bool Alliances::AlliedVictoryCheck( int team ) { int possibleWinner = -1; for ( unsigned int i = 0; i < m_Alliances.size(); ++i ) { if ( m_Alliances[i].size() > 0 ) { if ( possibleWinner == -1 ) possibleWinner = i; else return false; } } return possibleWinner != -1 && IsAllied( team, m_Alliances[possibleWinner][0] ); }
/** ** Check if the unit is an ally */ bool CPlayer::IsAllied(const CUnit &unit) const { return IsAllied(*unit.Player); }
/** ** Check if the unit is an ally */ bool CPlayer::IsAllied(const CUnit *x) const { return IsAllied(x->Player); }