/***************************************************************************** * Model: game.qm * File: ./ship.c * * 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. * * 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. *****************************************************************************/ /*${.::ship.c} .............................................................*/ #include "qp_port.h" #include "bsp.h" #include "game.h" /* Q_DEFINE_THIS_FILE */ #define SHIP_WIDTH 5 #define SHIP_HEIGHT 3 /* encapsulated delcaration of the Ship active object ----------------------*/ /*${AOs::Ship} .............................................................*/ typedef struct { /* protected: */ QMActive super; /* private: */ uint8_t x; uint8_t y; uint8_t exp_ctr; uint16_t score; } Ship; /* protected: */ static QState Ship_initial(Ship * const me, QEvt const * const e); static QState Ship_active (Ship * const me, QEvt const * const e); static QState Ship_active_i(Ship * const me); static QMState const Ship_active_s = { (QMState const *)0, /* superstate (top) */ Q_STATE_CAST(&Ship_active), Q_ACTION_CAST(0), /* no entry action */ Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(&Ship_active_i) }; static QState Ship_parked (Ship * const me, QEvt const * const e); static QMState const Ship_parked_s = { &Ship_active_s, /* superstate */ Q_STATE_CAST(&Ship_parked), Q_ACTION_CAST(0), /* no entry action */ Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(0) /* no intitial tran. */ }; static QState Ship_flying (Ship * const me, QEvt const * const e); static QState Ship_flying_e(Ship * const me); static QMState const Ship_flying_s = { &Ship_active_s, /* superstate */ Q_STATE_CAST(&Ship_flying), Q_ACTION_CAST(&Ship_flying_e), Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(0) /* no intitial tran. */ }; static QState Ship_exploding (Ship * const me, QEvt const * const e); static QState Ship_exploding_e(Ship * const me); static QMState const Ship_exploding_s = { &Ship_active_s, /* superstate */ Q_STATE_CAST(&Ship_exploding), Q_ACTION_CAST(&Ship_exploding_e), Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(0) /* no intitial tran. */ }; /* local objects -----------------------------------------------------------*/ static Ship l_ship; /* the sole instance of the Ship active object */ /* Public-scope objects ----------------------------------------------------*/ QActive * const AO_Ship = (QActive *)&l_ship; /* opaque pointer */ /* Active object definition ------------------------------------------------*/ /*${AOs::Ship_ctor} ........................................................*/ void Ship_ctor(void) { Ship *me = &l_ship; QMActive_ctor(&me->super, Q_STATE_CAST(&Ship_initial)); me->x = GAME_SHIP_X; me->y = GAME_SHIP_Y; } /*${AOs::Ship} .............................................................*/ /*${AOs::Ship::SM} .........................................................*/ static QState Ship_initial(Ship * const me, QEvt const * const e) { static struct { QMState const *target; QActionHandler act[2]; } const tatbl_ = { /* transition-action table */ &Ship_active_s, /* target state */ { Q_ACTION_CAST(&Ship_active_i), /* init.tran. */ Q_ACTION_CAST(0) /* zero terminator */ } }; /* ${AOs::Ship::SM::initial} */ (void)e; /* avoid the compiler warning 'usused parameter' */ QActive_subscribe((QActive *)me, TIME_TICK_SIG); QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG); /* object dictionaries... */ QS_OBJ_DICTIONARY(&l_ship); /* function dictionaries for Ship HSM... */ QS_FUN_DICTIONARY(&Ship_initial); QS_FUN_DICTIONARY(&Ship_active); QS_FUN_DICTIONARY(&Ship_parked); QS_FUN_DICTIONARY(&Ship_flying); QS_FUN_DICTIONARY(&Ship_exploding); /* local signals... */ QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship); QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship); return QM_TRAN_INIT(&tatbl_); } /*${AOs::Ship::SM::active} .................................................