src/Engine.cc
changeset 409 1a03ff151abc
parent 408 e6cfc44266af
child 411 106aaf6eadfe
equal deleted inserted replaced
408:e6cfc44266af 409:1a03ff151abc
    28         startGraphics();
    28         startGraphics();
    29     
    29     
    30     return *game_state;
    30     return *game_state;
    31 }
    31 }
    32         
    32         
    33 GameState& Engine::setupGame (void) {
    33 void Engine::setupGame (const TerrainConfig &config) {
    34     // proxy off to setupGame(Terrain *)
    34     // proxy off to setupGame(Terrain *)
    35     return setupGame(new Terrain(TERRAIN_WIDTH, TERRAIN_HEIGHT, TERRAIN_RANDOM_SEED));
    35     setupGame(new Terrain(config));
    36 }
    36 }
    37 
    37 
    38 void Engine::setupGraphics (const GraphicsConfiguration &config) {
    38 void Engine::setupGraphics (const GraphicsConfig &config) {
    39     // store config
    39     // store config
    40     graphics_config = &config;
    40     graphics_config = &config;
    41     
    41     
    42     // start already?
    42     // start already?
    43     if (game_state)
    43     if (game_state)
    53 }
    53 }
    54 
    54 
    55 void Engine::setupNetworkServer (const std::string &listen_port) {
    55 void Engine::setupNetworkServer (const std::string &listen_port) {
    56     NetworkEndpoint listen_addr(listen_port);
    56     NetworkEndpoint listen_addr(listen_port);
    57     
    57     
    58     // setup default game
    58     assert(terrain && game_state);
    59     setupGame();
    59     
    60 
       
    61     // create the server
    60     // create the server
    62     net_server = new NetworkServer(*game_state, listen_addr);
    61     net_server = new NetworkServer(*game_state, listen_addr);
    63 }
    62 }
    64 
    63 
    65 void Engine::setupNetworkClient (const std::string &connect_host, const std::string &connect_port) {
    64 void Engine::setupNetworkClient (const std::string &connect_host, const std::string &connect_port) {
    69     // begin connecting, the client will callback us with setupGame once it's connected
    68     // begin connecting, the client will callback us with setupGame once it's connected
    70     net_client_connect = new NetworkClientConnect(*this, connect_addr);
    69     net_client_connect = new NetworkClientConnect(*this, connect_addr);
    71 }
    70 }
    72 
    71 
    73 void Engine::setupSinglePlayer (void) {
    72 void Engine::setupSinglePlayer (void) {
    74     // setup default game
    73     assert(terrain && game_state);
    75     setupGame();
       
    76 
    74 
    77     // create player directly
    75     // create player directly
    78  	LocalPlayer* lp = new SinglePlayer(*game_state);
    76  	LocalPlayer* lp = new SinglePlayer(*game_state);
    79 
    77 
    80     // add to gamestate
    78     // add to gamestate