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2012-08-14 18:07:04 -04:00
/*****************************************************************************
* Product: "Fly'n'Shoot" game example
2013-09-23 14:34:35 -04:00
* Last Updated for Version: 4.5.05
* Date of the Last Update: Mar 22, 2013
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*
* Q u a n t u m L e a P s
* ---------------------------
* innovating embedded systems
*
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* Copyright (C) 2002-2013 Quantum Leaps, LLC. All rights reserved.
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*
* This program is open source software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published
* by the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* Alternatively, this program may be distributed and modified under the
* terms of Quantum Leaps commercial licenses, which expressly supersede
* the GNU General Public License and are specifically designed for
* licensees interested in retaining the proprietary status of their code.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Contact information:
* Quantum Leaps Web sites: http://www.quantum-leaps.com
* http://www.state-machine.com
* e-mail: info@quantum-leaps.com
*****************************************************************************/
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Local-scope objects -----------------------------------------------------*/
static QEvt const * l_missileQueueSto[2];
static QEvt const * l_shipQueueSto[3];
static QEvt const * l_tunnelQueueSto[GAME_MINES_MAX + 5];
static union SmallEvents {
void *e0; /* minimum event size */
uint8_t e1[sizeof(QEvt)];
/* ... other event types to go into this pool */
} l_smlPoolSto[10]; /* storage for the small event pool */
static union MediumEvents {
void *e0; /* minimum event size */
uint8_t e1[sizeof(ObjectPosEvt)];
uint8_t e2[sizeof(ObjectImageEvt)];
uint8_t e3[sizeof(MineEvt)];
uint8_t e4[sizeof(ScoreEvt)];
/* ... other event types to go into this pool */
} l_medPoolSto[2*GAME_MINES_MAX + 8]; /* storage for the medium event pool */
static QSubscrList l_subscrSto[MAX_PUB_SIG];
/*..........................................................................*/
int main(int argc, char *argv[]) {
/* explicitly invoke the active objects' ctors... */
Missile_ctor();
Ship_ctor();
Tunnel_ctor();
BSP_init(argc, argv); /* initialize the Board Support Package */
QF_init(); /* initialize the framework and the underlying RT kernel */
/* initialize the event pools... */
QF_poolInit(l_smlPoolSto, sizeof(l_smlPoolSto), sizeof(l_smlPoolSto[0]));
QF_poolInit(l_medPoolSto, sizeof(l_medPoolSto), sizeof(l_medPoolSto[0]));
QF_psInit(l_subscrSto, Q_DIM(l_subscrSto)); /* init publish-subscribe */
/* send object dictionaries for event pools... */
QS_OBJ_DICTIONARY(l_smlPoolSto);
QS_OBJ_DICTIONARY(l_medPoolSto);
/* send signal dictionaries for globally published events... */
QS_SIG_DICTIONARY(TIME_TICK_SIG, 0);
QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, 0);
QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, 0);
QS_SIG_DICTIONARY(GAME_OVER_SIG, 0);
/* start the active objects... */
QActive_start(AO_Missile,
1, /* priority */
l_missileQueueSto, Q_DIM(l_missileQueueSto), /* evt queue */
(void *)0, 0, /* no per-thread stack */
(QEvt *)0); /* no initialization event */
QActive_start(AO_Ship,
2, /* priority */
l_shipQueueSto, Q_DIM(l_shipQueueSto), /* evt queue */
(void *)0, 0, /* no per-thread stack */
(QEvt *)0); /* no initialization event */
QActive_start(AO_Tunnel,
3, /* priority */
l_tunnelQueueSto, Q_DIM(l_tunnelQueueSto), /* evt queue */
(void *)0, 0, /* no per-thread stack */
(QEvt *)0); /* no initialization event */
return QF_run(); /* run the QF application */
}