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122 lines
5.1 KiB
C
122 lines
5.1 KiB
C
/*****************************************************************************
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* Product: "Fly 'n' Shoot" game example for Windows
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* Last updated for version 5.7.5
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* Last updated on 2016-11-08
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*
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* Q u a n t u m L e a P s
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* ---------------------------
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* innovating embedded systems
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*
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* Copyright (C) Quantum Leaps, LLC. All rights reserved.
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*
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* This program is open source software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as published
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* by the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Alternatively, this program may be distributed and modified under the
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* terms of Quantum Leaps commercial licenses, which expressly supersede
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* the GNU General Public License and are specifically designed for
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* licensees interested in retaining the proprietary status of their code.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Contact information:
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* Web: www.state-machine.com
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* Email: info@state-machine.com
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*****************************************************************************/
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#include "qpc.h"
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#include "bsp.h"
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#include "game.h"
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/* "fudge factor" for Windows, see NOTE1 */
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enum { WIN_FUDGE_FACTOR = 10 };
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/*..........................................................................*/
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int main() {
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static QEvt const *missileQueueSto[2*WIN_FUDGE_FACTOR];
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static QEvt const *shipQueueSto[3*WIN_FUDGE_FACTOR];
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static QEvt const *tunnelQueueSto[(GAME_MINES_MAX + 5)*WIN_FUDGE_FACTOR];
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static QF_MPOOL_EL(QEvt) smlPoolSto[10*WIN_FUDGE_FACTOR];
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static QF_MPOOL_EL(ObjectImageEvt)
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medPoolSto[(2*GAME_MINES_MAX + 10)*WIN_FUDGE_FACTOR];
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static QSubscrList subscrSto[MAX_PUB_SIG];
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/* explicitly invoke the active objects' ctors... */
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Missile_ctor();
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Ship_ctor();
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Tunnel_ctor();
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QF_init(); /* initialize the framework and the underlying RT kernel */
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BSP_init(); /* initialize the Board Support Package */
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/* init publish-subscribe... */
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QF_psInit(subscrSto, Q_DIM(subscrSto));
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/* initialize the event pools... */
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QF_poolInit(smlPoolSto, sizeof(smlPoolSto), sizeof(smlPoolSto[0]));
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QF_poolInit(medPoolSto, sizeof(medPoolSto), sizeof(medPoolSto[0]));
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/* send object dictionaries for event queues... */
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QS_OBJ_DICTIONARY(missileQueueSto);
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QS_OBJ_DICTIONARY(shipQueueSto);
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QS_OBJ_DICTIONARY(tunnelQueueSto);
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/* send object dictionaries for event pools... */
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QS_OBJ_DICTIONARY(smlPoolSto);
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QS_OBJ_DICTIONARY(medPoolSto);
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/* send signal dictionaries for globally published events... */
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QS_SIG_DICTIONARY(TIME_TICK_SIG, (void *)0);
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QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, (void *)0);
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QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, (void *)0);
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QS_SIG_DICTIONARY(GAME_OVER_SIG, (void *)0);
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/* start the active objects... */
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QACTIVE_START(AO_Tunnel,
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1U, /* QP priority */
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tunnelQueueSto, Q_DIM(tunnelQueueSto), /* evt queue */
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(void *)0, 0U, /* no per-thread stack */
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(QEvt *)0); /* no initialization event */
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QACTIVE_START(AO_Ship,
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2U, /* QP priority */
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shipQueueSto, Q_DIM(shipQueueSto), /* evt queue */
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(void *)0, 0U, /* no per-thread stack */
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(QEvt *)0); /* no initialization event */
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QACTIVE_START(AO_Missile,
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3U, /* QP priority */
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missileQueueSto, Q_DIM(missileQueueSto), /* evt queue */
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(void *)0, 0U, /* no per-thread stack */
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(QEvt *)0); /* no initialization event */
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return QF_run(); /* run the QF application */
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}
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/*****************************************************************************
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* NOTE1:
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* Windows is not a deterministic real-time system, which means that the
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* system can occasionally and unexpectedly "choke and freeze" for a number
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* of seconds. The designers of Windows have dealt with these sort of issues
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* by massively oversizing the resources available to the applications. For
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* example, the default Windows GUI message queues size is 10,000 entries,
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* which can dynamically grow to an even larger number. Also the stacks of
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* Win32 threads can dynamically grow to several megabytes.
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*
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* In contrast, the event queues, event pools, and stack size inside the
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* real-time embedded (RTE) systems can be (and must be) much smaller,
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* because you typically can put an upper bound on the real-time behavior
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* and the resulting delays.
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*
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* To be able to run the unmodified applications designed originally for
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* RTE systems on Windows, and to reduce the odds of resource shortages in
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* this case, the generous WIN_FUDGE_FACTOR is used to oversize the
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* event queues and event pools.
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*/
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