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authorAndrei Karas <akaras@inbox.ru>2011-01-02 01:48:38 +0200
committerAndrei Karas <akaras@inbox.ru>2011-01-02 02:41:24 +0200
commit3eeae12c498d1a4dbe969462d2ba841f77ee3ccb (patch)
treeff8eab35e732bc0749fc11677c8873a7b3a58704 /src/game.h
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Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana and my private repository.
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+/*
+ * The Mana Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 The Mana Developers
+ *
+ * This file is part of The Mana 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"
+
+#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; }
+
+ /**
+ * This method takes the game a small step further. It is called 100
+ * times per second.
+ */
+ void logic();
+
+ void handleInput();
+
+ void changeMap(const std::string &mapName);
+
+ /**
+ * Returns the currently active map.
+ */
+ Map *getCurrentMap()
+ { return mCurrentMap; }
+
+ const std::string &getCurrentMapName() const
+ { return mMapName; }
+
+ void setValidSpeed();
+
+ 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];
+
+ static Game *mInstance;
+};
+
+#endif