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Rational R1000/400

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⟦e13889107⟧ Ada Source

    Length: 12288 (0x3000)
    Types: Ada Source
    Notes: 03_class, FILE, R1k_Segment, e3_tag, package body Tir, seg_05c300

Derivation

└─⟦8527c1e9b⟧ Bits:30000544 8mm tape, Rational 1000, Arrival backup of disks in PAM's R1000
    └─ ⟦cfc2e13cd⟧ »Space Info Vol 2« 
        └─⟦this⟧ 

E3 Source Code



with Bd_Jeu;
with Services;  
with Gen;
use Gen;
with Solide;
with Maitre;
with Base;
with Asteroide;
with Vaisseau;
package body Tir is

    Eternel : constant Boolean := False;
    Figure : constant Character := 'o';
    Nb : Integer := 0;
    type T_Tir;
    type A_Tir is access T_Tir;
    type Internal is
        record
            Mon_Solide : Solide.Objet;
            T : A_Tir;
        end record;
    package Bd_Tir is new Bd_Jeu (Solide => Objet, No_Solide => null);
    task type T_Tir is
        entry Creer (Mon_Solide : in Solide.Objet; Sens : in Gen.Tsens);
        entry Collision (Tiers : in Gen.Tgenre; Fin : out Boolean);
        entry Top (Fin : out Boolean;
                   Tiers : out Gen.Tgenre;
                   Position : out Gen.Tposition);
        entry Detruire;
    end T_Tir;

    task body T_Tir is
        Moi : Solide.Objet;  
        Loc_Tiers : Gen.Tgenre := Gen.Non_Objet;
        Loc_Fin, En_Vie : Boolean := True;
        Loc_Sens : Gen.Tsens;
        Loc_Position : Gen.Tposition;
        Limite : Boolean;

        procedure Traiter_Collision
                     (Tiers : in Gen.Tgenre; Fin : out Boolean) is
        begin
            case Tiers is
                when Gen.Vaisseau | Gen.Tir | Gen.Asteroide | Gen.Base =>
                    Fin := True;
                when Gen.Non_Objet =>
                    Fin := False;
            end case;
        end Traiter_Collision;

    begin
        accept Creer (Mon_Solide : in Solide.Objet; Sens : in Gen.Tsens) do
            Moi := Mon_Solide;
            Loc_Sens := Sens;
        end Creer;
        while En_Vie loop  
            Solide.Afficher (Le_Solide => Moi);
            select
                accept Collision (Tiers : in Gen.Tgenre; Fin : out Boolean) do
                    Traiter_Collision (Tiers => Tiers, Fin => Loc_Fin);
                    if Eternel then
                        Fin := False;
                    else
                        Fin := Loc_Fin;
                    end if;
                end Collision;
            or
                accept Top (Fin : out Boolean;
                            Tiers : out Gen.Tgenre;
                            Position : out Gen.Tposition) do
                    if Eternel then
                        Loc_Fin := False;
                    end if;
                    Position := Gen.Position_Nulle;
                    Loc_Tiers := Gen.Non_Objet;
                    Solide.Deplacer_Limite (Le_Solide => Moi,
                                            Sens => Loc_Sens,
                                            Limite => Limite,
                                            Tiers => Loc_Tiers,
                                            Position => Position);
                    if Limite then
                        Loc_Fin := True;
                    else
                        Traiter_Collision (Tiers => Loc_Tiers, Fin => Loc_Fin);
                    end if;
                    if Eternel then
                        Fin := False;
                    else
                        Fin := Loc_Fin;
                    end if;
                    Tiers := Loc_Tiers;
                end Top;
            or
                accept Detruire do
                    Solide.Detruire (Le_Solide => Moi);
                    En_Vie := False;
                end Detruire;
            end select;
            if Eternel and Loc_Fin then
                Loc_Position := Services.Pos_Random;
                Solide.Modifier (Le_Solide => Moi, Position => Loc_Position);
            end if;
        end loop;
    end T_Tir;

    function Creer (Position : in Gen.Tposition) return Objet is
        Loc_Tir : Objet := new Internal;
    begin  
        Loc_Tir.Mon_Solide := Solide.Creer (Un_Solide => Loc_Tir,
                                            Position => Position,
                                            Energie => Gen.Tenergie'Last,
                                            Figure => Figure);
        Loc_Tir.T := new T_Tir;
        Nb := Nb + 1;
        Bd_Tir.Inserer (Le_Solide => Loc_Tir, No => Nb);
        Loc_Tir.T.Creer (Mon_Solide => Loc_Tir.Mon_Solide,
                         Sens => Position.Sens);
        return Loc_Tir;
    end Creer;

