/***************************************************************************** * Model: game.qm * File: ./missile.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. *****************************************************************************/ /*${.::missile.c} ..........................................................*/ #include "qpc.h" #include "bsp.h" #include "game.h" /* Q_DEFINE_THIS_FILE */ /* local objects -----------------------------------------------------------*/ /*${AOs::Missile} ..........................................................*/ typedef struct { /* protected: */ QMActive 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 QMState const Missile_armed_s = { (QMState const *)0, /* superstate (top) */ Q_STATE_CAST(&Missile_armed), Q_ACTION_CAST(0), /* no entry action */ Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(0) /* no intitial tran. */ }; static QState Missile_flying (Missile * const me, QEvt const * const e); static QMState const Missile_flying_s = { (QMState const *)0, /* superstate (top) */ Q_STATE_CAST(&Missile_flying), Q_ACTION_CAST(0), /* no entry action */ Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(0) /* no intitial tran. */ }; static QState Missile_exploding (Missile * const me, QEvt const * const e); static QState Missile_exploding_e(Missile * const me); static QMState const Missile_exploding_s = { (QMState const *)0, /* superstate (top) */ Q_STATE_CAST(&Missile_exploding), Q_ACTION_CAST(&Missile_exploding_e), Q_ACTION_CAST(0), /* no exit action */ Q_ACTION_CAST(0) /* no intitial tran. */ }; static Missile l_missile; /* the sole instance of the Missile active object */ /* Public-scope objects ----------------------------------------------------*/ QMActive * const AO_Missile = &l_missile.super; /* opaque AO pointer */ /* Active object definition ------------------------------------------------*/ /*${AOs::Missile_ctor} .....................................................*/ void Missile_ctor(void) { Missile *me = &l_missile; QMActive_ctor(&me->super, Q_STATE_CAST(&Missile_initial)); } /*${AOs::Missile} ..........................................................*/ /*${AOs::Missile::SM} ......................................................*/ static QState Missile_initial(Missile * const me, QEvt const * const e) { static QMTranActTable const tatbl_ = { /* transition-action table */ &Missile_armed_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; /* ${AOs::Missile::SM::initial} */ (void)e; QActive_subscribe((QActive *)me, TIME_TICK_SIG); QS_OBJ_DICTIONARY(&l_missile); /* object dictionary for Missile object */ QS_FUN_DICTIONARY(&Missile_initial); /* dictionaries for Missile HSM */ QS_FUN_DICTIONARY(&Missile_armed); QS_FUN_DICTIONARY(&Missile_flying); QS_FUN_DICTIONARY(&Missile_exploding); QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, &l_missile); /* local signals */ QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_missile); QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_missile); return QM_TRAN_INIT(&tatbl_); } /*${AOs::Missile::SM::armed} ...............................................*/ /* ${AOs::Missile::SM::armed} */ static QState Missile_armed(Missile * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Missile::SM::armed::MISSILE_FIRE} */ case MISSILE_FIRE_SIG: { static QMTranActTable const tatbl_ = { /* transition-action table */ &Missile_flying_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; me->x = Q_EVT_CAST(ObjectPosEvt)->x; me->y = Q_EVT_CAST(ObjectPosEvt)->y; status_ = QM_TRAN(&tatbl_); break; } default: { status_ = QM_SUPER(); break; } } return status_; } /*${AOs::Missile::SM::flying} ..............................................*/ /* ${AOs::Missile::SM::flying} */ static QState Missile_flying(Missile * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Missile::SM::flying::TIME_TICK} */ case TIME_TICK_SIG: { /* ${AOs::Missile::SM::flying::TIME_TICK::[me->x+GAME_MISSILE_SPEED_Xx + 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_ = QM_HANDLED(); } /* ${AOs::Missile::SM::flying::TIME_TICK::[else]} */ else { static QMTranActTable const tatbl_ = { /* transition-action table */ &Missile_armed_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; status_ = QM_TRAN(&tatbl_); } break; } /* ${AOs::Missile::SM::flying::HIT_WALL} */ case HIT_WALL_SIG: { static struct { QMState const *target; QActionHandler act[2]; } const tatbl_ = { /* transition-action table */ &Missile_exploding_s, /* target state */ { Q_ACTION_CAST(&Missile_exploding_e), /* entry */ Q_ACTION_CAST(0) /* zero terminator */ } }; status_ = QM_TRAN(&tatbl_); break; } /* ${AOs::Missile::SM::flying::DESTROYED_MINE} */ case DESTROYED_MINE_SIG: { static QMTranActTable const tatbl_ = { /* transition-action table */ &Missile_armed_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; QACTIVE_POST(AO_Ship, e, me); status_ = QM_TRAN(&tatbl_); break; } default: { status_ = QM_SUPER(); break; } } return status_; } /*${AOs::Missile::SM::exploding} ...........................................*/ /* ${AOs::Missile::SM::exploding} */ static QState Missile_exploding_e(Missile * const me) { me->exp_ctr = 0U; return QM_ENTRY(&Missile_exploding_s); } /* ${AOs::Missile::SM::exploding} */ static QState Missile_exploding(Missile * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Missile::SM::exploding::TIME_TICK} */ case TIME_TICK_SIG: { /* ${AOs::Missile::SM::exploding::TIME_TICK::[(me->x>=GAME_SPEED_X)&&(me->exp~} */ 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_ = QM_HANDLED(); } /* ${AOs::Missile::SM::exploding::TIME_TICK::[else]} */ else { static QMTranActTable const tatbl_ = { /* transition-action table */ &Missile_armed_s, { Q_ACTION_CAST(0) /* zero terminator */ } }; status_ = QM_TRAN(&tatbl_); } break; } default: { status_ = QM_SUPER(); break; } } return status_; }