Quantum Leaps 72c46c2993 5.3.0
2014-04-06 11:43:13 -04:00

233 lines
8.6 KiB
C

/*****************************************************************************
* 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.
*****************************************************************************/
/*${.::missile.c} ..........................................................*/
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Q_DEFINE_THIS_FILE */
/* local objects -----------------------------------------------------------*/
/*${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 ----------------------------------------------------*/
QActive * const AO_Missile = (QActive *)&l_missile; /* opaque 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} ...............................................*/
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} ..............................................*/
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_MI~]} */
if (me->x + 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} ...........................................*/
static QState Missile_exploding_e(Missile * const me) {
me->exp_ctr = 0U;
return QM_ENTRY(&Missile_exploding_s);
}
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_~]} */
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_;
}