*/ static QState Ship_active_i(Ship * const me) { static QMTranActTable const tatbl_ = { /* transition-action table */ &Ship_parked_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; /* ${AOs::Ship::SM::active::initial} */ return QM_TRAN_INIT(&tatbl_); } static QState Ship_active(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::PLAYER_SHIP_MOVE} */ case PLAYER_SHIP_MOVE_SIG: { me->x = Q_EVT_CAST(ObjectPosEvt)->x; me->y = Q_EVT_CAST(ObjectPosEvt)->y; status_ = QM_HANDLED(); break; } default: { status_ = QM_SUPER(); break; } } return status_; } /*${AOs::Ship::SM::active::parked} .........................................*/ static QState Ship_parked(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::parked::TAKE_OFF} */ case TAKE_OFF_SIG: { static struct { QMState const *target; QActionHandler act[2]; } const tatbl_ = { /* transition-action table */ &Ship_flying_s, /* target state */ { Q_ACTION_CAST(&Ship_flying_e), /* entry */ Q_ACTION_CAST(0) /* zero terminator */ } }; status_ = QM_TRAN(&tatbl_); break; } default: { status_ = QM_SUPER(); break; } } return status_; } /*${AOs::Ship::SM::active::flying} .........................................*/ static QState Ship_flying_e(Ship * const me) { ScoreEvt *sev; me->score = 0U; /* reset the score */ sev = Q_NEW(ScoreEvt, SCORE_SIG); sev->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me); return QM_ENTRY(&Ship_flying_s); } static QState Ship_flying(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::flying::TIME_TICK} */ case TIME_TICK_SIG: { /* tell the Tunnel to draw the Ship and test for hits */ ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG); oie->x = me->x; oie->y = me->y; oie->bmp = SHIP_BMP; QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me); ++me->score; /* increment the score for surviving another tick */ if ((me->score % 10U) == 0U) { /* is the score "round"? */ ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG); sev->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me); } status_ = QM_HANDLED(); break; } /* ${AOs::Ship::SM::active::flying::PLAYER_TRIGGER} */ case PLAYER_TRIGGER_SIG: { ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG); ope->x = me->x; ope->y = me->y + SHIP_HEIGHT - 1U; QACTIVE_POST(AO_Missile, (QEvt *)ope, me); status_ = QM_HANDLED(); break; } /* ${AOs::Ship::SM::active::flying::DESTROYED_MINE} */ case DESTROYED_MINE_SIG: { me->score += Q_EVT_CAST(ScoreEvt)->score; /* the score will be sent to the Tunnel by the next TIME_TICK */ status_ = QM_HANDLED(); break; } /* ${AOs::Ship::SM::active::flying::HIT_WALL} */ case HIT_WALL_SIG: { static struct { QMState const *target; QActionHandler act[2]; } const tatbl_ = { /* transition-action table */ &Ship_exploding_s, /* target state */ { Q_ACTION_CAST(&Ship_exploding_e), /* entry */ Q_ACTION_CAST(0) /* zero terminator */ } }; status_ = QM_TRAN(&tatbl_); break; } /* ${AOs::Ship::SM::active::flying::HIT_MINE} */ case HIT_MINE_SIG: { static struct { QMState const *target; QActionHandler act[2]; } const tatbl_ = { /* transition-action table */ &Ship_exploding_s, /* target state */ { Q_ACTION_CAST(&Ship_exploding_e), /* entry */ Q_ACTION_CAST(0) /* zero terminator */ } }; status_ = QM_TRAN(&tatbl_); break; } default: { status_ = QM_SUPER(); break; } } return status_; } /*${AOs::Ship::SM::active::exploding} ......................................*/ static QState Ship_exploding_e(Ship * const me) { me->exp_ctr = 0U; return QM_ENTRY(&Ship_exploding_s); } static QState Ship_exploding(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::exploding::TIME_TICK} */ case TIME_TICK_SIG: { /* ${AOs::Ship::SM::active::exploding::TIME_TICK::[me->exp_ctr<1~]} */ if (me->exp_ctr < 15U) { ObjectImageEvt *oie; ++me->exp_ctr; /* tell the Tunnel to draw the current stage of Explosion */ oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG); oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2); oie->x = me->x; /* x of explosion */ oie->y = (int8_t)((int)me->y - 4U + SHIP_HEIGHT); QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me); status_ = QM_HANDLED(); } /* ${AOs::Ship::SM::active::exploding::TIME_TICK::[else]} */ else { static QMTranActTable const tatbl_ = { /* transition-action table */ &Ship_parked_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG); gameOver->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me); status_ = QM_TRAN(&tatbl_); } break; } default: { status_ = QM_SUPER(); break; } } return status_; }