ttrts/game/unit.h

95 lines
2.2 KiB
C++

#ifndef _UNIT_H_
#define _UNIT_H_
#include <string>
#include <vector>
#include "gametypes.h"
#include "vector2.h"
// Base unit type
class CUnit
{
public:
// Constructor
CUnit();
// Move constructor and move asignement. CUnit cannot be copied
CUnit(CUnit&& unit);
CUnit& operator=(CUnit&& unit);
// Default dtor
~CUnit() = default;
// Getters for all the members
inline const unit_id_t& getID() const { return unit_id; }
inline const Team & getTeam() const { return team_id; }
inline const player_id_t& getPlayer() const { return player_id; }
inline const unitVis_c& getVisual() const { return unit_vis; }
inline const dir_t& getDir() const { return dir; }
inline Team setTeam(const Team & v) { return (team_id = v); }
inline player_id_t setPlayer(const player_id_t& v) { return ( player_id = v ); }
inline unitVis_c setVisual(const unitVis_c& v) { return ( unit_vis = v ); }
// Set unit direction
inline dir_t setDir(const dir_t& v) { return (dir = v); }
inline const uvector2& getPos() const { return pos; }
inline void setPos(const uvector2& v) { pos = v; }
// Get the co-ordinate infront 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);
// Factory function for creating units from a visual
static CUnit getUnitFromVis( 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;
// Team ID
Team team_id;
// Owner ID
player_id_t player_id;
// Direction
dir_t dir;
// Position
uvector2 pos;
};
// Typedef for a vector of units
typedef std::vector< CUnit > CUnitVector;
// Simple validation
inline bool CUnit::valid() const
{
return (unit_id != unit_id_invalid )
&& (team_id != Team::NUM_INVALID )
&& (player_id != player_id_invalid)
&& (unit_vis != unitVis_invalid);
}
#endif //_UNIT_H_