/***************************************************************************** * 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. *****************************************************************************/ /*${.::ship.c} .............................................................*/ #include "qpc.h" #include "bsp.h" #include "game.h" /* Q_DEFINE_THIS_FILE */ #define SHIP_WIDTH 5 #define SHIP_HEIGHT 3 /* encapsulated delcaration of the Ship active object ----------------------*/ #if ((QP_VERSION < 580) || (QP_VERSION != ((QP_RELEASE^4294967295) % 0x3E8))) #error qpc version 5.8.0 or higher required #endif /*${AOs::Ship} .............................................................*/ typedef struct { /* protected: */ QActive super; /* private: */ uint8_t x; uint16_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_parked(Ship * const me, QEvt const * const e); static QState Ship_flying(Ship * const me, QEvt const * const e); static QState Ship_exploding(Ship * const me, QEvt const * const e); /* local objects -----------------------------------------------------------*/ static Ship l_ship; /* the sole instance of the Ship active object */ /* Public-scope objects ----------------------------------------------------*/ QMActive * const AO_Ship = &l_ship.super; /* opaque AO pointer */ /* Active object definition ------------------------------------------------*/ /*${AOs::Ship_ctor} ........................................................*/ void Ship_ctor(void) { Ship *me = &l_ship; QActive_ctor(&me->super, Q_STATE_CAST(&Ship_initial)); me->x = GAME_SHIP_X; me->y = (GAME_SHIP_Y << 2); } /*${AOs::Ship} .............................................................*/ /*${AOs::Ship::SM} .........................................................*/ static QState Ship_initial(Ship * const me, QEvt const * const e) { /* ${AOs::Ship::SM::initial} */ (void)e; /* avoid the compiler warning 'usused parameter' */ QActive_subscribe((QActive *)me, TIME_TICK_SIG); QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG); /* object dictionaries... */ QS_OBJ_DICTIONARY(&l_ship); /* function dictionaries for Ship HSM... */ QS_FUN_DICTIONARY(&Ship_initial); QS_FUN_DICTIONARY(&Ship_active); QS_FUN_DICTIONARY(&Ship_parked); QS_FUN_DICTIONARY(&Ship_flying); QS_FUN_DICTIONARY(&Ship_exploding); /* local signals... */ //QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship); QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship); return Q_TRAN(&Ship_active); } /*${AOs::Ship::SM::active} .................................................*/ static QState Ship_active(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::initial} */ case Q_INIT_SIG: { status_ = Q_TRAN(&Ship_parked); break; } default: { status_ = Q_SUPER(&QHsm_top); break; } } return status_; } /*${AOs::Ship::SM::active::parked} .........................................*/ static QState Ship_parked(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::parked::TAKE_OFF} */ case TAKE_OFF_SIG: { status_ = Q_TRAN(&Ship_flying); break; } default: { status_ = Q_SUPER(&Ship_active); break; } } return status_; } /*${AOs::Ship::SM::active::flying} .........................................*/ static QState Ship_flying(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::flying} */ case Q_ENTRY_SIG: { 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); /* lauch the ship from the initial hight */ me->y = (GAME_SHIP_Y << 2); status_ = Q_HANDLED(); break; } /* ${AOs::Ship::SM::active::flying::TIME_TICK} */ case TIME_TICK_SIG: { ObjectImageEvt *oie; if (BSP_isThrottle()) { if (me->y > 0) { me->y -= 1U; } } else { if (me->y < (GAME_TUNNEL_HEIGHT << 2)) { me->y += 1U; } } /* tell the Tunnel to draw the Ship and test for hits */ oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG); oie->x = me->x; oie->y = (uint8_t)(me->y >> 2); 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_ = Q_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 >> 2) + SHIP_HEIGHT - 1U; QACTIVE_POST(AO_Missile, (QEvt *)ope, me); status_ = Q_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_ = Q_HANDLED(); break; } /* ${AOs::Ship::SM::active::flying::HIT_WALL} */ case HIT_WALL_SIG: { status_ = Q_TRAN(&Ship_exploding); break; } /* ${AOs::Ship::SM::active::flying::HIT_MINE} */ case HIT_MINE_SIG: { status_ = Q_TRAN(&Ship_exploding); break; } default: { status_ = Q_SUPER(&Ship_active); break; } } return status_; } /*${AOs::Ship::SM::active::exploding} ......................................*/ static QState Ship_exploding(Ship * const me, QEvt const * const e) { QState status_; switch (e->sig) { /* ${AOs::Ship::SM::active::exploding} */ case Q_ENTRY_SIG: { me->exp_ctr = 0U; status_ = Q_HANDLED(); break; } /* ${AOs::Ship::SM::active::exploding::TIME_TICK} */ case TIME_TICK_SIG: { /* ${AOs::Ship::SM::active::exploding::TIME_TICK::[me->exp_ctr<15U]} */ 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 >> 2) - 4U + SHIP_HEIGHT); QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me); status_ = Q_HANDLED(); } /* ${AOs::Ship::SM::active::exploding::TIME_TICK::[else]} */ else { ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG); gameOver->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me); status_ = Q_TRAN(&Ship_parked); } break; } default: { status_ = Q_SUPER(&Ship_active); break; } } return status_; }