/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * This program is free 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 * any later version. * * 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 <http://www.gnu.org/licenses/>. */ #ifndef GAME_H #define GAME_H #include <string> #include "gui/sdlinput.h" #include "localconsts.h" #define MAX_LASTKEYS 10 extern volatile int cur_time; //extern std::string map_path; // TODO: Get rid of this global class Map; class WindowMenu; struct LastKey { int key; int time; int cnt; }; /** * The main class responsible for running the game. The game starts after you * have selected your character. */ class Game { public: /** * Constructs the game, creating all the managers, handlers, engines * and GUI windows that make up the game. */ Game(); /** * Destructor, cleans up the game. */ ~Game(); /** * Provides access to the game instance. */ static Game *instance() { return mInstance; } static void clearInstance() { mInstance = nullptr; } /** * This method takes the game a small step further. It is called 100 * times per second. */ void logic(); void handleInput(); void handleMove(); void handleActive(SDL_Event &event); void changeMap(const std::string &mapName); /** * Returns the currently active map. */ Map *getCurrentMap() const { return mCurrentMap; } const std::string &getCurrentMapName() const { return mMapName; } void setValidSpeed(); void adjustPerfomance(); void resetAdjustLevel(); void setAdjustLevel(int n) { mAdjustLevel = n; } static void closeDialogs(); void videoResized(int width, int height); bool getValidSpeed() { return mValidSpeed; } static bool saveScreenshot(); private: void updateHistory(SDL_Event &event); void checkKeys(); void clearKeysArray(); int mLastTarget; // WindowMenu *mWindowMenu; Map *mCurrentMap; std::string mMapName; bool mValidSpeed; int mLastAction; LastKey mLastKeys[MAX_LASTKEYS]; unsigned mNextAdjustTime; int mAdjustLevel; bool mAdjustPerfomance; int mLowerCounter; static Game *mInstance; }; #endif