Quantum Leaps 9d72aa81de 5.2.0
2013-12-30 17:41:15 -05:00

287 lines
9.8 KiB
C++

//****************************************************************************
// Model: game.qm
// File: ./mine1.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.
//****************************************************************************
// @(/3/5) ...................................................................
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
Q_DEFINE_THIS_FILE
// encapsulated delcaration of the Mine1 HSM ---------------------------------
namespace GAME {
// @(/2/3) ...................................................................
class Mine1 : public QP::QMsm {
private:
uint8_t m_x;
uint8_t m_y;
uint8_t m_exp_ctr;
public:
Mine1()
: QMsm(Q_STATE_CAST(&Mine1::initial))
{}
protected:
static QP::QState initial(Mine1 * const me, QP::QEvt const * const e);
static QP::QState unused (Mine1 * const me, QP::QEvt const * const e);
static QP::QMState const unused_s;
static QP::QState used (Mine1 * const me, QP::QEvt const * const e);
static QP::QState used_x(Mine1 * const me);
static QP::QMState const used_s;
static QP::QState exploding (Mine1 * const me, QP::QEvt const * const e);
static QP::QState exploding_e(Mine1 * const me);
static QP::QMState const exploding_s;
static QP::QState planted (Mine1 * const me, QP::QEvt const * const e);
static QP::QMState const planted_s;
};
} // namespace GAME
namespace GAME {
// local objects -------------------------------------------------------------
static Mine1 l_mine1[GAME_MINES_MAX]; // a pool of type-1 mines
//............................................................................
QP::QMsm *Mine1_getInst(uint8_t id) {
Q_REQUIRE(id < GAME_MINES_MAX);
return &l_mine1[id];
}
// helper function to provide the ID of this mine ............................
static inline uint8_t MINE_ID(Mine1 const * const me) {
return static_cast<uint8_t>(me - l_mine1);
}
} // namespace GAME
// Mine1 class definition ----------------------------------------------------
namespace GAME {
// @(/2/3) ...................................................................
// @(/2/3/4) .................................................................
// @(/2/3/4/0)
QP::QState Mine1::initial(Mine1 * const me, QP::QEvt const * const e) {
static bool dict_sent = false;
if (!dict_sent) {
dict_sent = true;
QS_OBJ_DICTIONARY(&l_mine1[0]); // obj. dictionaries for Mine1 pool
QS_OBJ_DICTIONARY(&l_mine1[1]);
QS_OBJ_DICTIONARY(&l_mine1[2]);
QS_OBJ_DICTIONARY(&l_mine1[3]);
QS_OBJ_DICTIONARY(&l_mine1[4]);
QS_FUN_DICTIONARY(&Mine1::initial);// fun. dictionaries for Mine1 HSM
QS_FUN_DICTIONARY(&Mine1::unused);
QS_FUN_DICTIONARY(&Mine1::used);
QS_FUN_DICTIONARY(&Mine1::planted);
QS_FUN_DICTIONARY(&Mine1::exploding);
}
// local signals
QS_SIG_DICTIONARY(MINE_PLANT_SIG, me);
QS_SIG_DICTIONARY(MINE_DISABLED_SIG, me);
QS_SIG_DICTIONARY(MINE_RECYCLE_SIG, me);
QS_SIG_DICTIONARY(SHIP_IMG_SIG, me);
QS_SIG_DICTIONARY(MISSILE_IMG_SIG, me);
return QM_INITIAL(&Mine1::unused_s, QP::QMsm::s_emptyAction_);
}
// @(/2/3/4/1) ...............................................................
QP::QMState const Mine1::unused_s = {
static_cast<QP::QMState const *>(0),
Q_STATE_CAST(&Mine1::unused),
Q_ACTION_CAST(0)
};
QP::QState Mine1::unused(Mine1 * const me, QP::QEvt const * const e) {
QP::QState status_;
switch (e->sig) {
// @(/2/3/4/1/0)
case MINE_PLANT_SIG: {
me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
status_ = QM_TRAN(&planted_s, QP::QMsm::s_emptyAction_);
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}
// @(/2/3/4/2) ...............................................................
