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//****************************************************************************
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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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//****************************************************************************
// @(/3/3) ...................................................................
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#include "qp_port.h"
#include "bsp.h"
#include "game.h"
//Q_DEFINE_THIS_FILE
#define SHIP_WIDTH 5U
#define SHIP_HEIGHT 3U
// encapsulated delcaration of the Ship active object ------------------------
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namespace GAME {
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// @(/2/1) ...................................................................
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class Ship : public QP::QMActive {
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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);
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static QP::QState active (Ship * const me, QP::QEvt const * const e);
static QP::QState active_i(Ship * const me);
static QP::QMState const active_s;
static QP::QState parked (Ship * const me, QP::QEvt const * const e);
static QP::QMState const parked_s;
static QP::QState flying (Ship * const me, QP::QEvt const * const e);
static QP::QState flying_e(Ship * const me);
static QP::QMState const flying_s;
static QP::QState exploding (Ship * const me, QP::QEvt const * const e);
static QP::QState exploding_e(Ship * const me);
static QP::QMState const exploding_s;
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};
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} // namespace GAME
namespace GAME {
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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
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} // namespace GAME
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// Active object definition --------------------------------------------------
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namespace GAME {
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// @(/2/1) ...................................................................
// @(/2/1/4) .................................................................
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Ship::Ship()
: QMActive(Q_STATE_CAST(&Ship::initial)),
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m_x(GAME_SHIP_X),
m_y(GAME_SHIP_Y)
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{}
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// @(/2/1/5) .................................................................
// @(/2/1/5/0)
QP::QState Ship::initial(Ship * const me, QP::QEvt const * const e) {
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static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship::active_i),
Q_ACTION_CAST(0)
};
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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);
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return QM_INITIAL(&Ship::active_s, &act_[0]);
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}
// @(/2/1/5/1) ...............................................................
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QP::QMState const Ship::active_s = {
static_cast<QP::QMState const *>(0),
Q_STATE_CAST(&Ship::active),
Q_ACTION_CAST(0)
};
QP::QState Ship::active_i(Ship * const me) {
return QM_INITIAL(&Ship::parked_s, QP::QMsm::s_emptyAction_);
}
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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) {
// @(/2/1/5/1/1)
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_ = QM_HANDLED();
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break;
}
default: {
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status_ = QM_SUPER();
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break;
}
}
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return status_;
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}
// @(/2/1/5/1/2) .............................................................
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QP::QMState const Ship::parked_s = {
&Ship::active_s,
Q_STATE_CAST(&Ship::parked),
Q_ACTION_CAST(0)
};
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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) {
// @(/2/1/5/1/2/0)
case TAKE_OFF_SIG: {
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static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship::flying_e),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&flying_s, &act_[0]);
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break;
}
default: {
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status_ = QM_SUPER();
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break;
}
}
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return status_;
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}
// @(/2/1/5/1/3) .............................................................
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QP::QMState const Ship::flying_s = {
&Ship::active_s,
Q_STATE_CAST(&Ship::flying),
Q_ACTION_CAST(0)
};
QP::QState Ship::flying_e(Ship * const me) {
me->m_score = 0U; /* reset the score */
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
return QM_ENTRY(&flying_s);
}
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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) {
// @(/2/1/5/1/3/0)
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->m_x;
oie->y = me->m_y;
oie->bmp = SHIP_BMP;
AO_Tunnel->POST(oie, me);
++me->m_score; // increment the score for surviving another tick
if ((me->m_score % 10U) == 0U) { // is the score "round"?
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
}
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status_ = QM_HANDLED();
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break;
}
// @(/2/1/5/1/3/1)
case PLAYER_TRIGGER_SIG: {
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
ope->x = me->m_x;
ope->y = me->m_y + SHIP_HEIGHT - 1U;
AO_Missile->POST(ope, me);
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status_ = QM_HANDLED();
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break;
}
// @(/2/1/5/1/3/2)
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_ = QM_HANDLED();
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break;
}
// @(/2/1/5/1/3/3)
case HIT_WALL_SIG: {
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static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship::exploding_e),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&exploding_s, &act_[0]);
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break;
}
// @(/2/1/5/1/3/4)
case HIT_MINE_SIG: {
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static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Ship::exploding_e),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&exploding_s, &act_[0]);
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break;
}
default: {
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status_ = QM_SUPER();
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break;
}
}
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return status_;
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}
// @(/2/1/5/1/4) .............................................................
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QP::QMState const Ship::exploding_s = {
&Ship::active_s,
Q_STATE_CAST(&Ship::exploding),
Q_ACTION_CAST(0)
};
QP::QState Ship::exploding_e(Ship * const me) {
me->m_exp_ctr = 0U;
return QM_ENTRY(&exploding_s);
}
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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) {
// @(/2/1/5/1/4/0)
case TIME_TICK_SIG: {
// @(/2/1/5/1/4/0/0)
if (me->m_exp_ctr < 15U) {
++me->m_exp_ctr;
// tell the Tunnel to draw the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
oie->x = me->m_x; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4U + SHIP_HEIGHT);
AO_Tunnel->POST(oie, me);
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status_ = QM_HANDLED();
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}
// @(/2/1/5/1/4/0/1)
else {
ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
gameOver->score = me->m_score;
AO_Tunnel->POST(gameOver, me);
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status_ = QM_TRAN(&parked_s, QP::QMsm::s_emptyAction_);
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}
break;
}
default: {
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status_ = QM_SUPER();
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break;
}
}
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return status_;
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}
} // namespace GAME