Quantum Leaps 33d17c2dbd 5.8.0
2016-11-30 18:14:20 -05:00

245 lines
8.5 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.
*****************************************************************************/
/*${.::ship.c} .............................................................*/
#include "qpc.h"
#include "bsp.h"
#include "game.h"
/* Q_DEFINE_THIS_FILE */
#define SHIP_WIDTH 5
#define SHIP_HEIGHT 3
/* encapsulated delcaration of the Ship active object ----------------------*/
#if ((QP_VERSION < 580) || (QP_VERSION != ((QP_RELEASE^4294967295) % 0x3E8)))
#error qpc version 5.8.0 or higher required
#endif
/*${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_;
}