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2012-08-14 18:07:04 -04:00
/*****************************************************************************
* Model: game.qm
* File: ././missile.c
*
* This file has been generated automatically by QP Modeler (QM).
* DO NOT EDIT THIS FILE MANUALLY.
*
* Please visit www.state-machine.com/qm for more information.
*****************************************************************************/
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Q_DEFINE_THIS_FILE */
/* local objects -----------------------------------------------------------*/
/* @(/2/2) .................................................................*/
/**
* Missile Active Object
*/
typedef struct MissileTag {
/* protected: */
QActive super;
/* private: */
uint8_t x;
uint8_t y;
uint8_t exp_ctr;
} Missile;
/* protected: */
static QState Missile_initial(Missile * const me, QEvt const * const e);
static QState Missile_armed(Missile * const me, QEvt const * const e);
static QState Missile_flying(Missile * const me, QEvt const * const e);
static QState Missile_exploding(Missile * const me, QEvt const * const e);
static Missile l_missile; /* the sole instance of the Missile active object */
/* Public-scope objects ----------------------------------------------------*/
QActive * const AO_Missile = (QActive *)&l_missile; /* opaque pointer */
/* Active object definition ------------------------------------------------*/
/* @(/2/11) ................................................................*/
void Missile_ctor(void) {
Missile *me = &l_missile;
QActive_ctor(&me->super, (QStateHandler)&Missile_initial);
}
/* @(/2/2) .................................................................*/
/* @(/2/2/3) ...............................................................*/
/* @(/2/2/3/0) */
static QState Missile_initial(Missile * const me, QEvt const * const e) {
(void)e;
QActive_subscribe((QActive *)me, TIME_TICK_SIG);
QS_OBJ_DICTIONARY(&l_missile); /* object dictionary for Missile object */
QS_FUN_DICTIONARY(&Missile_initial); /* dictionaries for Missile HSM */
QS_FUN_DICTIONARY(&Missile_armed);
QS_FUN_DICTIONARY(&Missile_flying);
QS_FUN_DICTIONARY(&Missile_exploding);
QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, &l_missile); /* local signals */
QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_missile);
QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_missile);
return Q_TRAN(&Missile_armed);
}
/* @(/2/2/3/1) .............................................................*/
static QState Missile_armed(Missile * const me, QEvt const * const e) {
QState status;
switch (e->sig) {
/* @(/2/2/3/1/0) */
case MISSILE_FIRE_SIG: {
me->x = Q_EVT_CAST(ObjectPosEvt)->x;
me->y = Q_EVT_CAST(ObjectPosEvt)->y;
status = Q_TRAN(&Missile_flying);
break;
}
default: {
status = Q_SUPER(&QHsm_top);
break;
}
}
return status;
}
/* @(/2/2/3/2) .............................................................*/
static QState Missile_flying(Missile * const me, QEvt const * const e) {
QState status;
switch (e->sig) {
/* @(/2/2/3/2/0) */
case TIME_TICK_SIG: {
/* @(/2/2/3/2/0/0) */
if (me->x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH) {
ObjectImageEvt *oie;
me->x += GAME_MISSILE_SPEED_X;
/*tell the Tunnel to draw the Missile and test for wall hits*/
oie = Q_NEW(ObjectImageEvt, MISSILE_IMG_SIG);
oie->x = me->x;
oie->y = me->y;
oie->bmp = MISSILE_BMP;
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
status = Q_HANDLED();
}
/* @(/2/2/3/2/0/1) */
else {
status = Q_TRAN(&Missile_armed);
}
break;
}
/* @(/2/2/3/2/1) */
case HIT_WALL_SIG: {
status = Q_TRAN(&Missile_exploding);
break;
}
/* @(/2/2/3/2/2) */
case DESTROYED_MINE_SIG: {
QACTIVE_POST(AO_Ship, e, me);
status = Q_TRAN(&Missile_armed);
break;
}
default: {
status = Q_SUPER(&QHsm_top);
break;
}
}
return status;
}
/* @(/2/2/3/3) .............................................................*/
static QState Missile_exploding(Missile * const me, QEvt const * const e) {
QState status;
switch (e->sig) {
/* @(/2/2/3/3) */
case Q_ENTRY_SIG: {
me->exp_ctr = 0U;
status = Q_HANDLED();
break;
}
/* @(/2/2/3/3/0) */
case TIME_TICK_SIG: {
/* @(/2/2/3/3/0/0) */
if ((me->x >= GAME_SPEED_X) && (me->exp_ctr < 15U)) {
ObjectImageEvt *oie;
++me->exp_ctr; /* advance the explosion counter */
me->x -= GAME_SPEED_X; /* move the explosion by one step */
/* tell the Tunnel to render the current stage of Explosion */
oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->x + 3U; /* x-pos of explosion */
oie->y = (int8_t)((int)me->y - 4U); /* y-pos */
oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
status = Q_HANDLED();
}
/* @(/2/2/3/3/0/1) */
else {
status = Q_TRAN(&Missile_armed);
}
break;
}
default: {
status = Q_SUPER(&QHsm_top);
break;
}
}
return status;
}