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154 lines
6.0 KiB
C++
154 lines
6.0 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 Missile : public QActive { // extend the QActive 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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Missile(void) : QActive((QStateHandler)&Missile::initial) {}
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private:
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static QState initial (Missile *me, QEvt const *e);
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static QState armed (Missile *me, QEvt const *e);
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static QState flying (Missile *me, QEvt const *e);
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static QState exploding(Missile *me, QEvt const *e);
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};
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static Missile l_missile; // the sole instance of the Missile active object
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// Public-scope objects ------------------------------------------------------
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QActive * const AO_Missile = &l_missile; // opaque pointer
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// HSM definition ------------------------------------------------------------
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//............................................................................
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QState Missile::initial(Missile *me, QEvt const *) {
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me->subscribe(TIME_TICK_SIG);
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QS_OBJ_DICTIONARY(&l_missile); // object dictionary for Missile object
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QS_FUN_DICTIONARY(&Missile::initial); // dictionaries for Missile HSM
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QS_FUN_DICTIONARY(&Missile::armed);
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QS_FUN_DICTIONARY(&Missile::flying);
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QS_FUN_DICTIONARY(&Missile::exploding);
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QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, &l_missile); // local signals
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QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_missile);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_missile);
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return Q_TRAN(&Missile::armed);
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}
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//............................................................................
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QState Missile::armed(Missile *me, QEvt const *e) {
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switch (e->sig) {
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case MISSILE_FIRE_SIG: {
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// initialize position from the Ship
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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(&Missile::flying);
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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 Missile::flying(Missile *me, QEvt const *e) {
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switch (e->sig) {
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case TIME_TICK_SIG: {
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ObjectImageEvt *oie;
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if (me->m_x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH) {
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me->m_x += GAME_MISSILE_SPEED_X;
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// tell the Tunnel to draw the Missile and test for wall hits
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oie = Q_NEW(ObjectImageEvt, MISSILE_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 = MISSILE_BMP;
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AO_Tunnel->POST(oie, me);
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}
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else { // Missile outside the range, make it ready to fire again
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return Q_TRAN(&Missile::armed);
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}
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return Q_HANDLED();
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}
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case HIT_WALL_SIG: {
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return Q_TRAN(&Missile::exploding);
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}
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case DESTROYED_MINE_SIG: {
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// tell the Ship the score for destroing this Mine
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AO_Ship->POST(e, me);
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// re-arm immediately & let the destroyed Mine do the exploding
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return Q_TRAN(&Missile::armed);
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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 Missile::exploding(Missile *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 the explosion by one step
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// tell the Tunnel 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 + 3; // x-pos of explosion
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oie->y = (int8_t)((int)me->m_y - 4); // y-pos
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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 { // explosion finished or moved outside the game
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return Q_TRAN(&Missile::armed);
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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(&QHsm::top);
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}
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