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//////////////////////////////////////////////////////////////////////////////
// Model: game.qm
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// File: ./ship.cpp
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//
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// 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.
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//
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// 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.
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//////////////////////////////////////////////////////////////////////////////
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// @(/4/2) ...................................................................
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#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
//Q_DEFINE_THIS_FILE
#define SHIP_WIDTH 5U
#define SHIP_HEIGHT 3U
// encapsulated delcaration of the Ship active object ------------------------
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// @(/3/1) ...................................................................
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class Ship : public QP::QActive {
private:
uint8_t m_x;
uint8_t m_y;
uint8_t m_exp_ctr;
uint16_t m_score;
public:
Ship();
protected:
static QP::QState initial(Ship * const me, QP::QEvt const * const e);
static QP::QState active(Ship * const me, QP::QEvt const * const e);
static QP::QState parked(Ship * const me, QP::QEvt const * const e);
static QP::QState flying(Ship * const me, QP::QEvt const * const e);
static QP::QState exploding(Ship * const me, QP::QEvt const * const e);
};
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// local objects -------------------------------------------------------------
static Ship l_ship; // the sole instance of the Ship active object
// Public-scope objects ------------------------------------------------------
QP::QActive * const AO_Ship = &l_ship; // opaque pointer
// Active object definition --------------------------------------------------
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// @(/3/1) ...................................................................
// @(/3/1/4) .................................................................
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Ship::Ship()
: QActive(Q_STATE_CAST(&Ship::initial)),
m_x(GAME_SHIP_X),
m_y(GAME_SHIP_Y)
{
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// empty
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}
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// @(/3/1/5) .................................................................
// @(/3/1/5/0)
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QP::QState Ship::initial(Ship * const me, QP::QEvt const * const e) {
me->subscribe(TIME_TICK_SIG);
me->subscribe(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);
}
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// @(/3/1/5/1) ...............................................................
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QP::QState Ship::active(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// @(/3/1/5/1/0)
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case Q_INIT_SIG: {
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status_ = Q_TRAN(&Ship::parked);
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break;
}
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// @(/3/1/5/1/1)
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case PLAYER_SHIP_MOVE_SIG: {
me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
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status_ = Q_HANDLED();
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break;
}
default: {
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status_ = Q_SUPER(&QHsm::top);
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break;
}
}
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return status_;
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}
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// @(/3/1/5/1/2) .............................................................
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QP::QState Ship::parked(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// @(/3/1/5/1/2/0)
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case TAKE_OFF_SIG: {
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status_ = Q_TRAN(&Ship::flying);
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break;
}
default: {
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status_ = Q_SUPER(&Ship::active);
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break;
}
}
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return status_;
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}
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// @(/3/1/5/1/3) .............................................................
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QP::QState Ship::flying(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// @(/3/1/5/1/3)
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case Q_ENTRY_SIG: {
me->m_score = 0U; /* reset the score */
AO_Tunnel->POST(Q_NEW(ScoreEvt, SCORE_SIG, me->m_score), me);
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status_ = Q_HANDLED();
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break;
}
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// @(/3/1/5/1/3/0)
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case TIME_TICK_SIG: {
// tell the Tunnel to draw the Ship and test for hits
AO_Tunnel->POST(Q_NEW(ObjectImageEvt, SHIP_IMG_SIG,
me->m_x, me->m_y, SHIP_BMP),
me);
++me->m_score; // increment the score for surviving another tick
if ((me->m_score % 10U) == 0U) { // is the score "round"?
AO_Tunnel->POST(Q_NEW(ScoreEvt, SCORE_SIG, me->m_score), me);
}
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status_ = Q_HANDLED();
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break;
}
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// @(/3/1/5/1/3/1)
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case PLAYER_TRIGGER_SIG: {
AO_Missile->POST(Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG,
me->m_x, me->m_y + SHIP_HEIGHT - 1U),
me);
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status_ = Q_HANDLED();
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break;
}
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// @(/3/1/5/1/3/2)
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case DESTROYED_MINE_SIG: {
me->m_score += Q_EVT_CAST(ScoreEvt)->score;
// the score will be sent to the Tunnel by the next TIME_TICK
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status_ = Q_HANDLED();
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break;
}
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// @(/3/1/5/1/3/3)
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case HIT_WALL_SIG: {
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status_ = Q_TRAN(&Ship::exploding);
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break;
}
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// @(/3/1/5/1/3/4)
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case HIT_MINE_SIG: {
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status_ = Q_TRAN(&Ship::exploding);
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break;
}
default: {
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status_ = Q_SUPER(&Ship::active);
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break;
}
}
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return status_;
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}
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// @(/3/1/5/1/4) .............................................................
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QP::QState Ship::exploding(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// @(/3/1/5/1/4)
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case Q_ENTRY_SIG: {
me->m_exp_ctr = 0U;
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status_ = Q_HANDLED();
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break;
}
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// @(/3/1/5/1/4/0)
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case TIME_TICK_SIG: {
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// @(/3/1/5/1/4/0/0)
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if (me->m_exp_ctr < 15U) {
++me->m_exp_ctr;
// tell the Tunnel to draw the current stage of Explosion
AO_Tunnel->POST(Q_NEW(ObjectImageEvt, EXPLOSION_SIG,
me->m_x, (int8_t)((int)me->m_y - 4U + SHIP_HEIGHT),
EXPLOSION0_BMP + (me->m_exp_ctr >> 2)),
me);
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status_ = Q_HANDLED();
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}
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// @(/3/1/5/1/4/0/1)
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else {
AO_Tunnel->POST(Q_NEW(ScoreEvt, GAME_OVER_SIG, me->m_score), me);
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status_ = Q_TRAN(&Ship::parked);
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}
break;
}
default: {
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status_ = Q_SUPER(&Ship::active);
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break;
}
}
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return status_;
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}
} // namespace GAME