////////////////////////////////////////////////////////////////////////////// // Model: game.qm // File: ./main.cpp // // This code has been generated by QM tool (see state-machine.com/qm). // DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost. // // 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. // // 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. ////////////////////////////////////////////////////////////////////////////// // @(/3/6) ................................................................... #include "qp_port.h" #include "bsp.h" #include "game.h" namespace GAME { //............................................................................ extern "C" int_t main() { static QP::QEvt const * missileQueueSto[2]; static QP::QEvt const * shipQueueSto[3]; static QP::QEvt const * tunnelQueueSto[GAME_MINES_MAX + 5]; static QF_MPOOL_EL(QP::QEvt) smlPoolSto[10]; static QF_MPOOL_EL(ObjectImageEvt) medPoolSto[2*GAME_MINES_MAX + 10]; static QP::QSubscrList subscrSto[MAX_PUB_SIG]; QP::QF::init(); // initialize the framework and the underlying RT kernel BSP_init(); // initialize the Board Support Package // initialize the event pools... QP::QF::poolInit(smlPoolSto, sizeof(smlPoolSto), sizeof(smlPoolSto[0])); QP::QF::poolInit(medPoolSto, sizeof(medPoolSto), sizeof(medPoolSto[0])); QP::QF::psInit(subscrSto, Q_DIM(subscrSto)); // init publish-subscribe // 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, static_cast(0)); QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, static_cast(0)); QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, static_cast(0)); QS_SIG_DICTIONARY(GAME_OVER_SIG, static_cast(0)); // start the active objects... AO_Tunnel ->start(1U, // priority tunnelQueueSto, Q_DIM(tunnelQueueSto), // evt queue static_cast(0), 0U); // no per-thread stack AO_Missile->start(2U, // priority missileQueueSto, Q_DIM(missileQueueSto), // evt queue static_cast(0), 0U); // no per-thread stack AO_Ship ->start(3U, // priority shipQueueSto, Q_DIM(shipQueueSto), // evt queue static_cast(0), 0U); // no per-thread stack return QP::QF::run(); // run the QF application } } // namespace GAME