////////////////////////////////////////////////////////////////////////////// // Model: game.qm // File: ./ship.cpp // // 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" namespace GAME { //Q_DEFINE_THIS_FILE #define SHIP_WIDTH 5U #define SHIP_HEIGHT 3U // encapsulated delcaration of the Ship active object ------------------------ // @(/2/1) ................................................................... 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); }; // 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 -------------------------------------------------- // @(/2/1) ................................................................... // @(/2/1/4) ................................................................. Ship::Ship() : QActive(Q_STATE_CAST(&Ship::initial)), m_x(GAME_SHIP_X), m_y(GAME_SHIP_Y) { // empty } // @(/2/1/5) ................................................................. // @(/2/1/5/0) 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); } // @(/2/1/5/1) ............................................................... QP::QState Ship::active(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // @(/2/1/5/1/0) case Q_INIT_SIG: { status_ = Q_TRAN(&Ship::parked); break; } // @(/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; status_ = Q_HANDLED(); break; } default: { status_ = Q_SUPER(&QHsm::top); break; } } return status_; } // @(/2/1/5/1/2) ............................................................. QP::QState Ship::parked(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // @(/2/1/5/1/2/0) case TAKE_OFF_SIG: { status_ = Q_TRAN(&Ship::flying); break; } default: { status_ = Q_SUPER(&Ship::active); break; } } return status_; } // @(/2/1/5/1/3) ............................................................. QP::QState Ship::flying(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // @(/2/1/5/1/3) case Q_ENTRY_SIG: { me->m_score = 0U; /* reset the score */ ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG); sev->score = me->m_score; AO_Tunnel->POST(sev, me); status_ = Q_HANDLED(); break; } // @(/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); } status_ = Q_HANDLED(); 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); status_ = Q_HANDLED(); 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 status_ = Q_HANDLED(); break; } // @(/2/1/5/1/3/3) case HIT_WALL_SIG: { status_ = Q_TRAN(&Ship::exploding); break; } // @(/2/1/5/1/3/4) case HIT_MINE_SIG: { status_ = Q_TRAN(&Ship::exploding); break; } default: { status_ = Q_SUPER(&Ship::active); break; } } return status_; } // @(/2/1/5/1/4) ............................................................. QP::QState Ship::exploding(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // @(/2/1/5/1/4) case Q_ENTRY_SIG: { me->m_exp_ctr = 0U; status_ = Q_HANDLED(); break; } // @(/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); status_ = Q_HANDLED(); } // @(/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); status_ = Q_TRAN(&Ship::parked); } break; } default: { status_ = Q_SUPER(&Ship::active); break; } } return status_; } } // namespace GAME