Separate the two state machines and use message passing between them. Thus, state machine 1 would proceed from A B C, where at state B it checks for the current results from state machine 2. If the output has changed, then state machine 1 can account for it and state machine 2 does not need to have any awareness of how state machine 1 actually works. Something like:
typedef struct StateMachine {
void(*Update)(); // function to update the state machine
int Data; // generic temp holder to survive state contexts
int State; // current state of our state machine
int *Message; // pointer to a shared integer for message passing
};
int main(void) {
int Message = 0;
/* NewStateMachine would malloc the struct, pass in the int reference
* and function pointer as well as add it to a circularly linked list */
NewStateMachine(&Message, MainLoop);
NewStateMachine(&Message, MinorLoop);
StateMachine *Current = StateMachine_CLL.First;
for(;;) {
Current->Update(Current); /* Update the current state machine */
Current = Current->Next; /* And the advance to the next one */
}
}
void MainLoop(StateMachine *this) {
switch(this.State) {
case 0:
CloseCoolantTank(1); /* safe to call if valve already closed */
CloseCoolantTank(2); /* safe to call if valve already closed */
this.State = 1;
break;
case 1:
/* we have a message, do something */
if(*this.Message) this.State = 2;
/* otherwise stall at this state until we get a message */
else this.State = 1;
break;
case 2:
if(*this.Message == 1) this.State = 3; /* warm */
else if(*this.Message == 2) this.State = 4; /* hot! */
else this.State = 0; /* cooled down, shut off valves */
this.Message = 0; /* clear the message */
break;
case 3:
OpenCoolantTank(1); /* opens the valve, safe to call if already open */
this.State = 2; /* recheck for new message */
break;
case 4:
OpenCoolantTank(2); /* opens the valve, safe to call if already open */
this.State = 3; /* also open coolant tank 1 for extra cooling */
break;
}
}
/* Monitor temperature and send messages on overheat */
void MinorLoop(StateMachine *this) {
switch(this.State) {
case 0:
this.Data = ReadADCValue();
this.State = 1;
break;
case 1:
if(this.Data > 150) *this.Message = 2;
else if(this.Data > 100) *this.Message = 1;
this.State = 0;
break;
}
}
MachineContainer
class forB
that contains B0, B1, and B2 and when B2 ends, it passes control back to its container which then transitions to C... I've never actually tried anything like this though. It's an interesting problem!