212 lines
No EOL
4.7 KiB
C
212 lines
No EOL
4.7 KiB
C
#include "fsm.h"
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// This is a finite state machine realisation based on switch-case statement.
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/*
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Function sigact() describes state switching logic.
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States are checked in order specified in function sigact().
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It enters a state-case which it corresponds to, where begins another switch-case statement.
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Inner switch-case statement is looking for a signal given by get_signal().
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After finding it makes some action and switches state to the next one.
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Pros:
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1) Less memory usage.
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Cons:
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1) A lot of codelines.
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*/
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signals get_signal(int user_input)
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{
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signals rc = NOSIG;
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if (user_input == KEY_UP)
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rc = MOVE_UP;
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else if (user_input == KEY_DOWN)
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rc = MOVE_DOWN;
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else if (user_input == KEY_LEFT)
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rc = MOVE_LEFT;
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else if (user_input == KEY_RIGHT)
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rc = MOVE_RIGHT;
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else if (user_input == ESCAPE)
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rc = ESCAPE_BTN;
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else if (user_input == ENTER_KEY)
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rc = ENTER_BTN;
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return rc;
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}
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void moveup(player_pos *frog_pos)
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{
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if (frog_pos->y != 1)
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{
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CLEAR_BACKPOS(frog_pos->y, frog_pos->x);
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frog_pos->y -= 2;
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}
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}
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void movedown(player_pos *frog_pos)
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{
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if (frog_pos->y != BOARD_N)
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{
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CLEAR_BACKPOS(frog_pos->y, frog_pos->x);
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frog_pos->y += 2;
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}
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}
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void moveright(player_pos *frog_pos)
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{
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if (frog_pos->x != BOARD_M)
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{
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CLEAR_BACKPOS(frog_pos->y, frog_pos->x);
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frog_pos->x++;
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}
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}
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void moveleft(player_pos *frog_pos)
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{
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if (frog_pos->x != 1)
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{
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CLEAR_BACKPOS(frog_pos->y, frog_pos->x);
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frog_pos->x--;
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}
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}
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void on_start_state(signals sig, frog_state *state)
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{
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switch (sig)
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{
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case ENTER_BTN:
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*state = SPAWN;
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break;
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case ESCAPE_BTN:
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*state = EXIT_STATE;
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break;
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default:
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*state = START;
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break;
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}
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}
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void on_spawn_state(frog_state *state, game_stats_t *stats, board_t *map, player_pos *frog_pos)
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{
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if (stats->level > LEVEL_CNT)
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*state = GAMEOVER;
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else
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if (!lvlproc(map, stats))
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{
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fill_finish(map->finish);
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print_finished(map);
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frogpos_init(frog_pos);
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*state = MOVING;
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}
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else
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*state = FILE_ERROR_STATE;
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}
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void on_moving_state(signals sig, frog_state *state, board_t *map, player_pos *frog_pos)
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{
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switch (sig)
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{
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case MOVE_UP:
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moveup(frog_pos);
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break;
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case MOVE_DOWN:
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movedown(frog_pos);
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break;
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case MOVE_RIGHT:
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moveright(frog_pos);
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break;
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case MOVE_LEFT:
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moveleft(frog_pos);
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break;
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case ESCAPE_BTN:
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*state = EXIT_STATE;
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break;
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default:
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break;
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}
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if (*state != EXIT_STATE)
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{
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if (check_collide(frog_pos, map))
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*state = COLLIDE;
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else if (check_finish_state(frog_pos, map))
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*state = REACH;
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else
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*state = SHIFTING;
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}
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}
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void on_shifting_state(frog_state *state, game_stats_t *stats, board_t *map, player_pos *frog_pos)
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{
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shift_map(map);
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if (check_collide(frog_pos, map))
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*state = COLLIDE;
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else
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{
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*state = MOVING;
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print_board(map, frog_pos);
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print_stats(stats);
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}
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}
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void on_reach_state(frog_state *state, game_stats_t *stats, board_t *map, player_pos *frog_pos)
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{
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stats->score += 1;
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add_proggress(map);
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if (check_level_compl(map))
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{
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stats->level++;
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stats->speed++;
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*state = SPAWN;
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}
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else
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{
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frogpos_init(frog_pos);
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print_finished(map);
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*state = MOVING;
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}
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}
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void on_collide_state(frog_state *state, game_stats_t *stats, player_pos *frog_pos)
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{
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if (stats->lives)
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{
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stats->lives--;
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frogpos_init(frog_pos);
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*state = MOVING;
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}
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else
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*state = GAMEOVER;
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}
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void sigact(signals sig, frog_state *state, game_stats_t *stats, board_t *map, player_pos *frog_pos)
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{
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switch (*state)
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{
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case START:
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on_start_state(sig, state);
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break;
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case SPAWN:
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on_spawn_state(state, stats, map, frog_pos);
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break;
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case MOVING:
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on_moving_state(sig, state, map, frog_pos);
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break;
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case SHIFTING:
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on_shifting_state(state, stats, map, frog_pos);
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break;
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case REACH:
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on_reach_state(state, stats, map, frog_pos);
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break;
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case COLLIDE:
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on_collide_state(state, stats, frog_pos);
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break;
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case GAMEOVER:
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print_banner(stats);
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break;
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default:
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break;
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}
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} |