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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/game.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/game.cpp')
-rw-r--r--src/game.cpp163
1 files changed, 22 insertions, 141 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 45e6b761..56978dca 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -23,6 +23,7 @@
#include "beingmanager.h"
#include "channelmanager.h"
+#include "client.h"
#include "commandhandler.h"
#include "configuration.h"
#include "effectmanager.h"
@@ -34,7 +35,6 @@
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
-#include "main.h"
#include "map.h"
#include "npc.h"
#include "particle.h"
@@ -96,9 +96,6 @@
std::string map_path;
-volatile int tick_time;
-volatile int fps = 0, frame = 0;
-
Joystick *joystick = NULL;
OkDialog *weightNotice = NULL;
@@ -133,55 +130,6 @@ Viewport *viewport = NULL; /**< Viewport on the map. */
ChatTab *localChatTab = NULL;
-std::string screenshotDir = "";
-
-/**
- * Tells the max tick value,
- * setting it back to zero (and start again).
- */
-const int MAX_TICK_VALUE = 10000;
-/**
- * Set the milliseconds value of a tick time.
- */
-const int MILLISECONDS_IN_A_TICK = 10;
-
-/**
- * Advances game logic counter.
- * Called every 10 milliseconds by SDL_AddTimer()
- * @see MILLISECONDS_IN_A_TICK value
- */
-Uint32 nextTick(Uint32 interval, void *param)
-{
- tick_time++;
- if (tick_time == MAX_TICK_VALUE) tick_time = 0;
- return interval;
-}
-
-/**
- * Updates fps.
- * Called every seconds by SDL_AddTimer()
- */
-Uint32 nextSecond(Uint32 interval, void *param)
-{
- fps = frame;
- frame = 0;
-
- return interval;
-}
-
-/**
- * @return the elapsed time in milliseconds
- * between two tick values.
- */
-int get_elapsed_time(int start_time)
-{
- if (start_time <= tick_time)
- return (tick_time - start_time) * MILLISECONDS_IN_A_TICK;
- else
- return (tick_time + (MAX_TICK_VALUE - start_time))
- * MILLISECONDS_IN_A_TICK;
-}
-
/**
* Initialize every game sub-engines in the right order
*/
@@ -266,8 +214,6 @@ Game *Game::mInstance = 0;
Game::Game():
mLastTarget(Being::UNKNOWN),
- mLogicCounterId(0), mSecondsCounterId(0),
- mLimitFps(false),
mCurrentMap(0), mMapName("")
{
assert(!mInstance);
@@ -276,7 +222,7 @@ Game::Game():
disconnectedDialog = NULL;
// Create the viewport
- viewport = new Viewport();
+ viewport = new Viewport;
viewport->setDimension(gcn::Rectangle(0, 0, graphics->getWidth(),
graphics->getHeight()));
@@ -291,11 +237,6 @@ Game::Game():
initEngines();
- // Initialize logic and seconds counters
- tick_time = 0;
- mLogicCounterId = SDL_AddTimer(MILLISECONDS_IN_A_TICK, nextTick, NULL);
- mSecondsCounterId = SDL_AddTimer(1000, nextSecond, NULL);
-
// This part is eAthena specific
// For Manaserv, the map is obtained
// with the GPMSG_PLAYER_MAP_CHANGE flag.
@@ -317,11 +258,6 @@ Game::Game():
*/
Net::getGameHandler()->ping(tick_time);
- // Initialize frame limiting
- SDL_initFramerate(&mFpsManager);
- config.addListener("fpslimit", this);
- optionChanged("fpslimit");
-
Joystick::init();
// TODO: The user should be able to choose which one to use
// Open the first device
@@ -356,26 +292,9 @@ Game::~Game()
floorItemManager = NULL;
joystick = NULL;
- SDL_RemoveTimer(mLogicCounterId);
- SDL_RemoveTimer(mSecondsCounterId);
-
mInstance = 0;
}
-void setScreenshotDir(const std::string &dir)
-{
- if (dir.empty())
- {
- screenshotDir = std::string(PHYSFS_getUserDir()) + "Desktop";
- // If ~/Desktop does not exist, we save screenshots in the user's home.
