blob: 84dca08e9c165d033520afddf60406265e6464e8 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011 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"
#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 = 0; }
/**
* 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();
void adjustPerfomance();
void resetAdjustLevel();
void setAdjustLevel(int n)
{ mAdjustLevel = n; }
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
|