| 39 | } |
| 40 | |
| 41 | bool playerCanMatch(DWORD dwActionGroup, DWORD dwExecutionPlayer, DWORD dwCheckingPlayer) |
| 42 | { |
| 43 | // Return true if it's possible for the affected group to give units to the player we're checking |
| 44 | switch ( dwActionGroup ) |
| 45 | { |
| 46 | case PlayerGroups::Player1: |
| 47 | case PlayerGroups::Player2: |
| 48 | case PlayerGroups::Player3: |
| 49 | case PlayerGroups::Player4: |
| 50 | case PlayerGroups::Player5: |
| 51 | case PlayerGroups::Player6: |
| 52 | case PlayerGroups::Player7: |
| 53 | case PlayerGroups::Player8: |
| 54 | return dwActionGroup == dwCheckingPlayer; |
| 55 | case PlayerGroups::AllPlayers: |
| 56 | case PlayerGroups::NonAlliedVictoryPlayers: |
| 57 | return true; |
| 58 | case PlayerGroups::Allies: |
| 59 | case PlayerGroups::Foes: |
| 60 | return dwExecutionPlayer != dwCheckingPlayer; |
| 61 | case PlayerGroups::CurrentPlayer: |
| 62 | return dwExecutionPlayer == dwCheckingPlayer; |
| 63 | case PlayerGroups::Force1: |
| 64 | case PlayerGroups::Force2: |
| 65 | case PlayerGroups::Force3: |
| 66 | case PlayerGroups::Force4: |
| 67 | return BW::BWDATA::Players[dwCheckingPlayer].nTeam == (dwActionGroup - PlayerGroups::Force1 + 1); |
| 68 | default: |
| 69 | return false; |
| 70 | }; |
| 71 | } |
| 72 | bool Action::affectsGameplay(DWORD dwExecutionPlayer, DWORD dwCheckingPlayer) const |
| 73 | { |
| 74 | // Ignore disabled actions |