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/* |
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* The ManaPlus Client |
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* Copyright (C) 2004-2009 The Mana World Development Team |
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* Copyright (C) 2009-2010 The Mana Developers |
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* Copyright (C) 2011-2019 The ManaPlus Developers |
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* Copyright (C) 2019-2021 Andrei Karas |
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* |
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* This file is part of The ManaPlus Client. |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*/ |
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#ifndef GAME_H |
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#define GAME_H |
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#include "enums/input/inputaction.h" |
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#include <string> |
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#include "localconsts.h" |
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PRAGMA48(GCC diagnostic push) |
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PRAGMA48(GCC diagnostic ignored "-Wshadow") |
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#include <SDL_events.h> |
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PRAGMA48(GCC diagnostic pop) |
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static const int MAX_LASTKEYS = 10; |
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extern volatile time_t cur_time; |
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class Map; |
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struct LastKey final |
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{ |
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A_DELETE_COPY(LastKey) |
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LastKey() : |
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time(0), |
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key(InputAction::NO_VALUE), |
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cnt(0) |
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{ } |
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time_t time; |
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InputActionT key; |
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int cnt; |
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}; |
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/** |
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* The main class responsible for running the game. The game starts after you |
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* have selected your character. |
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*/ |
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class Game final |
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{ |
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public: |
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/** |
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* Constructs the game, creating all the managers, handlers, engines |
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* and GUI windows that make up the game. |
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*/ |
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Game(); |
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A_DELETE_COPY(Game) |
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/** |
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* Destructor, cleans up the game. |
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*/ |
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~Game(); |
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/** |
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* Provides access to the game instance. |
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*/ |
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static Game *instance() A_WARN_UNUSED |
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{ return mInstance; } |
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constexpr2 static void clearInstance() noexcept2 |
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{ mInstance = nullptr; } |
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/** |
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* This method takes the game a small step further. It is called 100 |
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* times per second. |
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*/ |
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void logic(); |
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void slowLogic(); |
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void handleInput(); |
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void handleMove(); |
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void changeMap(const std::string &mapName); |
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void updateFrameRate(int fpsLimit); |
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/** |
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* Returns the currently active map. |
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*/ |
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Map *getCurrentMap() const noexcept2 A_WARN_UNUSED |
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{ return mCurrentMap; } |
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const std::string &getCurrentMapName() const noexcept2 A_WARN_UNUSED |
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{ return mMapName; } |
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void setValidSpeed(); |
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void adjustPerfomance(); |
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void resetAdjustLevel(); |
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void setAdjustLevel(const int n) |
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{ mAdjustLevel = n; } |
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static void videoResized(const int width, const int height); |
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bool getValidSpeed() const noexcept2 A_WARN_UNUSED |
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{ return mValidSpeed; } |
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static void moveInDirection(const unsigned char direction); |
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static bool createScreenshot(const std::string &prefix); |
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static void addWatermark(); |
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static bool saveScreenshot(SDL_Surface *const screenshot, |
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const std::string &prefix); |
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void updateHistory(const SDL_Event &event); |
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void checkKeys(); |
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private: |
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void clearKeysArray(); |
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Map *mCurrentMap; |
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std::string mMapName; |
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bool mValidSpeed; |
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LastKey mLastKeys[MAX_LASTKEYS]; |
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time_t mNextAdjustTime; |
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int mAdjustLevel; |
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bool mAdjustPerfomance; |
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int mLowerCounter; |
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int mPing; |
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time_t mTime; |
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time_t mTime2; |
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static Game *mInstance; |
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}; |
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extern bool mStatsReUpdated; |
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#endif // GAME_H |