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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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"
#include "localconsts.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 = nullptr; }
/**
* This method takes the game a small step further. It is called 100
* times per second.
*/
void logic();
void handleInput();
bool handleOutfitsKeys(SDL_Event &event, bool &used);
bool handleSwitchKeys(SDL_Event &event, bool &used);
void handleMoveAndAttack(SDL_Event &event, bool wasDown);
void handleActive(SDL_Event &event);
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; }
static void closeDialogs();
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
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