mirror of
https://github.com/QuantumLeaps/qpcpp.git
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327 lines
11 KiB
C++
327 lines
11 KiB
C++
//****************************************************************************
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// Model: game.qm
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// File: ./ship.cpp
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//
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// This code has been generated by QM tool (see state-machine.com/qm).
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// DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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// for more details.
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//****************************************************************************
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//${.::ship.cpp} .............................................................
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#include "qp_port.h"
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#include "bsp.h"
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#include "game.h"
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//Q_DEFINE_THIS_FILE
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#define SHIP_WIDTH 5U
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#define SHIP_HEIGHT 3U
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// encapsulated delcaration of the Ship active object ------------------------
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namespace GAME {
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//${AOs::Ship} ...............................................................
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class Ship : public QP::QMActive {
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private:
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uint8_t m_x;
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uint8_t m_y;
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uint8_t m_exp_ctr;
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uint16_t m_score;
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public:
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Ship();
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protected:
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static QP::QState initial(Ship * const me, QP::QEvt const * const e);
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static QP::QState active (Ship * const me, QP::QEvt const * const e);
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static QP::QState active_i(Ship * const me);
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static QP::QMState const active_s;
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static QP::QState parked (Ship * const me, QP::QEvt const * const e);
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static QP::QMState const parked_s;
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static QP::QState flying (Ship * const me, QP::QEvt const * const e);
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static QP::QState flying_e(Ship * const me);
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static QP::QMState const flying_s;
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static QP::QState exploding (Ship * const me, QP::QEvt const * const e);
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static QP::QState exploding_e(Ship * const me);
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static QP::QMState const exploding_s;
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};
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} // namespace GAME
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namespace GAME {
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// local objects -------------------------------------------------------------
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static Ship l_ship; // the sole instance of the Ship active object
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// Public-scope objects ------------------------------------------------------
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QP::QActive * const AO_Ship = &l_ship; // opaque pointer
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} // namespace GAME
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// Active object definition --------------------------------------------------
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namespace GAME {
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//${AOs::Ship} ...............................................................
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//${AOs::Ship::Ship} .........................................................
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Ship::Ship()
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: QMActive(Q_STATE_CAST(&Ship::initial)),
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m_x(GAME_SHIP_X),
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m_y(GAME_SHIP_Y)
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{}
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//${AOs::Ship::SM} ...........................................................
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QP::QState Ship::initial(Ship * const me, QP::QEvt const * const e) {
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static struct {
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QP::QMState const *target;
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QP::QActionHandler act[2];
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} const tatbl_ = { // transition-action table
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&active_s,
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{
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Q_ACTION_CAST(&Ship::active_i), // initial tran.
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Q_ACTION_CAST(0) // zero terminator
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}
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};
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// ${AOs::Ship::SM::initial}
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me->subscribe(TIME_TICK_SIG);
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me->subscribe(PLAYER_TRIGGER_SIG);
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// object dictionaries...
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QS_OBJ_DICTIONARY(&l_ship);
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// function dictionaries for Ship HSM...
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QS_FUN_DICTIONARY(&Ship::initial);
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QS_FUN_DICTIONARY(&Ship::active);
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QS_FUN_DICTIONARY(&Ship::parked);
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QS_FUN_DICTIONARY(&Ship::flying);
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QS_FUN_DICTIONARY(&Ship::exploding);
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// local signals...
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QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship);
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QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship);
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return QM_TRAN_INIT(&tatbl_);
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}
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//${AOs::Ship::SM::active} ...................................................
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QP::QMState const Ship::active_s = {
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static_cast<QP::QMState const *>(0), // superstate (top)
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Q_STATE_CAST(&Ship::active),
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Q_ACTION_CAST(0), // no entry action
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Q_ACTION_CAST(0), // no exit action
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Q_ACTION_CAST(&Ship::active_i)
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};
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// ${AOs::Ship::SM::active::initial}
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QP::QState Ship::active_i(Ship * const me) {
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static QP::QMTranActTable const tatbl_ = { // transition-action table
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&parked_s,
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{
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Q_ACTION_CAST(0) // zero terminator
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}
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};
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// ${AOs::Ship::SM::active::initial}
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return QM_TRAN_INIT(&tatbl_);
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}
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// ${AOs::Ship::SM::active}
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QP::QState Ship::active(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// ${AOs::Ship::SM::active::PLAYER_SHIP_MOVE}
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case PLAYER_SHIP_MOVE_SIG: {
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me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
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me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
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status_ = QM_HANDLED();
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break;
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}
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default: {
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status_ = QM_SUPER();
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break;
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}
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}
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return status_;
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}
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//${AOs::Ship::SM::active::parked} ...........................................
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QP::QMState const Ship::parked_s = {
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&Ship::active_s, // superstate
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Q_STATE_CAST(&Ship::parked),
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Q_ACTION_CAST(0), // no entry action
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Q_ACTION_CAST(0), // no exit action
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Q_ACTION_CAST(0) // no intitial tran.
