Some small cleanup and refactoring.

Update name of a few functions to best suit their usage.
Split up checking for winning player and checking for game over state.
This commit is contained in:
mdiluzio 2014-12-29 21:52:25 +00:00
parent d54ccf3d2f
commit 5737ae31be
4 changed files with 21 additions and 14 deletions

View file

@ -92,7 +92,7 @@ int CTTRTSGame::IssueOrder( player_t player, const SOrder & order )
}
// Verify a position
int CTTRTSGame::VerifyPos(uvector2 vec) const
int CTTRTSGame::VerifyPosIsValidMovement(uvector2 vec) const
{
// Simply check if within the bounds of our dimensions for now
if ( ( vec.x >= dimensions.x )
@ -137,7 +137,7 @@ int CTTRTSGame::SimulateToNextTurn()
uvector2 newpos = GetNewPosition(pair);
// Verify the position is even available
bool possible = ( VerifyPos(newpos) == 0 );
bool possible = (VerifyPosIsValidMovement(newpos) == 0 );
if ( possible )
{
@ -202,7 +202,7 @@ int CTTRTSGame::SimulateToNextTurn()
{
uvector2 newpos = pair.unit.GetInFront();
// If move would be within the arena
if ( ( newpos.x <= dimensions.x-1 ) && ( newpos.y <= dimensions.y-1 ) )
if (VerifyPosIsValidMovement(newpos) == 0 )
{
pair.unit.SetPos(newpos);
@ -454,7 +454,7 @@ std::vector<player_t> CTTRTSGame::GetPlayers() const
}
// Check if we have a win state
player_t CTTRTSGame::CheckForWin() const
player_t CTTRTSGame::GetWinningPlayer() const
{
// Array of units for each Player
unsigned int units[(int) player_t::NUM_INVALID];