In my program i have a very simple structure to represent a map in an RPG game. I have a Map class, with a 2d Array, "Grid", made out of Area objects, like so:
#pragma once
#include "Area.h"
class Map
{
public:
Map();
~Map();
Area Grid[10][10];
};
Then in the Map constructor:
Map::Map()
{
for (int y = 0; y < 10; y++) {
for (int x = 0; x < 10; x++) {
Grid[x][y] = Area();
}
}
}
I would like for the Area objects to be able to access certain values from the Map object, and I've read that i could include a reference to the map class when constructing the area object, so that it can refer back to its parent. But to do this, i would have to #include "Map.h" in Area.h, which would create an include loop, and just not be very good in general. So how would i go about injecting a reference to the area's parent in each area object? Thanks for any help in advance.
// Area.h
#pragma once
struct Map;
struct Area {
Map* map = nullptr;
Area() {}
explicit Area( Map* m) : map(m) {}
};
Note that you may want to have some of the functions of Area defined in Area.cpp (that includes Map.h). I just left it out for simplicity of example code.
// Map.h
#pragma once
#include "Area.h"
struct Map
{
Map();
~Map();
Area Grid[10][10];
};
// Map.cpp
#include "Map.h"
Map::Map()
{
for (int y = 0; y < 10; y++) {
for (int x = 0; x < 10; x++) {
Grid[x][y] = Area(this);
}
}
}
Map::~Map() {}
// main.cpp
#include "Map.h"
int main()
{
Map m;
return 0;
}