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diff --git a/src/game.h b/src/game.h
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-/*
- * The ManaPlus Client
- * Copyright (C) 2004-2009 The Mana World Development Team
- * Copyright (C) 2009-2010 The Mana Developers
- * Copyright (C) 2011-2017 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 "enums/input/inputaction.h"
-
-#include <string>
-
-#include "localconsts.h"
-
-PRAGMA48(GCC diagnostic push)
-PRAGMA48(GCC diagnostic ignored "-Wshadow")
-#include <SDL_events.h>
-PRAGMA48(GCC diagnostic pop)
-
-static const int MAX_LASTKEYS = 10;
-
-extern volatile time_t cur_time;
-
-class Map;
-
-struct LastKey final
-{
- A_DELETE_COPY(LastKey)
-
- LastKey() :
- time(0),
- key(InputAction::NO_VALUE),
- cnt(0)
- { }
-
- time_t time;
- InputActionT key;
- int cnt;
-};
-
-/**
- * The main class responsible for running the game. The game starts after you
- * have selected your character.
- */
-class Game final
-{
- public:
- /**
- * Constructs the game, creating all the managers, handlers, engines
- * and GUI windows that make up the game.
- */
- Game();
-
- A_DELETE_COPY(Game)
-
- /**
- * Destructor, cleans up the game.
- */
- ~Game();
-
- /**
- * Provides access to the game instance.
- */
- static Game *instance() A_WARN_UNUSED
- { return mInstance; }
-
- constexpr2 static void clearInstance() noexcept2
- { mInstance = nullptr; }
-
- /**
- * This method takes the game a small step further. It is called 100
- * times per second.
- */
- void logic();
-
- void slowLogic();
-
- void handleInput();
-
- void handleMove();
-
- void changeMap(const std::string &mapName);
-
- void updateFrameRate(int fpsLimit);
-
- /**
- * Returns the currently active map.
- */
- Map *getCurrentMap() const noexcept2 A_WARN_UNUSED
- { return mCurrentMap; }
-
- const std::string &getCurrentMapName() const noexcept2 A_WARN_UNUSED
- { return mMapName; }
-
- void setValidSpeed();
-
- void adjustPerfomance();
-
- void resetAdjustLevel();
-
- void setAdjustLevel(const int n)
- { mAdjustLevel = n; }
-
- static void videoResized(const int width, const int height);
-
- bool getValidSpeed() const noexcept2 A_WARN_UNUSED
- { return mValidSpeed; }
-
- static void moveInDirection(const unsigned char direction);
-
- static bool createScreenshot(const std::string &prefix);
-
- static void addWatermark();
-
- static bool saveScreenshot(SDL_Surface *const screenshot,
- const std::string &prefix);
-
- void updateHistory(const SDL_Event &event);
-
- void checkKeys();
-
- private:
- void clearKeysArray();
-
- Map *mCurrentMap;
- std::string mMapName;
- bool mValidSpeed;
- LastKey mLastKeys[MAX_LASTKEYS];
- time_t mNextAdjustTime;
- int mAdjustLevel;
- bool mAdjustPerfomance;
- int mLowerCounter;
- int mPing;
- time_t mTime;
- time_t mTime2;
-
- static Game *mInstance;
-};
-
-extern bool mStatsReUpdated;
-
-#endif // GAME_H