//$file${.::ship.cpp} ######################################################## // // Model: game.qm // File: ${.::ship.cpp} // // This code has been generated by QM 4.3.1 (https://www.state-machine.com/qm). // DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost. // // This program is open source software: you can redistribute it and/or // modify it under the terms of the GNU General Public License as published // by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY // or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License // for more details. // //$endhead${.::ship.cpp} ##################################################### #include "qpcpp.h" #include "bsp.h" #include "game.h" //Q_DEFINE_THIS_FILE #define SHIP_WIDTH 5U #define SHIP_HEIGHT 3U // encapsulated delcaration of the Ship active object ------------------------ //$declare${AOs::Ship} ####################################################### namespace GAME { //${AOs::Ship} ............................................................... class Ship : public QP::QActive { private: uint8_t m_x; uint16_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); }; } // namespace GAME //$enddecl${AOs::Ship} ####################################################### namespace GAME { // local objects ------------------------------------------------------------- static Ship l_ship; // the sole instance of the Ship active object } // namespace GAME // Public-scope objects ------------------------------------------------------ // Check for the minimum required QP version #if (QP_VERSION < 630U) || (QP_VERSION != ((QP_RELEASE^4294967295U) % 0x3E8U)) #error qpcpp version 6.3.0 or higher required #endif //$define${AOs::AO_Ship} ##################################################### namespace GAME { // opaque pointer //${AOs::AO_Ship} ............................................................ QP::QActive * const AO_Ship = &l_ship; } // namespace GAME //$enddef${AOs::AO_Ship} ##################################################### // Active object definition -------------------------------------------------- //$define${AOs::Ship} ######################################################## namespace GAME { //${AOs::Ship} ............................................................... //${AOs::Ship::Ship} ......................................................... Ship::Ship() : QActive(Q_STATE_CAST(&Ship::initial)), m_x(GAME_SHIP_X), m_y(GAME_SHIP_Y << 2) {} //${AOs::Ship::SM} ........................................................... QP::QState Ship::initial(Ship * const me, QP::QEvt const * const e) { //${AOs::Ship::SM::initial} me->subscribe(TIME_TICK_SIG); me->subscribe(PLAYER_TRIGGER_SIG); // local signals... QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, me); QS_SIG_DICTIONARY(TAKE_OFF_SIG, me); QS_SIG_DICTIONARY(HIT_WALL_SIG, me); QS_SIG_DICTIONARY(HIT_MINE_SIG, me); QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, me); (void)e; // unused parameter QS_FUN_DICTIONARY(&active); QS_FUN_DICTIONARY(&parked); QS_FUN_DICTIONARY(&flying); QS_FUN_DICTIONARY(&exploding); return Q_TRAN(&active); } //${AOs::Ship::SM::active} ................................................... QP::QState Ship::active(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { //${AOs::Ship::SM::active::initial} case Q_INIT_SIG: { status_ = Q_TRAN(&parked); break; } default: { status_ = Q_SUPER(&top); break; } } return status_; } //${AOs::Ship::SM::active::parked} ........................................... QP::QState Ship::parked(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { //${AOs::Ship::SM::active::parked::TAKE_OFF} case TAKE_OFF_SIG: { status_ = Q_TRAN(&flying); break; } default: { status_ = Q_SUPER(&active); break; } } return status_; } //${AOs::Ship::SM::active::flying} ........................................... QP::QState Ship::flying(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { //${AOs::Ship::SM::active::flying} case Q_ENTRY_SIG: { me->m_score = 0U; /* reset the score */ ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG); sev->score = me->m_score; AO_Tunnel->POST(sev, me); status_ = Q_HANDLED(); break; } //${AOs::Ship::SM::active::flying::TIME_TICK} case TIME_TICK_SIG: { if (BSP_isThrottle()) { if (me->m_y > 0U) { me->m_y -= 1U; } } else { if (me->m_y < (GAME_TUNNEL_HEIGHT << 2)) { me->m_y += 1U; } } // 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 >> 2; 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; } //${AOs::Ship::SM::active::flying::PLAYER_TRIGGER} case PLAYER_TRIGGER_SIG: { ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG); ope->x = me->m_x; ope->y = (me->m_y >> 2) + SHIP_HEIGHT - 1U; AO_Missile->POST(ope, me); status_ = Q_HANDLED(); break; } //${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_ = Q_HANDLED(); break; } //${AOs::Ship::SM::active::flying::HIT_WALL} case HIT_WALL_SIG: { status_ = Q_TRAN(&exploding); break; } //${AOs::Ship::SM::active::flying::HIT_MINE} case HIT_MINE_SIG: { status_ = Q_TRAN(&exploding); break; } default: { status_ = Q_SUPER(&active); break; } } return status_; } //${AOs::Ship::SM::active::exploding} ........................................ QP::QState Ship::exploding(Ship * const me, QP::QEvt const * const e) { QP::QState status_; switch (e->sig) { //${AOs::Ship::SM::active::exploding} case Q_ENTRY_SIG: { me->m_exp_ctr = 0U; status_ = Q_HANDLED(); break; } //${AOs::Ship::SM::active::exploding::TIME_TICK} case TIME_TICK_SIG: { //${AOs::Ship::SM::active::exploding::TIME_TICK::[me->m_exp_ctr<15U]} 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 >> 2) - 4U + SHIP_HEIGHT); AO_Tunnel->POST(oie, me); status_ = Q_HANDLED(); } //${AOs::Ship::SM::active::exploding::TIME_TICK::[else]} else { ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG); gameOver->score = me->m_score; AO_Tunnel->POST(gameOver, me); status_ = Q_TRAN(&parked); } break; } default: { status_ = Q_SUPER(&active); break; } } return status_; } } // namespace GAME //$enddef${AOs::Ship} ########################################################