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168 lines
5.6 KiB
C
168 lines
5.6 KiB
C
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/*****************************************************************************
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* Model: game.qm
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* File: ././missile.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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/* local objects -----------------------------------------------------------*/
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/* @(/2/2) .................................................................*/
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/**
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* Missile Active Object
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*/
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typedef struct MissileTag {
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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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} Missile;
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/* protected: */
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static QState Missile_initial(Missile * const me, QEvt const * const e);
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static QState Missile_armed(Missile * const me, QEvt const * const e);
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static QState Missile_flying(Missile * const me, QEvt const * const e);
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static QState Missile_exploding(Missile * const me, QEvt const * const e);
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static Missile l_missile; /* the sole instance of the Missile active object */
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/* Public-scope objects ----------------------------------------------------*/
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QActive * const AO_Missile = (QActive *)&l_missile; /* opaque pointer */
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/* Active object definition ------------------------------------------------*/
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/* @(/2/11) ................................................................*/
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void Missile_ctor(void) {
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Missile *me = &l_missile;
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QActive_ctor(&me->super, (QStateHandler)&Missile_initial);
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}
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/* @(/2/2) .................................................................*/
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/* @(/2/2/3) ...............................................................*/
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/* @(/2/2/3/0) */
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static QState Missile_initial(Missile * const me, QEvt const * const e) {
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(void)e;
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QActive_subscribe((QActive *)me, TIME_TICK_SIG);
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QS_OBJ_DICTIONARY(&l_missile); /* object dictionary for Missile object */
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QS_FUN_DICTIONARY(&Missile_initial); /* dictionaries for Missile HSM */
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QS_FUN_DICTIONARY(&Missile_armed);
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QS_FUN_DICTIONARY(&Missile_flying);
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QS_FUN_DICTIONARY(&Missile_exploding);
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QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, &l_missile); /* local signals */
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QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_missile);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_missile);
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return Q_TRAN(&Missile_armed);
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}
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/* @(/2/2/3/1) .............................................................*/
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static QState Missile_armed(Missile * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/2/3/1/0) */
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case MISSILE_FIRE_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_TRAN(&Missile_flying);
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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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/* @(/2/2/3/2) .............................................................*/
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static QState Missile_flying(Missile * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/2/3/2/0) */
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case TIME_TICK_SIG: {
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/* @(/2/2/3/2/0/0) */
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if (me->x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH) {
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ObjectImageEvt *oie;
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me->x += GAME_MISSILE_SPEED_X;
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/*tell the Tunnel to draw the Missile and test for wall hits*/
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oie = Q_NEW(ObjectImageEvt, MISSILE_IMG_SIG);
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oie->x = me->x;
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oie->y = me->y;
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oie->bmp = MISSILE_BMP;
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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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/* @(/2/2/3/2/0/1) */
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else {
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status = Q_TRAN(&Missile_armed);
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}
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break;
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}
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/* @(/2/2/3/2/1) */
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case HIT_WALL_SIG: {
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status = Q_TRAN(&Missile_exploding);
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break;
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}
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/* @(/2/2/3/2/2) */
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case DESTROYED_MINE_SIG: {
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QACTIVE_POST(AO_Ship, e, me);
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status = Q_TRAN(&Missile_armed);
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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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/* @(/2/2/3/3) .............................................................*/
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static QState Missile_exploding(Missile * const me, QEvt const * const e) {
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QState status;
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switch (e->sig) {
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/* @(/2/2/3/3) */
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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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/* @(/2/2/3/3/0) */
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case TIME_TICK_SIG: {
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/* @(/2/2/3/3/0/0) */
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if ((me->x >= GAME_SPEED_X) && (me->exp_ctr < 15U)) {
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ObjectImageEvt *oie;
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++me->exp_ctr; /* advance the explosion counter */
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me->x -= GAME_SPEED_X; /* move the explosion by one step */
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/* tell the Tunnel to render the current stage of Explosion */
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oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->x = me->x + 3U; /* x-pos of explosion */
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oie->y = (int8_t)((int)me->y - 4U); /* y-pos */
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oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
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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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/* @(/2/2/3/3/0/1) */
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else {
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status = Q_TRAN(&Missile_armed);
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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(&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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