Making stuff less bad I hope...
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commit
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52
core.adb
52
core.adb
@ -12,60 +12,60 @@
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with ada.text_io;
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package core is
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package body core is
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------------------------------------------------------------------------------------------
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procedure delete is
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procedure screen_delete is
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begin
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ada.text_io.put (escape & "[2J");
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end delete;
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end screen_delete;
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procedure offset is
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procedure screen_offset is
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begin
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ada.text_io.put (escape & "[H");
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end offset;
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end screen_offset;
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procedure hide_cursor is
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procedure screen_hide_cursor is
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begin
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ada.text_io.put (escape & "[?25l");
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end hide_cursor;
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end screen_hide_cursor;
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procedure show_cursor is
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procedure screen_show_cursor is
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begin
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ada.text_io.put (escape & "[?25h");
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end show_cursor;
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end screen_show_cursor;
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procedure new_line is
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procedure screen_new_line is
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begin
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ada.text_io.put (carriage_return & line_feed);
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end new_line;
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end screen_new_line;
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procedure render_character (symbol : character := ' ';
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colour : character := colour.white;
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effect : character := effect.normal;
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y : height := 0;
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x : width := 0) is
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procedure render_character (symbol : character := ' ';
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colour : character := '7';
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effect : character := '0';
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y : screen_height := 0;
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x : screen_width := 0) is
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begin
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symbol_matrix (y, x) := symbol;
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colour_matrix (y, x) := colour;
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effect_matrix (y, x) := effect;
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screen_symbol (y, x) := symbol;
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screen_colour (y, x) := colour;
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screen_effect (y, x) := effect;
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end render_character;
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procedure render_buffer is
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format : string (1 .. 12) := escape & "[E;3CmS" & escape & "[0m";
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begin
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offset;
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for y in height
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screen_offset;
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for y in screen_height
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loop
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for x in width
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for x in screen_width
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loop
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format (8) := symbol_matrix (y, x);
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format (6) := colour_matrix (y, x);
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format (3) := effect_matrix (y, x);
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format (8) := screen_symbol (y, x);
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format (6) := screen_colour (y, x);
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format (3) := screen_effect (y, x);
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ada.text_io.put (format);
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end loop;
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new_line;
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screen_new_line;
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end loop;
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end render_buffer;
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16
main.adb
16
main.adb
@ -12,7 +12,7 @@
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with ada.text_io;
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with core, action, screen, map, item, magic, ammunition, weapon, armour, plant, animal, monster, player;
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with core, action, map, item, magic, ammunition, weapon, armour, plant, animal, monster, player;
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function main return integer is
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@ -164,19 +164,19 @@ begin
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action.bind ('a', player.move_left'access);
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action.bind ('d', player.move_right'access);
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screen.delete;
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screen.offset;
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screen.hide_cursor;
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core.screen_delete;
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core.screen_offset;
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core.screen_hide_cursor;
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generate_map;
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map.generate;
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------------------------------------------------------------------------------------------
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loop
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action.signal := core.cancel;
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render_map;
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map.render;
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player.render;
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screen.render_buffer;
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core.render_buffer;
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ada.text_io.get_immediate (action.signal);
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action.list (character'pos (action.signal)).all;
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exit when action.active = false;
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@ -184,7 +184,7 @@ begin
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------------------------------------------------------------------------------------------
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screen.show_cursor;
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core.screen_show_cursor;
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return 0;
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16
map.adb
16
map.adb
@ -10,7 +10,7 @@
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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 core, screen;
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with core;
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package body map is
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@ -22,7 +22,7 @@ package body map is
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loop
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for x in 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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matrical_data (y, x) := (MAP_WOODEN_FLOOR, 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;
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@ -32,14 +32,14 @@ package body map is
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colour : character := core.colour.white;
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effect : character := core.effect.normal;
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begin
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for y in screen.height
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for y in core.screen_height
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loop
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for x in screen.width
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for x in core.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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screen.render_character (symbol, colour, effect, y, x);
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symbol := constant_data (matrical_data (height (y), width (x)).map).symbol;
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colour := constant_data (matrical_data (height (y), width (x)).map).colour;
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effect := constant_data (matrical_data (height (y), width (x)).map).effect;
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core.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;
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@ -10,17 +10,18 @@
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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 core, screen;
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use screen;
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with core;
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package body player is
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------------------------------------------------------------------------------------------
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use type core.screen_width;
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use type core.screen_height;
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procedure render is
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begin
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screen.render_character ('@', core.colour.cyan, core.effect.bold, screen.height (data.y), screen.width (data.x));
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core.render_character ('@', core.colour.cyan, core.effect.bold, core.screen_height (data.y), core.screen_width (data.x));
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end render;
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procedure move_up is
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