ttrts/game/unit.h

78 lines
No EOL
1.7 KiB
C++

#ifndef _UNIT_H_
#define _UNIT_H_
#include <string>
#include <memory>
#include "gametypes.h"
#include "vector2.h"
// Base unit type
class CUnit
{
public:
CUnit();
CUnit(CUnit&& unit);
~CUnit() = default;
inline const unit_id_t& getID() const { return unit_id; }
inline const team_id_t& getTeam() const { return team_id; }
inline const player_id_t& getPlayer() const { return player_id; }
inline const unitVis_c& getVisual() const { return unit_vis; }
// Return non-zero values on error
inline int setTeam(const team_id_t& v) { return (v == team_id_invalid) ? -1 : (( team_id = v ), 0); }
inline int setPlayer(const player_id_t& v) { return (v == player_id_invalid) ? -1 : (( player_id = v ), 0); }
inline int setVisual(const unitVis_c& v) { return (v == unitVis_invalid) ? -1 : (( unit_vis = v ), 0); }
inline const uvector2& getPos() const { return pos; }
inline void setPos(const uvector2& v) { pos = v; }
// Check unit is valid
inline bool valid() const;
// Set a unit based solely on it's visual
bool setFromVisual( const unitVis_c& vis);
// Factory function for creating units from a visual
static CUnit&& getUnitFromVis( unitVis_c vis );
protected:
private:
// Update the visual of V
unitVis_c updateMyVisual();
// Unit ID
const unit_id_t unit_id;
// Visual
unitVis_c unit_vis;
// Team ID
team_id_t team_id;
// Owner ID
player_id_t player_id;
// Direction
dir_t dir;
// Position
uvector2 pos;
};
// Simple validation
inline bool CUnit::valid() const
{
return (unit_id != unit_id_invalid )
&& (team_id != team_id_invalid )
&& (player_id != player_id_invalid)
&& (unit_vis != unitVis_invalid);
}
#endif //_UNIT_H_