/***************************************************************************** * Product: "Fly 'n' Shoot" game example * Last updated for version 5.4.0 * Last updated on 2015-03-25 * * Q u a n t u m L e a P s * --------------------------- * innovating embedded systems * * Copyright (C) Quantum Leaps, www.state-machine.com. * * 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 3 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 . * * Contact information: * Web: www.state-machine.com * Email: info@state-machine.com *****************************************************************************/ #include "qpc.h" #include "bsp.h" #include "game.h" /*..........................................................................*/ int main() { static QEvt const * missileQueueSto[2]; static QEvt const * shipQueueSto[3]; static QEvt const * tunnelQueueSto[GAME_MINES_MAX + 5]; static QF_MPOOL_EL(QEvt) smlPoolSto[10]; static QF_MPOOL_EL(ObjectImageEvt) medPoolSto[2*GAME_MINES_MAX + 10]; static QSubscrList subscrSto[MAX_PUB_SIG]; /* explicitly invoke the active objects' ctors... */ Missile_ctor(); Ship_ctor(); Tunnel_ctor(); QF_init(); /* initialize the framework and the underlying RT kernel */ BSP_init(); /* initialize the Board Support Package */ /* init publish-subscribe... */ QF_psInit(subscrSto, Q_DIM(subscrSto)); /* initialize the event pools... */ QF_poolInit(smlPoolSto, sizeof(smlPoolSto), sizeof(smlPoolSto[0])); QF_poolInit(medPoolSto, sizeof(medPoolSto), sizeof(medPoolSto[0])); /* send object dictionaries for event queues... */ QS_OBJ_DICTIONARY(missileQueueSto); QS_OBJ_DICTIONARY(shipQueueSto); QS_OBJ_DICTIONARY(tunnelQueueSto); /* send object dictionaries for event pools... */ QS_OBJ_DICTIONARY(smlPoolSto); QS_OBJ_DICTIONARY(medPoolSto); /* send signal dictionaries for globally published events... */ QS_SIG_DICTIONARY(TIME_TICK_SIG, (void *)0); QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, (void *)0); QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, (void *)0); QS_SIG_DICTIONARY(GAME_OVER_SIG, (void *)0); /* start the active objects... */ QACTIVE_START(AO_Missile, 1U, /* QP priority */ missileQueueSto, Q_DIM(missileQueueSto), /* evt queue */ (void *)0, 0U, /* no per-thread stack */ (QEvt *)0); /* no initialization event */ QACTIVE_START(AO_Ship, 2U, /* QP priority */ shipQueueSto, Q_DIM(shipQueueSto), /* evt queue */ (void *)0, 0U, /* no per-thread stack */ (QEvt *)0); /* no initialization event */ QACTIVE_START(AO_Tunnel, 3U, /* QP priority */ tunnelQueueSto, Q_DIM(tunnelQueueSto), /* evt queue */ (void *)0, 0U, /* no per-thread stack */ (QEvt *)0); /* no initialization event */ return QF_run(); /* run the QF application */ }