////////////////////////////////////////////////////////////////////////////// // Product: Product: "Fly'n'Shoot" game // Last Updated for Version: 4.5.00 // Date of the Last Update: May 20, 2012 // // Q u a n t u m L e a P s // --------------------------- // innovating embedded systems // // Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved. // // 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 . // // 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(void) { BSP_init(); // 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 queues... QS_OBJ_DICTIONARY(l_missileQueueSto); QS_OBJ_DICTIONARY(l_shipQueueSto); QS_OBJ_DICTIONARY(l_tunnelQueueSto); // 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, 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_Missile->start(1U, // priority l_missileQueueSto, Q_DIM(l_missileQueueSto),// evt queue static_cast(0), 0U); // no per-thread stack AO_Ship ->start(2U, // priority l_shipQueueSto, Q_DIM(l_shipQueueSto), // evt queue static_cast(0), 0U); // no per-thread stack AO_Tunnel ->start(3U, // priority l_tunnelQueueSto, Q_DIM(l_tunnelQueueSto), // evt queue static_cast(0), 0U); // no per-thread stack return QF::run(); // run the QF application }