    function No_Objet return Objet is
    begin
        return null;
    end No_Objet;

    procedure Top (Le_Tir : in Objet;
                   Fin : out Boolean;
                   Tiers : out Gen.Tgenre;
                   Position : out Gen.Tposition) is
    begin
        Le_Tir.T.Top (Fin => Fin, Tiers => Tiers, Position => Position);
    end Top;

    procedure Collision (Le_Tir : in Objet;
                         Tiers : in Gen.Tgenre;
                         Fin : out Boolean) is
    begin
        Le_Tir.T.Collision (Tiers => Tiers, Fin => Fin);
    end Collision;

    procedure Detruire (Le_Tir : in out Objet) is
    begin
        Bd_Tir.Retirer (Le_Solide => Le_Tir);
        Le_Tir.T.Detruire;
        Le_Tir := null;
    end Detruire;

    procedure Initialiser is
        Un_Tir : Objet;
    begin
        null;
    end Initialiser;

    procedure Traiter is  
        Un_Tir : Objet;
        Asteroide_Percutee : Asteroide.Objet;
        Base_Percutee : Base.Objet;
        Tir_Percute : Tir.Objet;
        Vaisseau_Percute : Vaisseau.Objet;
        Tiers : Gen.Tgenre;
        Fin : Boolean;
        Position : Gen.Tposition;
    begin
        Bd_Tir.Init;
        Un_Tir := Bd_Tir.Prendre;
        while Un_Tir /= null loop
            Top (Le_Tir => Un_Tir,
                 Tiers => Tiers,
                 Fin => Fin,
                 Position => Position);
            Bd_Tir.Suivant;
            if Fin then
                Detruire (Le_Tir => Un_Tir);
                Fin := False;
            end if;
            case Tiers is
                when Gen.Asteroide =>
                    Asteroide_Percutee := Solide.Prendre (Position => Position);
                    Asteroide.Collision (L_Asteroide => Asteroide_Percutee,
                                         Tiers => Gen.Tir,
                                         Fin => Fin);
                    if Fin then
                        Asteroide.Detruire (L_Asteroide => Asteroide_Percutee);
                    end if;
                when Gen.Tir =>
                    Tir_Percute := Solide.Prendre (Position => Position);
                    Tir.Collision
                       (Le_Tir => Tir_Percute, Tiers => Gen.Tir, Fin => Fin);
                    if Fin then
                        Tir.Detruire (Le_Tir => Tir_Percute);
                    end if;
                when Gen.Vaisseau =>
                    Vaisseau_Percute := Solide.Prendre (Position => Position);
                    Vaisseau.Collision (Le_Vaisseau => Vaisseau_Percute,
                                        Tiers => Gen.Tir,
                                        Fin => Fin);
                    if Fin then
                        Vaisseau.Detruire (Le_Vaisseau => Vaisseau_Percute);
                    end if;
                when Gen.Base =>
                    Base_Percutee := Solide.Prendre (Position => Position);
                    Base.Collision
                       (La_Base => Base_Percutee, Tiers => Gen.Tir, Fin => Fin);
                    if Fin then
                        Base.Detruire (La_Base => Base_Percutee);
                    end if;
                when Gen.Non_Objet =>
                    null;
            end case;
            Un_Tir := Bd_Tir.Prendre;
        end loop;
    end Traiter;

    procedure Terminer is  
        Un_Tir : Objet;
    begin
        Bd_Tir.Init;
        Un_Tir := Bd_Tir.Prendre;
        while Un_Tir /= null loop
            Tir.Detruire (Le_Tir => Un_Tir);
            Un_Tir := Bd_Tir.Prendre;
        end loop;
    end Terminer;
end Tir;

E3 Meta Data

    nblk1=b
    nid=0
    hdr6=16
        [0x00] rec0=24 rec1=00 rec2=01 rec3=03c
        [0x01] rec0=1b rec1=00 rec2=02 rec3=03e
        [0x02] rec0=01 rec1=00 rec2=0a rec3=00c
        [0x03] rec0=15 rec1=00 rec2=09 rec3=074
        [0x04] rec0=1b rec1=00 rec2=06 rec3=012
        [0x05] rec0=11 rec1=00 rec2=05 rec3=018
        [0x06] rec0=22 rec1=00 rec2=04 rec3=010
        [0x07] rec0=00 rec1=00 rec2=0b rec3=014
        [0x08] rec0=18 rec1=00 rec2=03 rec3=080
        [0x09] rec0=13 rec1=00 rec2=08 rec3=052
        [0x0a] rec0=14 rec1=00 rec2=07 rec3=001
    tail 0x2176b9c0a895c81f3038c 0x42a00088462060003