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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-21 20:40:07 +0100
committerChuck Miller <shadowmil@gmail.com>2010-02-21 17:05:40 -0500
commitc8b0d1e56f27c3141895d28b2fc768afffe7bb2d (patch)
tree0a03458836badee3e1b0da13a0721c9261e7fa86 /src/net/ea/gamehandler.cpp
parent204a14c91bbe4436eb3b26bebf30cbe5669bdd1a (diff)
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Made tick counter and framerate limiter work during login sequence
Much code was moved from main() to the new Client::exec(). This new event loop now integrates with the Game class, so that the tick counter and framerate limiter apply universally. The Client class is also responsible for some things that used to be global variables. Mantis-issue: ...
Diffstat (limited to 'src/net/ea/gamehandler.cpp')
-rw-r--r--src/net/ea/gamehandler.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/net/ea/gamehandler.cpp b/src/net/ea/gamehandler.cpp
index b7b8389a..3625b9ab 100644
--- a/src/net/ea/gamehandler.cpp
+++ b/src/net/ea/gamehandler.cpp
@@ -21,10 +21,9 @@
#include "net/ea/gamehandler.h"
-#include "game.h"
+#include "client.h"
#include "localplayer.h"
#include "log.h"
-#include "main.h"
#include "gui/widgets/chattab.h"
@@ -74,7 +73,7 @@ void GameHandler::handleMessage(Net::MessageIn &msg)
logger->log("Protocol: Player start position: (%d, %d), Direction: %d",
x, y, direction);
// Switch now or we'll have problems
- state = STATE_GAME;
+ Client::setState(STATE_GAME);
player_node->setTileCoords(x, y);
} break;
@@ -91,7 +90,7 @@ void GameHandler::handleMessage(Net::MessageIn &msg)
case SMSG_CHAR_SWITCH_RESPONSE:
if (msg.readInt8())
{
- state = STATE_SWITCH_CHARACTER;
+ Client::setState(STATE_SWITCH_CHARACTER);
}
break;