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authorBertram <bertram@cegetel.net>2009-10-06 00:18:32 +0200
committerBertram <bertram@cegetel.net>2009-10-06 00:18:32 +0200
commit8a70da0e01e8cd6fd3b9b443bde45729b44a480b (patch)
treeb689cc5003630d7afe6343e0a6fc801ecb093886 /src/game.cpp
parent924e0a887f87ce531bc5bd26cb55e410b7303383 (diff)
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As little first step, move some specific out from game.cpp
I'll go step by step, in order no to screww everything... I also removed hard coded ticks reference in game.cpp
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp63
1 files changed, 29 insertions, 34 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 357092ae..60b13a06 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -147,7 +147,15 @@ EffectManager *effectManager = NULL;
ChatTab *localChatTab = NULL;
-const int MAX_TIME = 10000;
+/**
+ * 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;
/**
* Listener used for exiting handling.
@@ -167,16 +175,19 @@ namespace {
/**
* 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_TIME) tick_time = 0;
+ 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)
{
@@ -186,12 +197,17 @@ Uint32 nextSecond(Uint32 interval, void *param)
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) * 10;
+ return (tick_time - start_time) * MILLISECONDS_IN_A_TICK;
else
- return (tick_time + (MAX_TIME - start_time)) * 10;
+ return (tick_time + (MAX_TICK_VALUE - start_time))
+ * MILLISECONDS_IN_A_TICK;
}
/**
@@ -302,7 +318,7 @@ Game::Game():
// Initialize logic and seconds counters
tick_time = 0;
- mLogicCounterId = SDL_AddTimer(10, nextTick, NULL);
+ mLogicCounterId = SDL_AddTimer(MILLISECONDS_IN_A_TICK, nextTick, NULL);
mSecondsCounterId = SDL_AddTimer(1000, nextSecond, NULL);
// Initialize frame limiting
@@ -421,7 +437,7 @@ void Game::optionChanged(const std::string &name)
mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
// Reset draw time to current time
- mDrawTime = tick_time * 10;
+ mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
}
void Game::logic()
@@ -429,7 +445,7 @@ void Game::logic()
// mDrawTime has a higher granularity than gameTime in order to be able to
// work with minimum frame durations in milliseconds.
int gameTime = tick_time;
- mDrawTime = tick_time * 10;
+ mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
while (!done)
{
@@ -461,18 +477,18 @@ void Game::logic()
mDrawTime += mMinFrameTime;
// Make sure to wrap mDrawTime, since tick_time will wrap.
- if (mDrawTime > MAX_TIME * 10)
- mDrawTime -= MAX_TIME * 10;
+ if (mDrawTime > MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK)
+ mDrawTime -= MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK;
}
else
{
- SDL_Delay(10);
+ SDL_Delay(MILLISECONDS_IN_A_TICK);
}
}
else
{
- SDL_Delay(10);
- mDrawTime = tick_time * 10;
+ SDL_Delay(MILLISECONDS_IN_A_TICK);
+ mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
}
// Handle network stuff
@@ -959,29 +975,8 @@ void Game::handleInput()
direction |= Being::RIGHT;
}
-#ifdef TMWSERV_SUPPORT
- // First if player is pressing key for the direction he is already
- // going
- if (direction == player_node->getWalkingDir())
- {
- player_node->setWalkingDir(direction);
- }
- // Else if he is pressing a key, and its different from what he has
- // been pressing, stop (do not send this stop to the server) and
- // start in the new direction
- else if (direction && direction != player_node->getWalkingDir())
- {
- player_node->stopWalking(false);
- player_node->setWalkingDir(direction);
- }
- // Else, he is not pressing a key, stop (sending to server)
- else
- {
- player_node->stopWalking(true);
- }
-#else
player_node->setWalkingDir(direction);
-#endif
+
// Attacking monsters
if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
(joystick && joystick->buttonPressed(0)))