?? marsbug.cpp
字號:
// MarsBug.cpp: implementation of the CMarsBug class.
//
// 本程序是《瘋狂的火星蟲—面向對象狀態機實踐指南》的演示程序
//
// 版權所有 (C) 2004 王詠武
// http://www.contextfree.net/wangyw/
//
/////////////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "Mars.h"
#include "MarsDoc.h"
#include "MarsView.h"
#include "MarsBug.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
#define CLASS_NAME CMarsBug
// 定義根狀態的狀態遷移表
BEGIN_STATE_TRANSITION(MarsBug)
END_STATE_TRANSITION
// 定義Alive狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Alive)
ON_ALL_EVENT_TRANSITION(IsDie, Void, Die)
END_STATE_TRANSITION
// 定義Baby狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Baby)
ON_ENTRY(BabyEntryAction)
ON_ALL_EVENT_TRANSITION(IsMature, Void, Mature)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, IsHealth, Walk)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, IsIll, Cure)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsEnemyDie, Chase)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsStrongThanMe, Escape)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsWeakThanMe, Chase)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Eat)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsStrongThanMe, Escape)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsWeakThanMe, Attack)
END_STATE_TRANSITION
// 定義Mature狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Mature)
ON_ALL_EVENT_TRANSITION(IsOld, Void, Old)
ON_ALL_EVENT_TRANSITION(IsStrong, Void, Strong)
ON_ALL_EVENT_TRANSITION(IsNormal, Void, Normal)
ON_ALL_EVENT_TRANSITION(IsWeak, Void, Weak)
END_STATE_TRANSITION
// 定義Strong狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Strong)
ON_ALL_EVENT_INTERNAL(WantSpawn, Spawn)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, IsHealth, Walk)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, IsIll, Cure)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, True, Chase)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Eat)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Attack)
END_STATE_TRANSITION
// 定義Normal狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Normal)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, True, Cure)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsEnemyDie, Chase)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsStrongThanMe, Escape)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsWeakThanMe, Chase)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Eat)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsStrongThanMe, Escape)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsWeakThanMe, Attack)
END_STATE_TRANSITION
// 定義Weak狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Weak)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, True, Cure)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsEnemyDie, Cure)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsEnemyAlive, Escape)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Cure)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Escape)
END_STATE_TRANSITION
// 定義Old狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Old)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_IDLE, True, Walk)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsEnemyDie, Walk)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_SEE, IsEnemyAlive, Escape)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Walk)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Escape)
END_STATE_TRANSITION
// 定義Idle狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Idle)
ON_ALL_EVENT_INTERNAL(WantSpawn, Spawn)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Void, Attack1)
END_STATE_TRANSITION
// 定義Attack1狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Attack1)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Void, Attack2)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_IDLE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_SEE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Void, Idle)
END_STATE_TRANSITION
// 定義Attack2狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Attack2)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Void, Attack3)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_IDLE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_SEE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Void, Idle)
END_STATE_TRANSITION
// 定義Attack3狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Attack3)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Void, Attack4)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_IDLE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_SEE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Void, Idle)
END_STATE_TRANSITION
// 定義Attack4狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Attack4)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Void, Attack5)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_IDLE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_SEE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Void, Idle)
