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102 lines
4.7 KiB
C++
102 lines
4.7 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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// Product: Product: "Fly'n'Shoot" game
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// Last Updated for Version: 4.5.00
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// Date of the Last Update: May 20, 2012
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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) 2002-2012 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 2 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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// Quantum Leaps Web sites: http://www.quantum-leaps.com
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// http://www.state-machine.com
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// e-mail: info@quantum-leaps.com
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//////////////////////////////////////////////////////////////////////////////
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#include "qp_port.h"
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#include "bsp.h"
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#include "game.h"
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// Local-scope objects -------------------------------------------------------
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static QEvt const * l_missileQueueSto[2];
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static QEvt const * l_shipQueueSto[3];
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static QEvt const * l_tunnelQueueSto[GAME_MINES_MAX + 5];
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static union SmallEvents {
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void *e0; // minimum event size
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uint8_t e1[sizeof(QEvt)];
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// ... other event types to go into this pool
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} l_smlPoolSto[10]; // storage for the small event pool
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static union MediumEvents {
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void *e0; // minimum event size
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uint8_t e1[sizeof(ObjectPosEvt)];
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uint8_t e2[sizeof(ObjectImageEvt)];
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uint8_t e3[sizeof(MineEvt)];
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uint8_t e4[sizeof(ScoreEvt)];
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// ... other event types to go into this pool
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} l_medPoolSto[2*GAME_MINES_MAX + 8]; // storage for the medium event pool
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static QSubscrList l_subscrSto[MAX_PUB_SIG];
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//............................................................................
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int main(void) {
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BSP_init(); // initialize the Board Support Package
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QF::init(); // initialize the framework and the underlying RT kernel
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// initialize the event pools...
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QF::poolInit(l_smlPoolSto, sizeof(l_smlPoolSto), sizeof(l_smlPoolSto[0]));
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QF::poolInit(l_medPoolSto, sizeof(l_medPoolSto), sizeof(l_medPoolSto[0]));
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QF::psInit(l_subscrSto, Q_DIM(l_subscrSto)); // init publish-subscribe
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// send object dictionaries for event queues...
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QS_OBJ_DICTIONARY(l_missileQueueSto);
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QS_OBJ_DICTIONARY(l_shipQueueSto);
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QS_OBJ_DICTIONARY(l_tunnelQueueSto);
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// send object dictionaries for event pools...
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QS_OBJ_DICTIONARY(l_smlPoolSto);
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QS_OBJ_DICTIONARY(l_medPoolSto);
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// send signal dictionaries for globally published events...
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QS_SIG_DICTIONARY(TIME_TICK_SIG, static_cast<void *>(0));
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QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, static_cast<void *>(0));
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QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, static_cast<void *>(0));
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QS_SIG_DICTIONARY(GAME_OVER_SIG, static_cast<void *>(0));
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// start the active objects...
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AO_Missile->start(1U, // priority
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l_missileQueueSto, Q_DIM(l_missileQueueSto),// evt queue
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static_cast<void *>(0), 0U); // no per-thread stack
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AO_Ship ->start(2U, // priority
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l_shipQueueSto, Q_DIM(l_shipQueueSto), // evt queue
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static_cast<void *>(0), 0U); // no per-thread stack
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AO_Tunnel ->start(3U, // priority
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l_tunnelQueueSto, Q_DIM(l_tunnelQueueSto), // evt queue
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static_cast<void *>(0), 0U); // no per-thread stack
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return QF::run(); // run the QF application
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}
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