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226 lines
7.4 KiB
C
226 lines
7.4 KiB
C
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/*****************************************************************************
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* Model: game.qm
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* File: ././ship.c
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*
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* This file has been generated automatically by QP Modeler (QM).
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* DO NOT EDIT THIS FILE MANUALLY.
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*
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* Please visit www.state-machine.com/qm for more information.
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*****************************************************************************/
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#include "qp_port.h"
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#include "bsp.h"
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#include "game.h"
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/* Q_DEFINE_THIS_FILE */
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#define SHIP_WIDTH 5
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#define SHIP_HEIGHT 3
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/* encapsulated delcaration of the Ship active object ----------------------*/
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/* @(/2/1) .................................................................*/
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/**
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* Ship Active Object
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*/
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typedef struct ShipTag {
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/* protected: */
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QActive super;
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/* private: */
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uint8_t x;
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uint8_t y;
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uint8_t exp_ctr;
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uint16_t score;
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} Ship;
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/* protected: */
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static QState Ship_initial(Ship * const me, QEvt const * const e);
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static QState Ship_active(Ship * const me, QEvt const * const e);
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static QState Ship_parked(Ship * const me, QEvt const * const e);
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static QState Ship_flying(Ship * const me, QEvt const * const e);
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static QState Ship_exploding(Ship * const me, QEvt const * const e);
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/* local objects -----------------------------------------------------------*/
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static Ship l_ship; /* the sole instance of the Ship active object */
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/* Public-scope objects ----------------------------------------------------*/
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QActive * const AO_Ship = (QActive *)&l_ship; /* opaque pointer */
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/* Active object definition ------------------------------------------------*/
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/* @(/2/10) ................................................................*/
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void Ship_ctor(void) {
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Ship *me = &l_ship;
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QActive_ctor(&me->super, (QStateHandler)&Ship_initial);
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me->x = GAME_SHIP_X;
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me->y = GAME_SHIP_Y;
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}
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/* @(/2/1) .................................................................*/
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/* @(/2/1/4) ...............................................................*/
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/* @(/2/1/4/0) */
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static QState Ship_initial(Ship * const me, QEvt const * const e) {
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(void)e; /* avoid the compiler warning 'usused parameter' */
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QActive_subscribe((QActive *)me, TIME_TICK_SIG);
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QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG);
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/* object dictionaries... */
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QS_OBJ_DICTIONARY(&l_ship);
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/* function dictionaries for Ship HSM... */
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QS_FUN_DICTIONARY(&Ship_initial);
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QS_FUN_DICTIONARY(&Ship_active);
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QS_FUN_DICTIONARY(&Ship_parked);
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QS_FUN_DICTIONARY(&Ship_flying);
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QS_FUN_DICTIONARY(&Ship_exploding);
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/* local signals... */
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QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship);
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QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship);
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return Q_TRAN(&Ship_active);
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}
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/* @(/2/1/4/1) .............................................................*/
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static QState Ship_active(Ship * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/1/4/1/0) */
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case Q_INIT_SIG: {
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status = Q_TRAN(&Ship_parked);
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break;
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}
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/* @(/2/1/4/1/1) */
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case PLAYER_SHIP_MOVE_SIG: {
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me->x = Q_EVT_CAST(ObjectPosEvt)->x;
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me->y = Q_EVT_CAST(ObjectPosEvt)->y;
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status = Q_HANDLED();
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break;
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}
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default: {
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status = Q_SUPER(&QHsm_top);
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break;
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}
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}
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return status;
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}
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/* @(/2/1/4/1/2) ...........................................................*/
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static QState Ship_parked(Ship * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/1/4/1/2/0) */
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case TAKE_OFF_SIG: {
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status = Q_TRAN(&Ship_flying);
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break;
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}
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default: {
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status = Q_SUPER(&Ship_active);
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break;
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}
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}
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return status;
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}
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/* @(/2/1/4/1/3) ...........................................................*/
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static QState Ship_flying(Ship * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/1/4/1/3) */
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case Q_ENTRY_SIG: {
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ScoreEvt *sev;
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me->score = 0U; /* reset the score */
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sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->score;
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QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me);
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status = Q_HANDLED();
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break;
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}
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/* @(/2/1/4/1/3/0) */
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case TIME_TICK_SIG: {
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/* tell the Tunnel to draw the Ship and test for hits */
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
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oie->x = me->x;
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oie->y = me->y;
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oie->bmp = SHIP_BMP;
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QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
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++me->score; /* increment the score for surviving another tick */
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if ((me->score % 10U) == 0U) { /* is the score "round"? */
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ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->score;
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QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me);
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}
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status = Q_HANDLED();
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break;
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}
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/* @(/2/1/4/1/3/1) */
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case PLAYER_TRIGGER_SIG: {
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ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
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ope->x = me->x;
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ope->y = me->y + SHIP_HEIGHT - 1U;
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QACTIVE_POST(AO_Missile, (QEvt *)ope, me);
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status = Q_HANDLED();
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break;
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}
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/* @(/2/1/4/1/3/2) */
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case DESTROYED_MINE_SIG: {
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me->score += Q_EVT_CAST(ScoreEvt)->score;
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/* the score will be sent to the Tunnel by the next TIME_TICK */
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status = Q_HANDLED();
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break;
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}
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/* @(/2/1/4/1/3/3) */
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case HIT_WALL_SIG: {
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status = Q_TRAN(&Ship_exploding);
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break;
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}
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/* @(/2/1/4/1/3/4) */
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case HIT_MINE_SIG: {
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status = Q_TRAN(&Ship_exploding);
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break;
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}
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default: {
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status = Q_SUPER(&Ship_active);
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break;
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}
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}
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return status;
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}
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/* @(/2/1/4/1/4) ...........................................................*/
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static QState Ship_exploding(Ship * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/1/4/1/4) */
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case Q_ENTRY_SIG: {
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me->exp_ctr = 0U;
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status = Q_HANDLED();
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break;
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}
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/* @(/2/1/4/1/4/0) */
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case TIME_TICK_SIG: {
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/* @(/2/1/4/1/4/0/0) */
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if (me->exp_ctr < 15U) {
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ObjectImageEvt *oie;
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++me->exp_ctr;
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/* tell the Tunnel to draw the current stage of Explosion */
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oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
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oie->x = me->x; /* x of explosion */
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oie->y = (int8_t)((int)me->y - 4U + SHIP_HEIGHT);
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QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
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status = Q_HANDLED();
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}
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/* @(/2/1/4/1/4/0/1) */
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else {
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ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
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gameOver->score = me->score;
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QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me);
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status = Q_TRAN(&Ship_parked);
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}
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break;
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}
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default: {
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status = Q_SUPER(&Ship_active);
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break;
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}
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}
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return status;
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}
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