2020-11-09 12:57:45 -05:00

201 lines
6.5 KiB
C++

//.$file${.::missile.cpp} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
//
// Model: game.qm
// File: ${.::missile.cpp}
//
// This code has been generated by QM 5.1.0 <www.state-machine.com/qm/>.
// DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
//
// This program is open source software: you can redistribute it and/or
// modify it under the terms of the GNU General Public License as published
// by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
// for more details.
//
//.$endhead${.::missile.cpp} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
#include "qpcpp.hpp"
#include "bsp.hpp"
#include "game.hpp"
//Q_DEFINE_THIS_FILE
//.$declare${AOs::Missile} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
namespace GAME {
//.${AOs::Missile} ...........................................................
class Missile : public QP::QActive {
private:
uint8_t m_x;
uint8_t m_y;
uint8_t m_exp_ctr;
public:
Missile();
protected:
Q_STATE_DECL(initial);
Q_STATE_DECL(armed);
Q_STATE_DECL(flying);
Q_STATE_DECL(exploding);
};
} // namespace GAME
//.$enddecl${AOs::Missile} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
namespace GAME {
// local objects -------------------------------------------------------------
static Missile l_missile; // the sole instance of the Missile active object
} // namespace GAME
// Public-scope objects ------------------------------------------------------
//.$skip${QP_VERSION} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
//. Check for the minimum required QP version
#if (QP_VERSION < 680U) || (QP_VERSION != ((QP_RELEASE^4294967295U) % 0x3E8U))
#error qpcpp version 6.8.0 or higher required
#endif
//.$endskip${QP_VERSION} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
//.$define${AOs::AO_Missile} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
namespace GAME {
// opaque pointer
//.${AOs::AO_Missile} ........................................................
QP::QActive * const AO_Missile = &l_missile;
} // namespace GAME
//.$enddef${AOs::AO_Missile} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// Active object definition --------------------------------------------------
//.$define${AOs::Missile} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
namespace GAME {
//.${AOs::Missile} ...........................................................
//.${AOs::Missile::Missile} ..................................................
Missile::Missile()
: QActive(&initial)
{}
//.${AOs::Missile::SM} .......................................................
Q_STATE_DEF(Missile, initial) {
//.${AOs::Missile::SM::initial}
subscribe( TIME_TICK_SIG);
// local signals...
QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, this);
QS_SIG_DICTIONARY(HIT_WALL_SIG, this);
QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, this);
(void)e; // unused parameter
QS_FUN_DICTIONARY(&Missile::armed);
QS_FUN_DICTIONARY(&Missile::flying);
QS_FUN_DICTIONARY(&Missile::exploding);
return tran(&armed);
}
//.${AOs::Missile::SM::armed} ................................................
Q_STATE_DEF(Missile, armed) {
QP::QState status_;
switch (e->sig) {
//.${AOs::Missile::SM::armed::MISSILE_FIRE}
case MISSILE_FIRE_SIG: {
m_x = Q_EVT_CAST(ObjectPosEvt)->x;
m_y = Q_EVT_CAST(ObjectPosEvt)->y;
status_ = tran(&flying);
break;
}
default: {
status_ = super(&top);
break;
}
}
return status_;
}
//.${AOs::Missile::SM::flying} ...............................................
Q_STATE_DEF(Missile, flying) {
QP::QState status_;
switch (e->sig) {
//.${AOs::Missile::SM::flying::TIME_TICK}
case TIME_TICK_SIG: {
//.${AOs::Missile::SM::flying::TIME_TICK::[m_x+GAME_MISSILE_SPEED_X<GAME_T~}
if (m_x + GAME_MISSILE_SPEED_X < GAME_TUNNEL_WIDTH) {
m_x += GAME_MISSILE_SPEED_X;
// tell the Tunnel to draw the Missile and test for wall hits
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, MISSILE_IMG_SIG);
oie->x = m_x;
oie->y = m_y;
oie->bmp = MISSILE_BMP;
AO_Tunnel->POST(oie, this);
status_ = Q_RET_HANDLED;
}
//.${AOs::Missile::SM::flying::TIME_TICK::[else]}
else {
status_ = tran(&armed);
}
break;
}
//.${AOs::Missile::SM::flying::HIT_WALL}
case HIT_WALL_SIG: {
status_ = tran(&exploding);
break;
}
//.${AOs::Missile::SM::flying::DESTROYED_MINE}
case DESTROYED_MINE_SIG: {
AO_Ship->POST(e, this);
status_ = tran(&armed);
break;
}
default: {
status_ = super(&top);
break;
}
}
return status_;
}
//.${AOs::Missile::SM::exploding} ............................................
Q_STATE_DEF(Missile, exploding) {
QP::QState status_;
switch (e->sig) {
//.${AOs::Missile::SM::exploding}
case Q_ENTRY_SIG: {
m_exp_ctr = 0U;
status_ = Q_RET_HANDLED;
break;
}
//.${AOs::Missile::SM::exploding::TIME_TICK}
case TIME_TICK_SIG: {
//.${AOs::Missile::SM::exploding::TIME_TICK::[(m_x>=GAME_SPEED_X)&&(m_exp_ctr~}
if ((m_x >= GAME_SPEED_X) && (m_exp_ctr < 15U)) {
++m_exp_ctr; // advance the explosion counter
m_x -= GAME_SPEED_X; // move the explosion by one step
// tell the Tunnel to render the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = m_x + 3U; // x-pos of explosion
oie->y = (int8_t)((int)m_y - 4U); // y-pos
oie->bmp = EXPLOSION0_BMP + (m_exp_ctr >> 2);
AO_Tunnel->POST(oie, this);
status_ = Q_RET_HANDLED;
}
//.${AOs::Missile::SM::exploding::TIME_TICK::[else]}
else {
status_ = tran(&armed);
}
break;
}
default: {
status_ = super(&top);
break;
}
}
return status_;
}
} // namespace GAME
//.$enddef${AOs::Missile} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^