//**************************************************************************** // 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. //**************************************************************************** //${.::ship.cpp} ............................................................. #include "qp_port.h" #include "bsp.h" #include "game.h" //Q_DEFINE_THIS_FILE #define SHIP_WIDTH 5U #define SHIP_HEIGHT 3U // encapsulated delcaration of the Ship active object ------------------------ namespace GAME { //${AOs::Ship} ............................................................... class Ship : public QP::QMActive { 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 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; }; } // namespace GAME namespace GAME { // 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 } // namespace GAME // Active object definition -------------------------------------------------- namespace GAME { //${AOs::Ship} ............................................................... //${AOs::Ship::Ship} ......................................................... Ship::Ship() : QMActive(Q_STATE_CAST(&Ship::initial)), m_x(GAME_SHIP_X), m_y(GAME_SHIP_Y) {} //${AOs::Ship::SM} ........................................................... QP::QState Ship::initial(Ship * const me, QP::QEvt const * const e) { static struct { QP::QMState const *target; QP::QActionHandler act[2]; } const tatbl_ = { // transition-action table &active_s, { Q_ACTION_CAST(&Ship::active_i), // initial tran. Q_ACTION_CAST(0) // zero terminator } }; // ${AOs::Ship::SM::initial} me->subscribe(TIME_TICK_SIG); me->subscribe(PLAYER_TRIGGER_SIG); // object dictionaries... QS_OBJ_DICTIONARY(&l_ship); // function dictionaries for Ship HSM... QS_FUN_DICTIONARY(&Ship::initial); QS_FUN_DICTIONARY(&Ship::active); QS_FUN_DICTIONARY(&Ship::parked); QS_FUN_DICTIONARY(&Ship::flying); QS_FUN_DICTIONARY(&Ship::exploding); // local signals... QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship); QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship); return QM_TRAN_INIT(&tatbl_); } //${AOs::Ship::SM::active} ................................................... QP::QMState const Ship::active_s = { static_cast(0), // superstate (top) Q_STATE_CAST(&Ship::active), Q_ACTION_CAST(0), // no entry action Q_ACTION_CAST(0), // no exit action Q_ACTION_CAST(&Ship::active_i) }; // ${AOs::Ship::SM::active::initial} QP::QState Ship::active_i(Ship * const me) { static QP::QMTranActTable const tatbl_ = { // transition-action table &parked_s, { Q_ACTION_CAST(0) // zero terminator } }; // ${AOs::Ship::SM::active::initial} return QM_TRAN_INIT(&tatbl_); } // ${AOs::Ship::SM::active} QP::QState Ship::active(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // ${AOs::Ship::SM::active::PLAYER_SHIP_MOVE} case PLAYER_SHIP_MOVE_SIG: { me->m_x = Q_EVT_CAST(ObjectPosEvt)->x; me->m_y = Q_EVT_CAST(ObjectPosEvt)->y; status_ = QM_HANDLED(); break; } default: { status_ = QM_SUPER(); break; } } return status_; } //${AOs::Ship::SM::active::parked} ........................................... QP::QMState const Ship::parked_s = { &Ship::active_s, // superstate Q_STATE_CAST(&Ship::parked), Q_ACTION_CAST(0), // no entry action Q_ACTION_CAST(0), // no exit action Q_ACTION_CAST(0) // no intitial tran. }; // ${AOs::Ship::SM::active::parked} QP::QState Ship::parked(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // ${AOs::Ship::SM::active::parked::TAKE_OFF} case TAKE_OFF_SIG: { static struct { QP::QMState const *target; QP::QActionHandler act[2]; } const tatbl_ = { // transition-action table &flying_s, { Q_ACTION_CAST(&Ship::flying_e), // entry Q_ACTION_CAST(0) // zero terminator } }; status_ = QM_TRAN(&tatbl_); break; } default: { status_ = QM_SUPER(); break; } } return status_; } //${AOs::Ship::SM::active::flying} ........................................... QP::QMState const Ship::flying_s = { &Ship::active_s, // superstate Q_STATE_CAST(&Ship::flying), Q_ACTION_CAST(&Ship::flying_e), Q_ACTION_CAST(0), // no exit action Q_ACTION_CAST(0) // no intitial tran. }; // ${AOs::Ship::SM::active::flying} 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); } // ${AOs::Ship::SM::active::flying} QP::QState Ship::flying(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // ${AOs::Ship::SM::active::flying::TIME_TICK} 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_ = QM_HANDLED(); break; } // ${AOs::Ship::SM::active::flying::PLAYER_TRIGGER} 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_ = QM_HANDLED(); break; } // ${AOs::Ship::SM::active::flying::DESTROYED_MINE} 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_ = QM_HANDLED(); break; } // ${AOs::Ship::SM::active::flying::HIT_WALL} case HIT_WALL_SIG: { static struct { QP::QMState const *target; QP::QActionHandler act[2]; } const tatbl_ = { // transition-action table &exploding_s, { Q_ACTION_CAST(&Ship::exploding_e), // entry Q_ACTION_CAST(0) // zero terminator } }; status_ = QM_TRAN(&tatbl_); break; } // ${AOs::Ship::SM::active::flying::HIT_MINE} case HIT_MINE_SIG: { static struct { QP::QMState const *target; QP::QActionHandler act[2]; } const tatbl_ = { // transition-action table &exploding_s, { Q_ACTION_CAST(&Ship::exploding_e), // entry Q_ACTION_CAST(0) // zero terminator } }; status_ = QM_TRAN(&tatbl_); break; } default: { status_ = QM_SUPER(); break; } } return status_; } //${AOs::Ship::SM::active::exploding} ........................................ QP::QMState const Ship::exploding_s = { &Ship::active_s, // superstate Q_STATE_CAST(&Ship::exploding), Q_ACTION_CAST(&Ship::exploding_e), Q_ACTION_CAST(0), // no exit action Q_ACTION_CAST(0) // no intitial tran. }; // ${AOs::Ship::SM::active::exploding} QP::QState Ship::exploding_e(Ship * const me) { me->m_exp_ctr = 0U; return QM_ENTRY(&exploding_s); } // ${AOs::Ship::SM::active::exploding} QP::QState Ship::exploding(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { // ${AOs::Ship::SM::active::exploding::TIME_TICK} case TIME_TICK_SIG: { // ${AOs::Ship::SM::active::exploding::TIME_TICK::[me->m_exp_ctr~]} 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_ = QM_HANDLED(); } // ${AOs::Ship::SM::active::exploding::TIME_TICK::[else]} else { static QP::QMTranActTable const tatbl_ = { // transition-action table &parked_s, { Q_ACTION_CAST(0) // zero terminator } }; ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG); gameOver->score = me->m_score; AO_Tunnel->POST(gameOver, me); status_ = QM_TRAN(&tatbl_); } break; } default: { status_ = QM_SUPER(); break; } } return status_; } } // namespace GAME