mirror of
https://github.com/QuantumLeaps/qpcpp.git
synced 2025-01-21 05:52:58 +08:00
175 lines
6.0 KiB
C++
175 lines
6.0 KiB
C++
//////////////////////////////////////////////////////////////////////////////
|
|
// Model: game.qm
|
|
// File: ./missile.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.
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// @(/3/1) ...................................................................
|
|
#include "qp_port.h"
|
|
#include "bsp.h"
|
|
#include "game.h"
|
|
|
|
namespace GAME {
|
|
|
|
//Q_DEFINE_THIS_FILE
|
|
|
|
// local objects -------------------------------------------------------------
|
|
// @(/2/2) ...................................................................
|
|
class Missile : public QP::QActive {
|
|
private:
|
|
uint8_t m_x;
|
|
uint8_t m_y;
|
|
uint8_t m_exp_ctr;
|
|
|
|
public:
|
|
Missile();
|
|
|
|
protected:
|
|
static QP::QState initial(Missile * const me, QP::QEvt const * const e);
|
|
static QP::QState armed(Missile * const me, QP::QEvt const * const e);
|
|
static QP::QState flying(Missile * const me, QP::QEvt const * const e);
|
|
static QP::QState exploding(Missile * const me, QP::QEvt const * const e);
|
|
};
|
|
|
|
static Missile l_missile; // the sole instance of the Missile active object
|
|
|
|
// Public-scope objects ------------------------------------------------------
|
|
QP::QActive * const AO_Missile = &l_missile; // opaque pointer
|
|
|
|
// Active object definition --------------------------------------------------
|
|
// @(/2/2) ...................................................................
|
|
// @(/2/2/3) .................................................................
|
|
Missile::Missile()
|
|
: QActive(Q_STATE_CAST(&Missile::initial))
|
|
{
|
|
// empty
|
|
}
|
|
|
|
// @(/2/2/4) .................................................................
|
|
// @(/2/2/4/0)
|
|
QP::QState Missile::initial(Missile * const me, QP::QEvt const * const e) {
|
|
me->subscribe( TIME_TICK_SIG);
|
|
|
|
QS_OBJ_DICTIONARY(&l_missile); // object dictionary for Missile object
|
|
|
|
QS_FUN_DICTIONARY(&Missile::initial); // dictionaries for Missile HSM
|
|
QS_FUN_DICTIONARY(&Missile::armed);
|
|
QS_FUN_DICTIONARY(&Missile::flying);
|
|
QS_FUN_DICTIONARY(&Missile::exploding);
|
|
|
|
QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, &l_missile); // local signals
|
|
QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_missile);
|
|
QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_missile);
|
|
return Q_TRAN(&Missile::armed);
|
|
}
|
|
// @(/2/2/4/1) ...............................................................
|
|
QP::QState Missile::armed(Missile * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/2/4/1/0)
|
|
case MISSILE_FIRE_SIG: {
|
|
me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
|
|
me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
|
|
status_ = Q_TRAN(&Missile::flying);
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&QHsm::top);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/2/4/2) ...............................................................
|
|
QP::QState Missile::flying(Missile * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/2/4/2/0)
|
|
case TIME_TICK_SIG: {
|
|
// @(/2/2/4/2/0/0)
|
|
if (me->m_x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH) {
|
|
me->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 = me->m_x;
|
|
oie->y = me->m_y;
|
|
oie->bmp = MISSILE_BMP;
|
|
AO_Tunnel->POST(oie, me);
|
|
status_ = Q_HANDLED();
|
|
}
|
|
// @(/2/2/4/2/0/1)
|
|
else {
|
|
status_ = Q_TRAN(&Missile::armed);
|
|
}
|
|
break;
|
|
}
|
|
// @(/2/2/4/2/1)
|
|
case HIT_WALL_SIG: {
|
|
status_ = Q_TRAN(&Missile::exploding);
|
|
break;
|
|
}
|
|
// @(/2/2/4/2/2)
|
|
case DESTROYED_MINE_SIG: {
|
|
AO_Ship->POST(e, me);
|
|
status_ = Q_TRAN(&Missile::armed);
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&QHsm::top);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/2/4/3) ...............................................................
|
|
QP::QState Missile::exploding(Missile * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/2/4/3)
|
|
case Q_ENTRY_SIG: {
|
|
me->m_exp_ctr = 0U;
|
|
status_ = Q_HANDLED();
|
|
break;
|
|
}
|
|
// @(/2/2/4/3/0)
|
|
case TIME_TICK_SIG: {
|
|
// @(/2/2/4/3/0/0)
|
|
if ((me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15U)) {
|
|
++me->m_exp_ctr; // advance the explosion counter
|
|
me->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 = me->m_x + 3U; // x-pos of explosion
|
|
oie->y = (int8_t)((int)me->m_y - 4U); // y-pos
|
|
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
|
|
AO_Tunnel->POST(oie, me);
|
|
status_ = Q_HANDLED();
|
|
}
|
|
// @(/2/2/4/3/0/1)
|
|
else {
|
|
status_ = Q_TRAN(&Missile::armed);
|
|
}
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&QHsm::top);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
|
|
|
|
} // namespace GAME
|