Quantum Leaps e0f9c36c2f 4.5.01
2012-08-14 18:00:48 -04:00

225 lines
7.2 KiB
C++

//////////////////////////////////////////////////////////////////////////////
// Model: game.qm
// File: ././ship.cpp
//
// This file has been generated automatically by QP Modeler (QM).
// DO NOT EDIT THIS FILE MANUALLY.
//
// Please visit www.state-machine.com/qm for more information.
//////////////////////////////////////////////////////////////////////////////
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
//Q_DEFINE_THIS_FILE
#define SHIP_WIDTH 5U
#define SHIP_HEIGHT 3U
// encapsulated delcaration of the Ship active object ------------------------
// @(/2/1) ...................................................................
/// Ship Active Object
class Ship : public QP::QActive {
private:
uint8_t m_x;
uint8_t m_y;
uint8_t m_exp_ctr;
uint16_t m_score;
public:
Ship();
protected:
static QP::QState initial(Ship * const me, QP::QEvt const * const e);
static QP::QState active(Ship * const me, QP::QEvt const * const e);
static QP::QState parked(Ship * const me, QP::QEvt const * const e);
static QP::QState flying(Ship * const me, QP::QEvt const * const e);
static QP::QState exploding(Ship * const me, QP::QEvt const * const e);
};
// local objects -------------------------------------------------------------
static Ship l_ship; // the sole instance of the Ship active object
// Public-scope objects ------------------------------------------------------
QP::QActive * const AO_Ship = &l_ship; // opaque pointer
// Active object definition --------------------------------------------------
// @(/2/1) ...................................................................
// @(/2/1/4) .................................................................
Ship::Ship()
: QActive(Q_STATE_CAST(&Ship::initial)),
m_x(GAME_SHIP_X),
m_y(GAME_SHIP_Y)
{
}
// @(/2/1/5) .................................................................
// @(/2/1/5/0)
QP::QState Ship::initial(Ship * const me, QP::QEvt const * const e) {
me->subscribe(TIME_TICK_SIG);
me->subscribe(PLAYER_TRIGGER_SIG);
// object dictionaries...
QS_OBJ_DICTIONARY(&l_ship);
// function dictionaries for Ship HSM...
QS_FUN_DICTIONARY(&Ship::initial);
QS_FUN_DICTIONARY(&Ship::active);
QS_FUN_DICTIONARY(&Ship::parked);
QS_FUN_DICTIONARY(&Ship::flying);
QS_FUN_DICTIONARY(&Ship::exploding);
// local signals...
QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship);
QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship);
QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship);
QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship);
QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship);
return Q_TRAN(&Ship::active);
}
// @(/2/1/5/1) ...............................................................
QP::QState Ship::active(Ship * const me, QP::QEvt const * const e) {
QP::QState status;
switch (e->sig) {
// @(/2/1/5/1/0)
case Q_INIT_SIG: {
status = Q_TRAN(&Ship::parked);
break;
}
// @(/2/1/5/1/1)
case PLAYER_SHIP_MOVE_SIG: {
me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
status = Q_HANDLED();
break;
}
default: {
status = Q_SUPER(&QHsm::top);
break;
}
}
return status;
}
// @(/2/1/5/1/2) .............................................................
QP::QState Ship::parked(Ship * const me, QP::QEvt const * const e) {
QP::QState status;
switch (e->sig) {
// @(/2/1/5/1/2/0)
case TAKE_OFF_SIG: {
status = Q_TRAN(&Ship::flying);
break;
}
default: {
status = Q_SUPER(&Ship::active);
break;
}
}
return status;
}
// @(/2/1/5/1/3) .............................................................
QP::QState Ship::flying(Ship * const me, QP::QEvt const * const e) {
QP::QState status;
switch (e->sig) {
// @(/2/1/5/1/3)
case Q_ENTRY_SIG: {
me->m_score = 0U; /* reset the score */
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
status = Q_HANDLED();
break;
}
// @(/2/1/5/1/3/0)
case TIME_TICK_SIG: {
// tell the Tunnel to draw the Ship and test for hits
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = SHIP_BMP;
AO_Tunnel->POST(oie, me);
++me->m_score; // increment the score for surviving another tick
if ((me->m_score % 10U) == 0U) { // is the score "round"?
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
}
status = Q_HANDLED();
break;
}
// @(/2/1/5/1/3/1)
case PLAYER_TRIGGER_SIG: {
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
ope->x = me->m_x;
ope->y = me->m_y + SHIP_HEIGHT - 1U;
AO_Missile->POST(ope, me);
status = Q_HANDLED();
break;
}
// @(/2/1/5/1/3/2)
case DESTROYED_MINE_SIG: {
me->m_score += Q_EVT_CAST(ScoreEvt)->score;
// the score will be sent to the Tunnel by the next TIME_TICK
status = Q_HANDLED();
break;
}
// @(/2/1/5/1/3/3)
case HIT_WALL_SIG: {
status = Q_TRAN(&Ship::exploding);
break;
}
// @(/2/1/5/1/3/4)
case HIT_MINE_SIG: {
status = Q_TRAN(&Ship::exploding);
break;
}
default: {
status = Q_SUPER(&Ship::active);
break;
}
}
return status;
}
// @(/2/1/5/1/4) .............................................................
QP::QState Ship::exploding(Ship * const me, QP::QEvt const * const e) {
QP::QState status;
switch (e->sig) {
// @(/2/1/5/1/4)
case Q_ENTRY_SIG: {
me->m_exp_ctr = 0U;
status = Q_HANDLED();
break;
}
// @(/2/1/5/1/4/0)
case TIME_TICK_SIG: {
// @(/2/1/5/1/4/0/0)
if (me->m_exp_ctr < 15U) {
++me->m_exp_ctr;
// tell the Tunnel to draw the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
oie->x = me->m_x; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4U + SHIP_HEIGHT);
AO_Tunnel->POST(oie, me);
status = Q_HANDLED();
}
// @(/2/1/5/1/4/0/1)
else {
ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
gameOver->score = me->m_score;
AO_Tunnel->POST(gameOver, me);
status = Q_TRAN(&Ship::parked);
}
break;
}
default: {
status = Q_SUPER(&Ship::active);
break;
}
}
return status;
}
} // namespace GAME