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

217 lines
8.1 KiB
C++

//////////////////////////////////////////////////////////////////////////////
// Product: Product: "Fly'n'Shoot" game
// Last Updated for Version: 4.5.00
// Date of the Last Update: May 20, 2012
//
// Q u a n t u m L e a P s
// ---------------------------
// innovating embedded systems
//
// Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved.
//
// 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, either version 2 of the License, or
// (at your option) any later version.
//
// Alternatively, this program may be distributed and modified under the
// terms of Quantum Leaps commercial licenses, which expressly supersede
// the GNU General Public License and are specifically designed for
// licensees interested in retaining the proprietary status of their code.
//
// 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.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Contact information:
// Quantum Leaps Web sites: http://www.quantum-leaps.com
// http://www.state-machine.com
// e-mail: info@quantum-leaps.com
//////////////////////////////////////////////////////////////////////////////
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
Q_DEFINE_THIS_FILE
// local objects -------------------------------------------------------------
class Mine2 : public QHsm { // extend the QHsm class
uint8_t m_x;
uint8_t m_y;
uint8_t m_exp_ctr;
public:
Mine2(void) : QHsm((QStateHandler)&Mine2::initial) {}
private:
static QState initial (Mine2 *me, QEvt const *e);
static QState unused (Mine2 *me, QEvt const *e);
static QState used (Mine2 *me, QEvt const *e);
static QState planted (Mine2 *me, QEvt const *e);
static QState exploding(Mine2 *me, QEvt const *e);
};
static Mine2 l_mine2[GAME_MINES_MAX]; // a pool of type-2 mines
// helper macro to provide the ID of this mine
#define MINE_ID(me_) ((me_) - l_mine2)
//............................................................................
QHsm *Mine2_getInst(uint8_t id) {
Q_REQUIRE(id < GAME_MINES_MAX);
return &l_mine2[id];
}
//............................................................................
QState Mine2::initial(Mine2 *me, QEvt const *) {
static uint8_t dict_sent;
if (!dict_sent) {
QS_OBJ_DICTIONARY(&l_mine2[0]); // obj. dictionaries for Mine2 pool
QS_OBJ_DICTIONARY(&l_mine2[1]);
QS_OBJ_DICTIONARY(&l_mine2[2]);
QS_OBJ_DICTIONARY(&l_mine2[3]);
QS_OBJ_DICTIONARY(&l_mine2[4]);
QS_FUN_DICTIONARY(&Mine2::initial); // fun. dictionaries for Mine2 HSM
QS_FUN_DICTIONARY(&Mine2::unused);
QS_FUN_DICTIONARY(&Mine2::used);
QS_FUN_DICTIONARY(&Mine2::planted);
QS_FUN_DICTIONARY(&Mine2::exploding);
dict_sent = 1;
}
QS_SIG_DICTIONARY(MINE_PLANT_SIG, me); // local signals
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 Q_TRAN(&Mine2::unused);
}
//............................................................................
QState Mine2::unused(Mine2 *me, QEvt const *e) {
switch (e->sig) {
case MINE_PLANT_SIG: {
me->m_x = ((ObjectPosEvt const *)e)->x;
me->m_y = ((ObjectPosEvt const *)e)->y;
return Q_TRAN(&Mine2::planted);
}
}
return Q_SUPER(&QHsm::top);
}
//............................................................................
QState Mine2::used(Mine2 *me, QEvt const *e) {
switch (e->sig) {
case Q_EXIT_SIG: {
// 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 Q_HANDLED();
}
case MINE_RECYCLE_SIG: {
return Q_TRAN(&Mine2::unused);
}
}
return Q_SUPER(&QHsm::top);
}
//............................................................................
QState Mine2::planted(Mine2 *me, QEvt const *e) {
uint8_t x;
uint8_t y;
uint8_t bmp;
switch (e->sig) {
case TIME_TICK_SIG: {
if (me->m_x >= GAME_SPEED_X) {
ObjectImageEvt *oie;
me->m_x -= GAME_SPEED_X; // move the mine 1 step
// tell the Tunnel to draw the Mine
oie = Q_NEW(ObjectImageEvt, MINE_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = MINE2_BMP;
AO_Tunnel->POST(oie, me);
}
else {
return Q_TRAN(&Mine2::unused);
}
return Q_HANDLED();
}
case SHIP_IMG_SIG: {
x = (uint8_t)((ObjectImageEvt const *)e)->x;
y = (uint8_t)((ObjectImageEvt const *)e)->y;
bmp = (uint8_t)((ObjectImageEvt const *)e)->bmp;
// test for incoming Ship hitting this mine
if (do_bitmaps_overlap(MINE2_BMP, me->m_x, me->m_y, bmp, x, y)) {
// Hit event with the type of the Mine2
static MineEvt const mine2_hit(HIT_MINE_SIG, 2);
AO_Ship->POST(&mine2_hit, me);
// go straight to 'disabled' and let the Ship do the exploding
return Q_TRAN(&Mine2::unused);
}
return Q_HANDLED();
}
case MISSILE_IMG_SIG: {
x = (uint8_t)((ObjectImageEvt const *)e)->x;
y = (uint8_t)((ObjectImageEvt const *)e)->y;
bmp = (uint8_t)((ObjectImageEvt const *)e)->bmp;
// test for incoming Missile hitting this mine
// NOTE: Mine type-2 is nastier than Mine type-1.
// The type-2 mine can hit the Ship with any of its
// "tentacles". However, it can be destroyed by the
// Missile only by hitting its center, defined as
// a smaller bitmap MINE2_MISSILE_BMP.
if (do_bitmaps_overlap(MINE2_MISSILE_BMP,
me->m_x, me->m_y, bmp, x, y))
{
// Score event with the score for destroying Mine2
static ScoreEvt const mine2_destroyed(DESTROYED_MINE_SIG, 45);
AO_Missile->POST(&mine2_destroyed, me);
return Q_TRAN(&Mine2::exploding);
}
return Q_HANDLED();
}
}
return Q_SUPER(&Mine2::used);
}
//............................................................................
QState Mine2::exploding(Mine2 *me, QEvt const *e) {
switch (e->sig) {
case Q_ENTRY_SIG: {
me->m_exp_ctr = 0;
return Q_HANDLED();
}
case TIME_TICK_SIG: {
if ((me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15)) {
ObjectImageEvt *oie;
++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
oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->m_x + 1; // 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);
}
else {
return Q_TRAN(&Mine2::unused);
}
return Q_HANDLED();
}
}
return Q_SUPER(&Mine2::used);
}