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Playinggamesm C

This document contains source code for a state machine that controls the gameplay of a driving/exploration game. It defines states for driving along a trail, capturing cities, searching for trails, and slinging mud. Event handlers are defined for each state that transition the state machine between states based on events. The main RunPlayingGameSM function implements a state machine switch case to process events and transition between the defined states based on the event type.

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0% found this document useful (0 votes)
67 views8 pages

Playinggamesm C

This document contains source code for a state machine that controls the gameplay of a driving/exploration game. It defines states for driving along a trail, capturing cities, searching for trails, and slinging mud. Event handlers are defined for each state that transition the state machine between states based on events. The main RunPlayingGameSM function implements a state machine switch case to process events and transition between the defined states based on the event type.

Uploaded by

api-310813713
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

W:\_ME218bTeams\DoYouEvenStateMachine_Team17\ME218B\Final Project\CODE\Source\PlayingGameSM.

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/****************************************************************************
Module
PlayingGameSM.c
Revision
1.0

Description
Author
Anne Alter, Derrick Contreras
Date
2/14/16

****************************************************************************/
/*----------------------------- Include Files -----------------------------*/
//headers for framework
#include "ES_Configure.h"
#include "ES_Framework.h"
#include "TemplateService.h"
#include "termio.h"
//headers to access the pwm and nvic libraries
#include "inc/hw_timer.h"
#include "inc/hw_nvic.h"
#include "inc/hw_pwm.h"
//headers to access the GPIO subsystem
#include "inc/hw_memmap.h"
#include "inc/hw_types.h"
#include "inc/hw_gpio.h"
#include "inc/hw_sysctl.h"
#include "inc/hw_ssi.h"

//headers to access the TivaWare Library


#include "driverlib/sysctl.h"
#include "driverlib/pin_map.h"
#include "driverlib/gpio.h"
#include "driverlib/timer.h"
#include "driverlib/interrupt.h"

//headers for other modules in the program


#include "PlayingGameSM.h"
#include "DriveAlongTrailSM.h"
#include "CaptureCitySM.h"
#include "SearchingForTrailSM.h"
#include "SlingingMudSM.h"
#include "DriveService.h"
#include "PoundDefines.h"
#include "PWMService.h"

/*----------------------------- Module Defines ----------------------------*/


//#define TEST
#ifndef TEST
#define ENTRY_STATE DriveAlongTrail
#endif
#ifdef TEST
#define ENTRY_STATE SlingingMud
#endif

/*---------------------------- Module Functions ---------------------------*/


static ES_Event DuringDriveAlongTrail(ES_Event Event);
static ES_Event DuringCaptureCity(ES_Event Event);
static ES_Event DuringSearchingForTrail(ES_Event Event);
static ES_Event DuringSlingingMud(ES_Event Event);
static ES_Event DuringBumperTurnAround(ES_Event Event);

W:\_ME218bTeams\DoYouEvenStateMachine_Team17\ME218B\Final Project\CODE\Source\PlayingGameSM.c
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/*---------------------------- Module Variables ---------------------------*/


static CurrentPlayingGameState_t CurrentPlayingGameState;
/*------------------------------ Module Code ------------------------------*/
/****************************************************************************
Function
RunPlayingGameSM
Parameters
ES_Event : the event to process

Returns
ES_Event, ES_NO_EVENT if no error ES_ERROR otherwise
Description

Author
Anne Alter, Derrick Contreras
****************************************************************************/
ES_Event RunPlayingGameSM(ES_Event CurrentEvent)
{
bool MakeTransition = false;
CurrentPlayingGameState_t NextState = CurrentPlayingGameState;
ES_Event EntryEventKind = {ES_ENTRY, 0};
ES_Event ReturnEvent = CurrentEvent;
//Switch CurrentMasterState
switch(CurrentPlayingGameState)
{
//Case DriveAlongTrail:
case DriveAlongTrail:
//printf("Drive Along Trail \r\n");

//Set CurrentEvent to DuringDriveAlongTrail


printf("Current Event is %d \r\n", CurrentEvent.EventType);
CurrentEvent = DuringDriveAlongTrail(CurrentEvent);
//printf("Current Event is %d versus %d \r\n", CurrentEvent.EventType, ES_NO_EVENT);
//If CurrentEvent.EventType is ES_NO_EVENT
if(CurrentEvent.EventType != ES_NO_EVENT)
{
//printf("Drive Along trail event received \r\n");
//Switch CurrentEvent.EventType
switch(CurrentEvent.EventType)
{
//Case: CITY_ENCOUNTERED Event
case CITY_ENCOUNTERED:
//printf("CITY_ENCOUNTERED EVENT");
//NextState is CaptureCity
NextState = CaptureCity;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
break;
//took out - 3/2/16
//Case: LOST_TRAIL event
case LOST_TRAIL:
printf("LOST_TRAIL EVENT IN PLAYING GAME \r\n");
//NextState is SearchingForTrail
NextState = SearchingForTrail;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
break;
case ES_TIMEOUT:
if(CurrentEvent.EventParam == HALL_EFFECT_DELAY){
printf("HALL EFFECT DELAY TIMEOUT \r\n");