QP::QMState const Mine1::used_s = {
static_cast<QP::QMState const *>(0),
Q_STATE_CAST(&Mine1::used),
Q_ACTION_CAST(&Mine1::used_x)
};
QP::QState Mine1::used_x(Mine1 * const me) {
// tell the Tunnel that this mine is becoming disabled
MineEvt *mev = Q_NEW(MineEvt, MINE_DISABLED_SIG);
mev->id = MINE_ID(me);
AO_Tunnel->POST(mev, me);
return QM_EXIT(&used_s);
}
QP::QState Mine1::used(Mine1 * const me, QP::QEvt const * const e) {
QP::QState status_;
switch (e->sig) {
// @(/2/3/4/2/0)
case MINE_RECYCLE_SIG: {
static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Mine1::used_x),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&unused_s, &act_[0]);
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}
// @(/2/3/4/2/1) .............................................................
QP::QMState const Mine1::exploding_s = {
&Mine1::used_s,
Q_STATE_CAST(&Mine1::exploding),
Q_ACTION_CAST(0)
};
QP::QState Mine1::exploding_e(Mine1 * const me) {
me->m_exp_ctr = 0U;
return QM_ENTRY(&exploding_s);
}
QP::QState Mine1::exploding(Mine1 * const me, QP::QEvt const * const e) {
QP::QState status_;
switch (e->sig) {
// @(/2/3/4/2/1/0)
case TIME_TICK_SIG: {
// @(/2/3/4/2/1/0/0)
if ((me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15)) {
++me->m_exp_ctr; // advance the explosion counter
me->m_x -= GAME_SPEED_X; // move explosion by 1 step
// tell the Game to render the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->m_x + 1U; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4 + 2); // y of explosion
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
AO_Tunnel->POST(oie, me);
status_ = QM_HANDLED();
}
// @(/2/3/4/2/1/0/1)
else {
static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Mine1::used_x),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&unused_s, &act_[0]);
}
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}
// @(/2/3/4/2/2) .............................................................
QP::QMState const Mine1::planted_s = {
&Mine1::used_s,
Q_STATE_CAST(&Mine1::planted),
Q_ACTION_CAST(0)
};
QP::QState Mine1::planted(Mine1 * const me, QP::QEvt const * const e) {
QP::QState status_;
switch (e->sig) {
// @(/2/3/4/2/2/0)
case TIME_TICK_SIG: {
// @(/2/3/4/2/2/0/0)
if (me->m_x >= GAME_SPEED_X) {
me->m_x -= GAME_SPEED_X; // move the mine 1 step
// tell the Tunnel to draw the Mine
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, MINE_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = MINE1_BMP;
AO_Tunnel->POST(oie, me);
status_ = QM_HANDLED();
}
// @(/2/3/4/2/2/0/1)
else {
static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Mine1::used_x),
Q_ACTION_CAST(0)
};
status_ = QM_TRAN(&unused_s, &act_[0]);
}
break;
}
// @(/2/3/4/2/2/1)
case SHIP_IMG_SIG: {
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
uint8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
// @(/2/3/4/2/2/1/0)
if (do_bitmaps_overlap(MINE1_BMP, me->m_x, me->m_y, bmp, x, y)) {
static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Mine1::used_x),
Q_ACTION_CAST(0)
};
static MineEvt const mine1_hit(HIT_MINE_SIG, 1U);
AO_Ship->POST(&mine1_hit, me);
// go straight to 'disabled' and let the Ship do
// the exploding
status_ = QM_TRAN(&unused_s, &act_[0]);
}
else {
status_ = QM_UNHANDLED();
}
break;
}
// @(/2/3/4/2/2/2)
case MISSILE_IMG_SIG: {
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
uint8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
// @(/2/3/4/2/2/2/0)
if (do_bitmaps_overlap(MINE1_BMP, me->m_x, me->m_y, bmp, x, y)) {
static QP::QActionHandler const act_[] = {
Q_ACTION_CAST(&Mine1::exploding_e),
Q_ACTION_CAST(0)
};
static ScoreEvt const mine1_destroyed(DESTROYED_MINE_SIG, 25U);
AO_Missile->POST(&mine1_destroyed, me);
status_ = QM_TRAN(&exploding_s, &act_[0]);
}
else {
status_ = QM_UNHANDLED();
}
break;
}
default: {
status_ = QM_SUPER();
break;
}
}
return status_;
}
} // namespace GAME