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