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//enable hall effect interrupt


HWREG(WTIMER0_BASE+TIMER_O_IMR) |= TIMER_IMR_CAEIM;
HWREG(NVIC_EN2) |= BIT30HI;
//NextState is DriveAlongTrail
NextState = DriveAlongTrail;
//MakeTransition is false
MakeTransition = false;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;

}
}
break;

}
break;

//Case CaptureCity:
case CaptureCity:
//Set CurrentState to DuringPlayingGame
CurrentEvent = DuringCaptureCity(CurrentEvent);
//If CurrentEvent.EventType is ES_NO_EVENT
if(CurrentEvent.EventType != ES_NO_EVENT)
{
//Switch CurrentEvent.EventType
switch(CurrentEvent.EventType)
{
//Case: CITY_CAPTURED Event
case CITY_CAPTURED:
//NextState is SearchingForTrail
NextState = DriveAlongTrail;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
break;

//Case: City timer timeout


case ES_TIMEOUT:
if(CurrentEvent.EventParam == CITY_TIMER)
{
printf("CITY TIMER TIMEOUT \r\n");
//NextState is SearchingForTrail
NextState = DriveAlongTrail;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
}
break;

}
}
break;

//Case: city counter event


case ATTACK_CITY:
//NextState is SlingingMud
NextState = SlingingMud;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
break;

//Case SearchingForTrail:
case SearchingForTrail:
printf("Searching For Trail\n\r");
//Set CurrentEvent to DuringSearchingForTrail
CurrentEvent = DuringSearchingForTrail(CurrentEvent);
//If CurrentEvent.EventType is ES_NO_EVENT
if(CurrentEvent.EventType != ES_NO_EVENT)
{
//Switch CurrentEvent.EventType
switch(CurrentEvent.EventType)

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//Case: WIRE_DETECTED Event


case WIRE_DETECTED:
//NextState is DriveAlongTrail
printf("WIRE DETECTED EVENT\n\r");
NextState = DriveAlongTrail;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
break;

}
}
break;

//Case SlingingMud:
case SlingingMud:
//Set CurrentEvent to DuringSlingingMud
CurrentEvent = DuringSlingingMud(CurrentEvent);
//If CurrentEvent.EventType is ES_NO_EVENT
if(CurrentEvent.EventType != ES_NO_EVENT)
{
//Switch CurrentEvent.EventType
switch(CurrentEvent.EventType)
{
//Case: ATTACK_LAUNCHED Event
case ATTACK_LAUNCHED:
//NextState is DriveAlongTrail
NextState = DriveAlongTrail;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
break;

case ES_TIMEOUT:
if(CurrentEvent.EventParam == ATTACK_TIMEOUT)
{
printf("ATTACK TIMER TIMEOUT \r\n");
//NextState is SearchingForTrail
NextState = DriveAlongTrail;
//MakeTransition is True
MakeTransition = true;
//EntryEventKind.EventType is not a history entry
EntryEventKind.EventType = ES_ENTRY;
}

}
}
break;

//If MakeTransition is true


if(MakeTransition == true)
{
//Execute exit function for current state
CurrentEvent.EventType = ES_EXIT;
//Call RunMasterSM function
RunPlayingGameSM(CurrentEvent);
//CurrentMasterState equals NextState
CurrentPlayingGameState = NextState;
//Execute entry function for current state
RunPlayingGameSM(EntryEventKind);
}
//return ReturnEvent
return(ReturnEvent);

}
/****************************************************************************
Function
StartPlayingGameSM
Parameters

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None

Returns
None

Description
Does any required initialization for SM

Author
Anne Alter, Derrick Contreras
****************************************************************************/
void StartPlayingGameSM(ES_Event CurrentEvent)
{
//If ES_ENTRY_HISTORY does not equal CurrentEvent.EventType
if(ES_ENTRY_HISTORY != CurrentEvent.EventType)
{
//call the entry state for the state machine
CurrentPlayingGameState = ENTRY_STATE;
}
}

//call the entry function for the entry state


RunPlayingGameSM(CurrentEvent);

/****************************************************************************
Function
QueryPlayingGameSM
Parameters
None

Returns
The current state of the state machine

Description
Returns the current state of the state machine

Author
Anne Alter, Derrick Contreras
****************************************************************************/
CurrentPlayingGameState_t QueryPlayingGame(void)
{
return(CurrentPlayingGameState);
}

/*------------------------------ Private Functions ------------------------------*/


/****************************************************************************
Function
DuringDriveAlongTrail
Parameters
ES_Event
Returns
ES_Event

