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