ttrts/game/unit.cpp
2014-12-16 13:13:02 +00:00

197 lines
3.4 KiB
C++

#include "unit.h"
#include <map> // for std::map
namespace
{
// Helper function for generating unique unit ids during static init
unit_id_t get_unique_unit_id()
{
static unit_id_t p = 0;
return p++;
}
// Map of visual representation of unit V
typedef std::map< dir_t, unitVis_c > dir_to_vis_map;
// Helper function to get the vis map during static init
const dir_to_vis_map& get_vis_map_V()
{
static const dir_to_vis_map sk_visMap =
{
{dir_t::N,'^'},
{dir_t::E,'>'},
{dir_t::S,'v'},
{dir_t::W,'<'},
};
return sk_visMap;
}
}
// Plain constructor
CUnit::CUnit()
: unit_id ( get_unique_unit_id() )
, team_id ( team_id_invalid )
, unit_vis ( unitVis_invalid )
, player_id ( player_id_invalid )
, dir ( dir_t::S )
, pos ( { ucoord_invalid, ucoord_invalid } )
{
updateMyVisual();
}
// Move constructor
CUnit::CUnit(CUnit&& unit)
: unit_id ( std::move(unit.unit_id) )
, team_id ( std::move(unit.team_id) )
, player_id ( std::move(unit.player_id) )
, unit_vis ( std::move(unit.unit_vis) )
, dir ( std::move(unit.dir) )
, pos ( std::move(unit.pos) )
{
updateMyVisual();
}
// Move asignment operator
CUnit& CUnit::operator=(CUnit&& unit)
{
unit_id = std::move(unit.unit_id) ;
team_id = std::move(unit.team_id) ;
player_id = std::move(unit.player_id) ;
unit_vis = std::move(unit.unit_vis) ;
dir = std::move(unit.dir) ;
pos = std::move(unit.pos) ;
return *this;
}
// Get a unit from a visual
CUnit CUnit::getUnitFromVis( unitVis_c vis )
{
CUnit unit;
unit.setFromVisual(vis);
return unit;
}
// Update the visual representation of the unit
unitVis_c CUnit::updateMyVisual()
{
// Start at invalid
setVisual(unitVis_invalid);
dir_to_vis_map::const_iterator it = get_vis_map_V().find(dir);
// If found set to new vis
if( it != get_vis_map_V().end() )
setVisual(it->second);
return getVisual();
}
// Set the unit from visual
bool CUnit::setFromVisual( const unitVis_c& vis )
{
dir_to_vis_map::const_iterator it;
for( it = get_vis_map_V().begin(); it != get_vis_map_V().end(); it++ )
{
if( it->second == vis )
{
dir = it->first;
updateMyVisual();
return true;
}
}
// No matching direction to visual
return false;
}
// Turn unit left
dir_t CUnit::turnLeft()
{
switch( dir )
{
case dir_t::N:
dir = dir_t::W;
break;
case dir_t::E:
dir = dir_t::N;
break;
case dir_t::S:
dir = dir_t::E;
break;
case dir_t::W:
dir = dir_t::S;
break;
}
updateMyVisual();
return getDir();
}
// Turn unit right
dir_t CUnit::turnRight()
{
switch( dir )
{
case dir_t::N:
dir = dir_t::E;
break;
case dir_t::E:
dir = dir_t::S;
break;
case dir_t::S:
dir = dir_t::W;
break;
case dir_t::W:
dir = dir_t::N;
break;
}
updateMyVisual();
return getDir();
}
// Turn unit around
dir_t CUnit::turnAround()
{
switch( dir )
{
case dir_t::N:
dir = dir_t::S;
break;
case dir_t::E:
dir = dir_t::W;
break;
case dir_t::S:
dir = dir_t::N;
break;
case dir_t::W:
dir = dir_t::E;
break;
}
updateMyVisual();
return getDir();
}
// Get the co-ordinate infront of the unit
uvector2 CUnit::getInFront() const
{
vector2 delta = vecFromDir(dir);
return pos + delta;
}