summaryrefslogtreecommitdiff
path: root/src/game.h
blob: e5565e851e62b446a941362d0caf0751a444970c (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
/*
 *  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 <http://www.gnu.org/licenses/>.
 */

#ifndef GAME_H
#define GAME_H

#include "enums/input/inputaction.h"

#include <string>

#include "localconsts.h"

PRAGMA48(GCC diagnostic push)
PRAGMA48(GCC diagnostic ignored "-Wshadow")
#include <SDL_events.h>
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