//////////////////////////////////////////////////////////////////////////////
// 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
}