/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2019 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 . */ #ifndef GAME_H #define GAME_H #include "enums/input/inputaction.h" #include #include "localconsts.h" PRAGMA48(GCC diagnostic push) PRAGMA48(GCC diagnostic ignored "-Wshadow") #include PRAGMA48(GCC diagnostic pop) static const int MAX_LASTKEYS = 10; extern volatile time_t cur_time; class Map; struct LastKey final { A_DELETE_COPY(LastKey) LastKey() : time(0), key(InputAction::NO_VALUE), cnt(0) { } time_t time; InputActionT key; int cnt; }; /** * The main class responsible for running the game. The game starts after you * have selected your character. */ class Game final { public: /** * Constructs the game, creating all the managers, handlers, engines * and GUI windows that make up the game. */ Game(); A_DELETE_COPY(Game) /** * Destructor, cleans up the game. */ ~Game(); /** * Provides access to the game instance. */ static Game *instance() A_WARN_UNUSED { return mInstance; } constexpr2 static void clearInstance() noexcept2 { mInstance = nullptr; } /** * This method takes the game a small step further. It is called 100 * times per second. */ void logic(); void slowLogic(); void handleInput(); void handleMove(); void changeMap(const std::string &mapName); void updateFrameRate(int fpsLimit); /** * Returns the currently active map. */ Map *getCurrentMap() const noexcept2 A_WARN_UNUSED { return mCurrentMap; } const std::string &getCurrentMapName() const noexcept2 A_WARN_UNUSED { return mMapName; } void setValidSpeed(); void adjustPerfomance(); void resetAdjustLevel(); void setAdjustLevel(const int n) { mAdjustLevel = n; } static void videoResized(const int width, const int height); bool getValidSpeed() const noexcept2 A_WARN_UNUSED { return mValidSpeed; } static void moveInDirection(const unsigned char direction); static bool createScreenshot(const std::string &prefix); static void addWatermark(); static bool saveScreenshot(SDL_Surface *const screenshot, const std::string &prefix); void updateHistory(const SDL_Event &event); void checkKeys(); private: void clearKeysArray(); Map *mCurrentMap; std::string mMapName; bool mValidSpeed; LastKey mLastKeys[MAX_LASTKEYS]; time_t mNextAdjustTime; int mAdjustLevel; bool mAdjustPerfomance; int mLowerCounter; int mPing; time_t mTime; time_t mTime2; static Game *mInstance; }; extern bool mStatsReUpdated; #endif // GAME_H