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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-05 22:15:43 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-06 21:25:37 +0100
commit242e3bb8d92def67d5c30f2f2fd974cfb117ec04 (patch)
tree7f247e04e238a0edc0281ec8ed85539b2be81137 /src/net/manaserv/playerhandler.cpp
parent51e14c9d7aab75fe60f68d4943759eef66eafe9a (diff)
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Merged the Engine class into the Game class
There was little point in keeping the Engine class separate. It wasn't an engine at all, but only kept track of the currently active map, a job more suitable for the Game class anyway.
Diffstat (limited to 'src/net/manaserv/playerhandler.cpp')
-rw-r--r--src/net/manaserv/playerhandler.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/net/manaserv/playerhandler.cpp b/src/net/manaserv/playerhandler.cpp
index 9225b765..624a442a 100644
--- a/src/net/manaserv/playerhandler.cpp
+++ b/src/net/manaserv/playerhandler.cpp
@@ -23,7 +23,7 @@
#include "net/manaserv/beinghandler.h"
#include "effectmanager.h"
-#include "engine.h"
+#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "particle.h"
@@ -304,12 +304,14 @@ void PlayerHandler::handleMapChangeMessage(Net::MessageIn &msg)
const std::string mapName = msg.readString();
const unsigned short x = msg.readInt16();
const unsigned short y = msg.readInt16();
- const bool nearby = (engine->getCurrentMapName() == mapName);
+
+ Game *game = Game::instance();
+ const bool sameMap = (game->getCurrentMapName() == mapName);
logger->log("Changing map to %s (%d, %d)", mapName.c_str(), x, y);
// Switch the actual map, deleting the previous one
- engine->changeMap(mapName);
+ game->changeMap(mapName);
current_npc = 0;
@@ -318,7 +320,7 @@ void PlayerHandler::handleMapChangeMessage(Net::MessageIn &msg)
float scrollOffsetY = 0.0f;
/* Scroll if neccessary */
- if (!nearby
+ if (!sameMap
|| (abs(x - (int) playerPos.x) > MAP_TELEPORT_SCROLL_DISTANCE)
|| (abs(y - (int) playerPos.y) > MAP_TELEPORT_SCROLL_DISTANCE))
{