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/*****************************************************************************
* Model: game.qm
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* File: ./game.h
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*
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* This code has been generated by QM tool (see state-machine.com/qm).
* DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
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*
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* This program is open source software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published
* by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* for more details.
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*****************************************************************************/
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/* @(/3/0) .................................................................*/
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#ifndef game_h
#define game_h
enum GameSignals { /* signals used in the game */
TIME_TICK_SIG = Q_USER_SIG, /* published from tick ISR */
PLAYER_TRIGGER_SIG, /* published by Player (ISR) to trigger the Missile */
PLAYER_QUIT_SIG, /* published by Player (ISR) to quit the game */
GAME_OVER_SIG, /* published by Ship when it finishes exploding */
/* insert other published signals here ... */
MAX_PUB_SIG, /* the last published signal */
PLAYER_SHIP_MOVE_SIG, /* posted by Player (ISR) to the Ship to move it */
BLINK_TIMEOUT_SIG, /* signal for Tunnel's blink timeout event */
SCREEN_TIMEOUT_SIG, /* signal for Tunnel's screen timeout event */
TAKE_OFF_SIG, /* from Tunnel to Ship to grant permission to take off */
HIT_WALL_SIG, /* from Tunnel to Ship when Ship hits the wall */
HIT_MINE_SIG, /* from Mine to Ship or Missile when it hits the mine */
SHIP_IMG_SIG, /* from Ship to the Tunnel to draw and check for hits */
MISSILE_IMG_SIG, /* from Missile the Tunnel to draw and check for hits */
MINE_IMG_SIG, /* sent by Mine to the Tunnel to draw the mine */
MISSILE_FIRE_SIG, /* sent by Ship to the Missile to fire */
DESTROYED_MINE_SIG, /* from Missile to Ship when Missile destroyed Mine */
EXPLOSION_SIG, /* from any exploding object to render the explosion */
MINE_PLANT_SIG, /* from Tunnel to the Mine to plant it */
MINE_DISABLED_SIG, /* from Mine to Tunnel when it becomes disabled */
MINE_RECYCLE_SIG, /* sent by Tunnel to Mine to recycle the mine */
SCORE_SIG, /* from Ship to Tunnel to adjust game level based on score */
MAX_SIG /* the last signal (keep always last) */
};
/* @(/1/0) .................................................................*/
typedef struct ObjectPosEvtTag {
/* protected: */
QEvt super;
/* public: */
uint8_t x;
uint8_t y;
} ObjectPosEvt;
/* @(/1/1) .................................................................*/
typedef struct ObjectImageEvtTag {
/* protected: */
QEvt super;
/* public: */
uint8_t x;
int8_t y;
uint8_t bmp;
} ObjectImageEvt;
/* @(/1/2) .................................................................*/
typedef struct MineEvtTag {
/* protected: */
QEvt super;
/* public: */
uint8_t id;
} MineEvt;
/* @(/1/3) .................................................................*/
typedef struct ScoreEvtTag {
/* protected: */
QEvt super;
/* public: */
uint16_t score;
} ScoreEvt;
#define GAME_SCREEN_WIDTH BSP_SCREEN_WIDTH
#define GAME_SCREEN_HEIGHT BSP_SCREEN_HEIGHT
#define GAME_MINES_MAX 5
#define GAME_MINES_DIST_MIN 10
#define GAME_SPEED_X 1
#define GAME_MISSILE_SPEED_X 2
#define GAME_SHIP_X 10
#define GAME_SHIP_Y (GAME_SCREEN_HEIGHT / 2)
enum GameBitmapIds {
PRESS_BUTTON_BMP,
SHIP_BMP,
MISSILE_BMP,
MINE1_BMP,
MINE2_BMP,
MINE2_MISSILE_BMP,
EXPLOSION0_BMP,
EXPLOSION1_BMP,
EXPLOSION2_BMP,
EXPLOSION3_BMP,
MAX_BMP
};
/* active objects' "constructors" */
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/* @(/2/9) .................................................................*/
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void Tunnel_ctor(void);
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/* @(/2/10) ................................................................*/
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void Ship_ctor(void);
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/* @(/2/11) ................................................................*/
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void Missile_ctor(void);
/* instantiation of the Mines orthogonal components */
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/* @(/2/12) ................................................................*/
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QHsm * Mine1_ctor(uint8_t id);
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/* @(/2/13) ................................................................*/
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QHsm * Mine2_ctor(uint8_t id);
/* opaque pointers to active objects in the application */
extern QActive * const AO_Tunnel;
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extern QActive * const AO_Ship;
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extern QActive * const AO_Missile;
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/* helper function for all AOs */
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/* @(/2/8) .................................................................*/
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uint8_t do_bitmaps_overlap(
uint8_t bmp_id1,
uint8_t x1,
uint8_t y1,
uint8_t bmp_id2,
uint8_t x2,
uint8_t y2);
#endif /* game_h */