Quantum Leaps eed870ce9d 5.2.0
2013-12-30 17:37:40 -05:00

264 lines
8.9 KiB
C

/*****************************************************************************
* 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.
*****************************************************************************/
/* @(/3/2) .................................................................*/
#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 ----------------------*/
/* @(/2/1) .................................................................*/
typedef struct ShipTag {
/* 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,
Q_STATE_CAST(&Ship_active),
Q_ACTION_CAST(0)
};
static QState Ship_parked (Ship * const me, QEvt const * const e);
static QMState const Ship_parked_s = {
&Ship_active_s,
Q_STATE_CAST(&Ship_parked),
Q_ACTION_CAST(0)
};
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,
Q_STATE_CAST(&Ship_flying),
Q_ACTION_CAST(0)
};
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,
Q_STATE_CAST(&Ship_exploding),
Q_ACTION_CAST(0)
};
/* 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 ------------------------------------------------*/
/* @(/2/9) .................................................................*/
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;
}
/* @(/2/1) .................................................................*/
/* @(/2/1/4) ...............................................................*/
/* @(/2/1/4/0) */
static QState Ship_initial(Ship * const me, QEvt const * const e) {
static QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship_active_i),
Q_ACTION_CAST(0)
};
(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_INITIAL(&Ship_active_s, act_);
}
/* @(/2/1/4/1) .............................................................*/
static QState Ship_active_i(Ship * const me) {
return QM_INITIAL(&Ship_parked_s, QMsm_emptyAction_);
}
static QState Ship_active(Ship * const me, QEvt const * const e) {
QState status_;
switch (e->sig) {
/* @(/2/1/4/1/1) */
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_;
}
/* @(/2/1/4/1/2) ...........................................................*/
static QState Ship_parked(Ship * const me, QEvt const * const e) {
QState status_;
switch (e->sig) {
/* @(/2/1/4/1/2/0) */
case TAKE_OFF_SIG: {
static QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship_flying_e),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&Ship_flying_s, act_);
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}
/* @(/2/1/4/1/3) ...........................................................*/
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) {
/* @(/2/1/4/1/3/0) */
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;
}
/* @(/2/1/4/1/3/1) */
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;
}
/* @(/2/1/4/1/3/2) */
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;
}
/* @(/2/1/4/1/3/3) */
case HIT_WALL_SIG: {
static QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship_exploding_e),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&Ship_exploding_s, act_);
break;
}
/* @(/2/1/4/1/3/4) */
case HIT_MINE_SIG: {
static QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship_exploding_e),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&Ship_exploding_s, act_);
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}
/* @(/2/1/4/1/4) ...........................................................*/
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) {
/* @(/2/1/4/1/4/0) */
case TIME_TICK_SIG: {
/* @(/2/1/4/1/4/0/0) */
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();
}
/* @(/2/1/4/1/4/0/1) */
else {
ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
gameOver->score = me->score;
QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me);
status_ = QM_TRAN(&Ship_parked_s, QMsm_emptyAction_);
}
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}