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};
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// ${AOs::Ship::SM::active::parked}
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QP::QState Ship::parked(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// ${AOs::Ship::SM::active::parked::TAKE_OFF}
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case TAKE_OFF_SIG: {
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static struct {
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QP::QMState const *target;
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QP::QActionHandler act[2];
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} const tatbl_ = { // transition-action table
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&flying_s,
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{
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Q_ACTION_CAST(&Ship::flying_e), // entry
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Q_ACTION_CAST(0) // zero terminator
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}
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};
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status_ = QM_TRAN(&tatbl_);
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break;
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}
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default: {
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status_ = QM_SUPER();
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break;
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}
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}
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return status_;
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}
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//${AOs::Ship::SM::active::flying} ...........................................
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QP::QMState const Ship::flying_s = {
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&Ship::active_s, // superstate
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Q_STATE_CAST(&Ship::flying),
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Q_ACTION_CAST(&Ship::flying_e),
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Q_ACTION_CAST(0), // no exit action
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Q_ACTION_CAST(0) // no intitial tran.
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};
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// ${AOs::Ship::SM::active::flying}
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QP::QState Ship::flying_e(Ship * const me) {
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me->m_score = 0U; /* reset the score */
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ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->m_score;
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AO_Tunnel->POST(sev, me);
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return QM_ENTRY(&flying_s);
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}
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// ${AOs::Ship::SM::active::flying}
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QP::QState Ship::flying(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// ${AOs::Ship::SM::active::flying::TIME_TICK}
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case TIME_TICK_SIG: {
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// tell the Tunnel to draw the Ship and test for hits
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
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oie->x = me->m_x;
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oie->y = me->m_y;
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oie->bmp = SHIP_BMP;
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AO_Tunnel->POST(oie, me);
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++me->m_score; // increment the score for surviving another tick
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if ((me->m_score % 10U) == 0U) { // is the score "round"?
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ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->m_score;
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AO_Tunnel->POST(sev, me);
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}
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status_ = QM_HANDLED();
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break;
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}
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// ${AOs::Ship::SM::active::flying::PLAYER_TRIGGER}
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case PLAYER_TRIGGER_SIG: {
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ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
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ope->x = me->m_x;
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ope->y = me->m_y + SHIP_HEIGHT - 1U;
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AO_Missile->POST(ope, me);
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status_ = QM_HANDLED();
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break;
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}
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// ${AOs::Ship::SM::active::flying::DESTROYED_MINE}
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case DESTROYED_MINE_SIG: {
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me->m_score += Q_EVT_CAST(ScoreEvt)->score;
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// the score will be sent to the Tunnel by the next TIME_TICK
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status_ = QM_HANDLED();
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break;
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}
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// ${AOs::Ship::SM::active::flying::HIT_WALL}
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case HIT_WALL_SIG: {
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static struct {
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QP::QMState const *target;
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QP::QActionHandler act[2];
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} const tatbl_ = { // transition-action table
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&exploding_s,
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{
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Q_ACTION_CAST(&Ship::exploding_e), // entry
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Q_ACTION_CAST(0) // zero terminator
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}
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};
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status_ = QM_TRAN(&tatbl_);
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break;
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}
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// ${AOs::Ship::SM::active::flying::HIT_MINE}
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case HIT_MINE_SIG: {
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static struct {
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QP::QMState const *target;
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QP::QActionHandler act[2];
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} const tatbl_ = { // transition-action table
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&exploding_s,
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{
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Q_ACTION_CAST(&Ship::exploding_e), // entry
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Q_ACTION_CAST(0) // zero terminator
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}
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};
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status_ = QM_TRAN(&tatbl_);
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break;
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}
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default: {
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status_ = QM_SUPER();
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break;
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}
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}
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return status_;
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}
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//${AOs::Ship::SM::active::exploding} ........................................
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QP::QMState const Ship::exploding_s = {
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&Ship::active_s, // superstate
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Q_STATE_CAST(&Ship::exploding),
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Q_ACTION_CAST(&Ship::exploding_e),
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Q_ACTION_CAST(0), // no exit action
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Q_ACTION_CAST(0) // no intitial tran.
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};
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// ${AOs::Ship::SM::active::exploding}
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QP::QState Ship::exploding_e(Ship * const me) {
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me->m_exp_ctr = 0U;
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return QM_ENTRY(&exploding_s);
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}
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// ${AOs::Ship::SM::active::exploding}
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QP::QState Ship::exploding(Ship * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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// ${AOs::Ship::SM::active::exploding::TIME_TICK}
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case TIME_TICK_SIG: {
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// ${AOs::Ship::SM::active::exploding::TIME_TICK::[me->m_exp_ctr~]}
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if (me->m_exp_ctr < 15U) {
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++me->m_exp_ctr;
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// tell the Tunnel to draw the current stage of Explosion
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
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oie->x = me->m_x; // x of explosion
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oie->y = (int8_t)((int)me->m_y - 4U + SHIP_HEIGHT);
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AO_Tunnel->POST(oie, me);
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status_ = QM_HANDLED();
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}
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// ${AOs::Ship::SM::active::exploding::TIME_TICK::[else]}
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else {
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static QP::QMTranActTable const tatbl_ = { // transition-action table
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&parked_s,
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{
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Q_ACTION_CAST(0) // zero terminator
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}
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};
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ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
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gameOver->score = me->m_score;
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AO_Tunnel->POST(gameOver, me);
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status_ = QM_TRAN(&tatbl_);
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}
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break;
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}
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default: {
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status_ = QM_SUPER();
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break;
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}
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}
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return status_;
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}
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} // namespace GAME
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