Description
Processes entry, exit, and lower level events for the SM

Author
Anne Alter, Derrick Contreras
****************************************************************************/
static ES_Event DuringDriveAlongTrail(ES_Event Event)
{
//Define ReturnEvent
ES_Event ReturnEvent = Event;
//If ES_ENTRY event
if((Event.EventType == ES_ENTRY) || (Event.EventType == ES_ENTRY_HISTORY))
{
//Start DriveAlongTrailSM

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StartDriveAlongTrailSM(Event);
}
else if(Event.EventType == ES_EXIT)
{
//Run DriveAlongTrailSM
RunDriveAlongTrailSM(Event);
}
else
{
//ReturnEvent equals RunDriveAlongTrailSM
ReturnEvent = RunDriveAlongTrailSM(Event);
}

//Return ReturnEvent
return ReturnEvent;

/****************************************************************************
Function
DuringCaptureCity
Parameters
ES_Event
Returns
ES_Event

Description
Processes entry, exit, and lower level events for the SM

Author
Anne Alter, Derrick Contreras
****************************************************************************/
static ES_Event DuringCaptureCity(ES_Event Event)
{
//Define ReturnEvent
ES_Event ReturnEvent = Event;
//If ES_ENTRY event
if((Event.EventType == ES_ENTRY) || (Event.EventType == ES_ENTRY_HISTORY))
{
//disable hall effect interrupt -- may need to put back
HWREG(WTIMER0_BASE+TIMER_O_IMR) &= ~TIMER_IMR_CAEIM;
//start debounce timer
ES_Timer_InitTimer(HALL_EFFECT_DEBOUNCE, HALL_EFFECT_DEBOUNCE_TIME);
//Start city timer
ES_Timer_InitTimer(CITY_TIMER, CITY_TIME);
//Start CaptureCitySM
StartCaptureCitySM(Event);
}
else if(Event.EventType == ES_EXIT)
{
//Run CaptureCitySM
RunCaptureCitySM(Event);
//Iinitialize hall effect delay timer
ES_Timer_InitTimer(HALL_EFFECT_DELAY, HALL_EFFECT_DELAY_TIME);
}
else
{
//ReturnEvent equals CaptureCitySM
ReturnEvent = RunCaptureCitySM(Event);
}

//Return ReturnEvent
return ReturnEvent;

/****************************************************************************
Function
DuringSearchingForTrail
Parameters

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ES_Event

Returns
ES_Event

Description
Processes entry, exit, and lower level events for the SM

Author
Anne Alter, Derrick Contreras
****************************************************************************/
static ES_Event DuringSearchingForTrail(ES_Event Event)
{
//Define ReturnEvent
ES_Event ReturnEvent = Event;
//If ES_ENTRY event
if((Event.EventType == ES_ENTRY) || (Event.EventType == ES_ENTRY_HISTORY))
{
//Start SearchingForTrailSM
StartSearchingForTrailSM(Event);
}
else if(Event.EventType == ES_EXIT)
{
//Run SearchingForTrailSM
RunSearchingForTrailSM(Event);
}
else
{
// ReturnEvent equals RunSearchingForTrailSM
ReturnEvent = RunSearchingForTrailSM(Event);
}
//Return ReturnEvent
return ReturnEvent;

}
/****************************************************************************
Function
DuringSlingingMud
Parameters
ES_Event
Returns
ES_Event

Description
Processes entry, exit, and lower level events for the SM

Author
Anne Alter, Derrick Contreras
****************************************************************************/
static ES_Event DuringSlingingMud(ES_Event Event)
{
//Define ReturnEvent
ES_Event ReturnEvent = Event;
//If ES_ENTRY event
if((Event.EventType == ES_ENTRY) || (Event.EventType == ES_ENTRY_HISTORY))
{
//disable wire sensing interrupt - may need to take out
HWREG(WTIMER1_BASE+TIMER_O_IMR) &= ~TIMER_IMR_TATOIM;
//disable hall effect interrupt - may need to take out
HWREG(WTIMER0_BASE+TIMER_O_IMR) &= ~TIMER_IMR_CAEIM;
//enable IR interrupt
HWREG(WTIMER2_BASE+TIMER_O_IMR) |= TIMER_IMR_CAEIM;
HWREG(NVIC_EN3) |= BIT2HI;
//stop
Stop();
//init beacon timer
ES_Timer_InitTimer(BEACON_TIMER, BEACON_TIME);
//Start SlingingMudSM

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StartSlingingMudSM(Event);
}
else if(Event.EventType == ES_EXIT)
{
//Run SlingingMudSM
RunSlingingMudSM(Event);
//Turn off flywheel
SetFlywheelDuty(0);
//Iinitialize hall effect delay timer
ES_Timer_InitTimer(HALL_EFFECT_DELAY, HALL_EFFECT_DELAY_TIME);
}
else
{
//ReturnEvent equals RunSlingingMudSM
ReturnEvent = RunSlingingMudSM(Event);
}

//Return ReturnEvent
return ReturnEvent;

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