#ifndef _UNIT_H_ #define _UNIT_H_ #include #include #include "gametypes.h" #include "vector2.h" #define UNIT_FORMATTER "UNIT:%u pl:%u vs:%c dr:%c ps:[%u,%u]" // force a reset of the unit ID value void __forceResetCUnitID(); // Base unit type class CUnit { public: // Factory function for creating units from a visual static CUnit GetUnitFromVis( unitvis_c vis ); // Unit <--> string conversion functions static std::string GetStringFromUnit(const CUnit& unit ); static CUnit GetUnitFromString(const std::string& unit ); // Constructor CUnit(); // Move constructor and move assignment. CUnit cannot be copied CUnit(CUnit&& unit); CUnit& operator=(CUnit&& unit); bool operator==(const CUnit& rhs); bool operator!=(const CUnit& rhs) { return !(*this == rhs); } // Getters for all the members inline const unit_id_t& GetID() const { return unit_id; } inline const player_t & GetPlayer() const { return player_id; } inline const unitvis_c & GetVisual() const { return unit_vis; } inline const dir_t& GetDir() const { return dir; } inline const uvector2& GetPos() const { return pos; } // Set inline player_t SetPlayer(const player_t &v) { return (player_id = v); } inline unitvis_c SetVisual(const unitvis_c &v) { return (unit_vis = v); } inline dir_t SetDir(const dir_t &v) { return (dir = v); } inline void SetPos(const uvector2 &v) { pos = v; } // Get the co-ordinate in front of the unit uvector2 GetInFront() const; // Check unit is valid inline bool Valid() const; // Set a unit based solely on it's visual bool SetFromVisual(const unitvis_c &vis); // Orientation methods dir_t TurnLeft(); dir_t TurnRight(); dir_t TurnAround(); private: // Update my visual must be called when setting direction unitvis_c UpdateMyVisual(); // Unit ID unit_id_t unit_id; // Visual unitvis_c unit_vis; // Player ID player_t player_id; // Direction dir_t dir; // Position uvector2 pos; }; // Typedef for a vector of units typedef std::vector< CUnit > CUnitVector; typedef std::vector< unit_id_t > CUnitIDVector; // Simple validation inline bool CUnit::Valid() const { return (unit_id != unit_id_invalid ) && (player_id != player_t::NUM_INVALID ) && (unit_vis != unitvis_invalid); } #endif //_UNIT_H_