END_STATE_TRANSITION
// 定義Attack5狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Attack5)
ON_EVENT_INTERNAL(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyAlive, Attack)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_IDLE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_SEE, True, Void, Idle)
ON_EVENT_TRANSITION(CLASS_NAME::EVENT_CAN_ATTACK, IsEnemyDie, Void, Idle)
END_STATE_TRANSITION
// 定義Die狀態的狀態遷移表
BEGIN_STATE_TRANSITION(Die)
ON_ENTRY(DieEntryAction)
ON_ALL_EVENT_INTERNAL(IsOver, Remove)
END_STATE_TRANSITION
const int CMarsBug::RADIUS = 30;
const int CMarsBug::MAX_LIFE = 100;
const int CMarsBug::MAX_BABY_LIFE = 80;
const int CMarsBug::MAX_MAX_LIFE = 200;
const int CMarsBug::DISTANCE_CAN_SEE = CMarsBug::RADIUS * 4;
const int CMarsBug::DISTANCE_CAN_ATTACK = CMarsBug::RADIUS * 2;
const int CMarsBug::MAX_DISTANCE = 0xffff;
const int CMarsBug::CHASE_STEP = 10;
const int CMarsBug::ESCAPE_STEP = 15;
const int CMarsBug::WALK_STEP = 30;
const int CMarsBug::ATTACK_DEC_LIFE = 5;
const int CMarsBug::EAT_DEC_LIFE = 5;
CMarsBug::CMarsBug(int x, int y, COLORREF c) : m_iX(x), m_iY(y), m_Color(c)
{
// 初始化狀態的樹型層次關系
INIT_ROOT_STATE(MarsBug)
INIT_STATE(MarsBug, Alive)
INIT_STATE(Alive, Baby)
INIT_STATE(Alive, Mature)
INIT_STATE(Mature, Strong)
INIT_STATE(Mature, Normal)
INIT_STATE(Mature, Weak)
INIT_STATE(Alive, Old)
INIT_STATE(Old, Idle)
INIT_STATE(Old, Attack1)
INIT_STATE(Old, Attack2)
INIT_STATE(Old, Attack3)
INIT_STATE(Old, Attack4)
INIT_STATE(Old, Attack5)
INIT_STATE(MarsBug, Die)
ActiveDefaultState();
}
void CMarsBug::OnDraw(CDC* pDC)
{
CPen pen(PS_SOLID, 1, m_Color);
CPen * old = pDC->SelectObject(& pen);
pDC->Ellipse(m_iX - RADIUS, m_iY - RADIUS, m_iX + RADIUS, m_iY + RADIUS);
pDC->SelectObject(old);
CString str;
if (IsDie(0, 0))
str.Format("%d", m_iDieLife);
else
str.Format("%d", m_iLife);
pDC->SetTextAlign(TA_CENTER);
// 當前生命值
pDC->TextOut(m_iX, m_iY - 23, str);
// 當前狀態
pDC->TextOut(m_iX, m_iY - 8, GetActiveLeaf());
str.Format("%d", m_iMaxLife);
// 最大生命值
pDC->TextOut(m_iX, m_iY + 8, str);
}
void CMarsBug::Invalidate()
{
CRect rect(m_iX - RADIUS, m_iY - RADIUS, m_iX + RADIUS, m_iY + RADIUS);
CMarsApp::GetMarsView()->InvalidateRect(rect);
}
bool CMarsBug::IsEnemyDie(WORD wParam, DWORD lParam)
{
CMarsBug * pEnemy = (CMarsBug *)lParam;
return (pEnemy->IsDie(wParam, lParam));
}
bool CMarsBug::IsEnemyAlive(WORD wParam, DWORD lParam)
{
CMarsBug * pEnemy = (CMarsBug *)lParam;
return (! pEnemy->IsDie(wParam, lParam));
}
bool CMarsBug::BabyEntryAction(WORD wParam, DWORD lParam)
{
m_iMaxLife = MAX_BABY_LIFE;
m_iLife = MAX_BABY_LIFE;
m_iDieLife = 0;
return true;
}
bool CMarsBug::Cure(WORD wParam, DWORD lParam)
{
m_iLife ++;
return true;
}
bool CMarsBug::Escape(WORD wParam, DWORD lParam)
{
CMarsApp::GetMarsDoc()->Escape(this, (CMarsBug *)lParam);
return true;
}
bool CMarsBug::Chase(WORD wParam, DWORD lParam)
{
CMarsApp::GetMarsDoc()->Chase(this, (CMarsBug *)lParam);
return true;
}
bool CMarsBug::Walk(WORD wParam, DWORD lParam)
{
CMarsApp::GetMarsDoc()->Walk(this);
return true;
}
bool CMarsBug::Attack(WORD wParam, DWORD lParam)
{
CMarsBug * pEnemy = (CMarsBug *)lParam;
pEnemy->DecLife();
return true;
}
bool CMarsBug::Eat(WORD wParam, DWORD lParam)
{
CMarsBug * pEnemy = (CMarsBug *)lParam;
pEnemy->EatDecLife();
m_iMaxLife += 1;
return true;
}
bool CMarsBug::DieEntryAction(WORD wParam, DWORD lParam)
{
m_iDieLife = m_iMaxLife;
return true;
}
bool CMarsBug::IsMature(WORD wParam, DWORD lParam)
{
return (m_iMaxLife >= MAX_LIFE && m_iLife >= MAX_LIFE);
}
bool CMarsBug::IsOld(WORD wParam, DWORD lParam)
{
return (m_iMaxLife == MAX_MAX_LIFE);
}
bool CMarsBug::IsDie(WORD wParam, DWORD lParam)
{
return m_iLife <= 0;
}
bool CMarsBug::IsHealth(WORD wParam, DWORD lParam)
{
return m_iLife == m_iMaxLife;
}
bool CMarsBug::IsIll(WORD wParam, DWORD lParam)
{
return m_iLife < m_iMaxLife;
}
bool CMarsBug::IsStrongThanMe(WORD wParam, DWORD lParam)
{
CMarsBug * pEnemy = (CMarsBug *)lParam;
return (! pEnemy->IsDie(wParam, lParam) && m_iLife < pEnemy->GetLife());
}
bool CMarsBug::IsWeakThanMe(WORD wParam, DWORD lParam)
{
CMarsBug * pEnemy = (CMarsBug *)lParam;
return (! pEnemy->IsDie(wParam, lParam) && m_iLife >= pEnemy->GetLife());
}
bool CMarsBug::IsOver(WORD wParam, DWORD lParam)
{
return m_iDieLife <= 0;
}
bool CMarsBug::Remove(WORD wParam, DWORD lParam)
{
CMarsApp::GetMarsDoc()->Remove(this);
return true;
}
bool CMarsBug::IsStrong(WORD wParam, DWORD lParam)
{
return (m_iLife >= m_iMaxLife * 2 / 3);
}
bool CMarsBug::IsNormal(WORD wParam, DWORD lParam)
{
return (m_iLife > m_iMaxLife / 3 && m_iLife <= m_iMaxLife * 2 / 3);
}
bool CMarsBug::IsWeak(WORD wParam, DWORD lParam)
{
return (m_iLife > 0 && m_iLife <= m_iMaxLife / 3);
}
bool CMarsBug::WantSpawn(WORD wParam, DWORD lParam)
{
return (rand() * 100 / RAND_MAX == 50);
}
bool CMarsBug::Spawn(WORD wParam, DWORD lParam)
{
CMarsApp::GetMarsDoc()->Spawn(m_iX, m_iY);
return true;
}
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