- struct stat statbuf;
- if (stat(screenshotDir.c_str(), &statbuf))
- screenshotDir = std::string(PHYSFS_getUserDir());
- }
- else
- screenshotDir = dir;
-}
-
static bool saveScreenshot()
{
static unsigned int screenshotCount = 0;
@@ -392,7 +311,7 @@ static bool saveScreenshot()
screenshotCount++;
filenameSuffix.str("");
filename.str("");
- filename << screenshotDir << "/";
+ filename << Client::getScreenshotDirectory() << "/";
filenameSuffix << "Mana_Screenshot_" << screenshotCount << ".png";
filename << filenameSuffix.str();
testExists.open(filename.str().c_str(), std::ios::in);
@@ -420,74 +339,36 @@ static bool saveScreenshot()
return success;
}
-void Game::optionChanged(const std::string &name)
+void Game::logic()
{
- const int fpsLimit = (int) config.getValue("fpslimit", 60);
- mLimitFps = fpsLimit > 0;
- if (mLimitFps)
- SDL_setFramerate(&mFpsManager, fpsLimit);
-}
+ handleInput();
-void Game::exec()
-{
- int gameTime = tick_time;
+ // Handle all necessary game logic
+ beingManager->logic();
+ particleEngine->update();
+ if (mCurrentMap)
+ mCurrentMap->update();
- while (state == STATE_GAME)
+ // Handle network stuff
+ if (!Net::getGameHandler()->isConnected())
{
- if (mCurrentMap)
- mCurrentMap->update(get_elapsed_time(gameTime));
-
- handleInput();
-
- // Handle all necessary game logic
- while (get_elapsed_time(gameTime) > 0)
+ if (Client::getState() != STATE_ERROR)
{
- beingManager->logic();
- particleEngine->update();
- gui->logic();
-
- gameTime++;
+ errorMessage = _("The connection to the server was lost.");
}
- // This is done because at some point tick_time will wrap.
- gameTime = tick_time;
-
- // Update the screen when application is active, delay otherwise.
- if (SDL_GetAppState() & SDL_APPACTIVE)
+ if (!disconnectedDialog)
{
- frame++;
- gui->draw();
- graphics->updateScreen();
- }
- else
- {
- SDL_Delay(10);
- }
-
- if (mLimitFps)
- SDL_framerateDelay(&mFpsManager);
-
- // Handle network stuff
- Net::getGeneralHandler()->flushNetwork();
- if (!Net::getGameHandler()->isConnected())
- {
- if (state != STATE_ERROR)
- {
- errorMessage = _("The connection to the server was lost.");
- }
-
- if (!disconnectedDialog)
- {
- disconnectedDialog = new OkDialog(_("Network Error"), errorMessage);
- disconnectedDialog->addActionListener(&errorListener);
- disconnectedDialog->requestMoveToTop();
- }
+ disconnectedDialog = new OkDialog(_("Network Error"),
+ errorMessage);
+ disconnectedDialog->addActionListener(&errorListener);
+ disconnectedDialog->requestMoveToTop();
}
}
}
/**
- * The MONSTER input handling method.
+ * The huge input handling method.
*/
void Game::handleInput()
{
@@ -849,7 +730,7 @@ void Game::handleInput()
// Quit event
else if (event.type == SDL_QUIT)
{
- state = STATE_EXIT;
+ Client::setState(STATE_EXIT);
}
// Push input to GUI when not used
@@ -861,7 +742,7 @@ void Game::handleInput()
}
catch (gcn::Exception e)
{
- const char* err = e.getMessage().c_str();
+ const char *err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
}