL, true, 13, 37, (0, 3), (4, 9), (0, 1)),
  280. (ENTITY_WEAPON, to_unbounded_string ("Iron Mace"), 'i', COLOUR_RED, EFFECT_NORMAL, true, 11, 41, (3, 8), (0, 2), (0, 1)),
  281. (ENTITY_WEAPON, to_unbounded_string ("Iron Hammer"), 't', COLOUR_RED, EFFECT_NORMAL, true, 13, 47, (4, 7), (0, 3), (0, 1))
  282. );
  283. weapon_variable_data : weapon_variable_list;
  284. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  285. -- Armour
  286. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  287. type armour_list is (
  288. IRON_HELMET, IRON_CHESTPLATE, IRON_GAUNTLETS, IRON_GREAVES, IRON_CUISSE, IRON_FAULD, IRON_GARDBRACE, IRON_REREBRACE
  289. );
  290. type armour_mark is mod 72;
  291. type armour_constant_type is new entity_constant_type with
  292. record
  293. value : natural := 0;
  294. weight : natural := 0;
  295. defense_range : natural_subrange := (0, 0);
  296. end record;
  297. type armour_variable_type is new entity_variable_type with
  298. record
  299. enchantment : natural := 0;
  300. condition : natural := 0;
  301. end record;
  302. type armour_constant_list is array (armour_list) of armour_constant_type;
  303. type armour_variable_list is array (armour_mark) of armour_variable_type;
  304. armour_constant_data : constant armour_constant_list := (
  305. (ENTITY_ARMOUR, to_unbounded_string ("Iron Helmet"), 'm', COLOUR_YELLOW, EFFECT_NORMAL, 11, 31, (3, 7)),
  306. (ENTITY_ARMOUR, to_unbounded_string ("Iron Chestplate"), 'M', COLOUR_YELLOW, EFFECT_BOLD, 23, 67, (5, 11)),
  307. (ENTITY_ARMOUR, to_unbounded_string ("Iron Gauntlets"), 'i', COLOUR_YELLOW, EFFECT_NORMAL, 13, 43, (1, 7)),
  308. (ENTITY_ARMOUR, to_unbounded_string ("Iron Greaves"), 'I', COLOUR_YELLOW, EFFECT_NORMAL, 19, 73, (6, 13)),
  309. (ENTITY_ARMOUR, to_unbounded_string ("Iron Cuisse"), 'Y', COLOUR_YELLOW, EFFECT_BOLD, 17, 53, (4, 10)),
  310. (ENTITY_ARMOUR, to_unbounded_string ("Iron Fauld"), '-', COLOUR_YELLOW, EFFECT_NORMAL, 13, 37, (0, 3)),
  311. (ENTITY_ARMOUR, to_unbounded_string ("Iron Gardbrace"), 'v', COLOUR_YELLOW, EFFECT_NORMAL, 11, 41, (3, 8)),
  312. (ENTITY_ARMOUR, to_unbounded_string ("Iron Rerebrace"), 'V', COLOUR_YELLOW, EFFECT_NORMAL, 13, 47, (4, 7))
  313. );
  314. armour_variable_data : armour_variable_list;
  315. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  316. -- Scroll
  317. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  318. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  319. -- Potion
  320. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  321. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  322. -- Consumable
  323. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  324. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  325. -- Note
  326. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  327. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  328. -- Plant
  329. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  330. type plant_list is (
  331. PLANT_FLOWER, PLANT_GRASS, PLANT_REED, PLANT_BUSH, PLANT_APPLE_TREE, PLANT_LEMON_TREE, PLANT_OAK_TREE, PLANT_PINE_TREE
  332. );
  333. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  334. -- Animal
  335. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  336. type animal_list is (
  337. ANIMAL_ROACH, ANIMAL_RAT, ANIMAL_BAT, ANIMAL_SPIDER, ANIMAL_LIZARD, ANIMAL_SNAIL, ANIMAL_WORM, ANIMAL_MOLE
  338. );
  339. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  340. -- Goblin
  341. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  342. type goblin_list is (
  343. GOBLIN_FEMALE, GOBLIN_WORKER, GOBLIN_WARRIOR, GOBLIN_BOAR_RIDER, GOBLIN_SHAMAN, GOBLIN_CHIEF, GOBLIN_KING, GOBLIN_OGRE
  344. );
  345. type goblin_constant_type is new entity_constant_type with
  346. record
  347. health_limit : natural := 0;
  348. armour_limit : natural := 0;
  349. mana_limit : natural := 0;
  350. stamina_limit : natural := 0;
  351. attack_range : natural_subrange := (0, 0);
  352. end record;
  353. type goblin_variable_type is new entity_variable_type with
  354. record
  355. health : natural := 0;
  356. armour : natural := 0;
  357. mana : natural := 0;
  358. stamina : natural := 0;
  359. end record;
  360. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  361. -- Player
  362. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  363. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  364. -- Gameplay
  365. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  366. x : natural := 0;
  367. begin
  368. for this in magic_list
  369. loop
  370. x := x + render_character (magic_constant_data (this).symbol, magic_constant_data (this).colour, magic_constant_data (this).effect);
  371. put_line (" " & to_string (magic_constant_data (this).name));
  372. end loop;
  373. for this in item_list
  374. loop
  375. x := x + render_character (item_constant_data (this).symbol, item_constant_data (this).colour, item_constant_data (this).effect);
  376. put_line (" " & to_string (item_constant_data (this).name));
  377. end loop;
  378. for this in ammunition_list
  379. loop
  380. x := x + render_character (ammunition_constant_data (this).symbol, ammunition_constant_data (this).colour, ammunition_constant_data (this).effect);
  381. put_line (" " & to_string (ammunition_constant_data (this).name));
  382. end loop;
  383. for this in weapon_list
  384. loop
  385. x := x + render_character (weapon_constant_data (this).symbol, weapon_constant_data (this).colour, weapon_constant_data (this).effect);
  386. put_line (" " & to_string (weapon_constant_data (this).name));
  387. end loop;
  388. for this in armour_list
  389. loop
  390. x := x + render_character (armour_constant_data (this).symbol, armour_constant_data (this).colour, armour_constant_data (this).effect);
  391. put_line (" " & to_string (armour_constant_data (this).name));
  392. end loop;
  393. return 0;
  394. end xabina;