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//****************************************************************************
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// Product: "Fly 'n' Shoot" game example
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// Last updated for version 6.3.3
// Last updated on 2018-06-23
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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) 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 3 of the License, or
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// (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
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// along with this program. If not, see <www.gnu.org/licenses/>.
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//
// Contact information:
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// <www.state-machine.com/licensing>
// <info@state-machine.com>
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//****************************************************************************
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#include "qpcpp.hpp"
#include "bsp.hpp"
#include "game.hpp"
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static QP::QTicker l_ticker0(0); // ticker for tick rate 0
QP::QActive *GAME::the_Ticker0 = &l_ticker0;
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//............................................................................
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int main() {
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static QP::QEvt const * missileQueueSto[2];
static QP::QEvt const * shipQueueSto[3];
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static QP::QEvt const * tunnelQueueSto[GAME_MINES_MAX + 5];
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static QF_MPOOL_EL(QP::QEvt) smlPoolSto[10];
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static QF_MPOOL_EL(GAME::ObjectImageEvt) medPoolSto[2*GAME_MINES_MAX +10];
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static QP::QSubscrList subscrSto[GAME::MAX_PUB_SIG];
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QP::QF::init(); // initialize the framework and the underlying RT kernel
GAME::BSP_init(); // initialize the Board Support Package
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// initialize the event pools...
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QP::QF::poolInit(smlPoolSto, sizeof(smlPoolSto), sizeof(smlPoolSto[0]));
QP::QF::poolInit(medPoolSto, sizeof(medPoolSto), sizeof(medPoolSto[0]));
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// init publish-subscribe
QP::QF::psInit(subscrSto, Q_DIM(subscrSto));
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// object dictionaries for AOs...
QS_OBJ_DICTIONARY(GAME::AO_Missile);
QS_OBJ_DICTIONARY(GAME::AO_Ship);
QS_OBJ_DICTIONARY(GAME::AO_Tunnel);
// signal dictionaries for globally published events...
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QS_SIG_DICTIONARY(GAME::TIME_TICK_SIG, nullptr);
QS_SIG_DICTIONARY(GAME::PLAYER_TRIGGER_SIG, nullptr);
QS_SIG_DICTIONARY(GAME::PLAYER_QUIT_SIG, nullptr);
QS_SIG_DICTIONARY(GAME::GAME_OVER_SIG, nullptr);
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// start the active objects...
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GAME::the_Ticker0->start(1U, // priority
0, 0, 0, 0);
GAME::AO_Tunnel ->start(2U, // priority
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tunnelQueueSto, Q_DIM(tunnelQueueSto), // evt queue
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nullptr, 0U); // no per-thread stack
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GAME::AO_Ship ->start(3U, // priority
shipQueueSto, Q_DIM(shipQueueSto), // evt queue
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nullptr, 0U); // no per-thread stack
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GAME::AO_Missile->start(4U, // priority
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missileQueueSto, Q_DIM(missileQueueSto), // evt queue
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nullptr, 0U); // no per-thread stack
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return QP::QF::run(); // run the QF application
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}
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