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Searched refs:BUILDING_FACTORY (Results 1 – 7 of 7) sorted by relevance

/dports/games/gigalomania/gigalomaniasrc/
H A Dgui.cpp763 …this->button_build[BUILDING_FACTORY] = new ImageButton(xpos, ypos, game_g->panel_build[BUILDING_FA… in setup()
764 this->button_build[BUILDING_FACTORY]->setId("button_build_factory"); in setup()
766 this->addToPanel(STATE_SECTORCONTROL, button_build[BUILDING_FACTORY]); in setup()
776 this->addToPanel(STATE_SECTORCONTROL, button_nbuilders[BUILDING_FACTORY]); in setup()
927 …button_nbuilders2[BUILDING_FACTORY] = new ImageButton(40, 20 + build_step_y_c, 19, build_step_y_c,… in setup()
936 this->addToPanel(STATE_BUILD, button_nbuilders2[BUILDING_FACTORY]); in setup()
1185 if( !gamestate->getCurrentSector()->canBuild( BUILDING_FACTORY ) ) { in refresh()
1186 this->button_build[BUILDING_FACTORY]->setVisible(false); in refresh()
1187 this->button_nbuilders[BUILDING_FACTORY]->setVisible(false); in refresh()
1188 this->button_nbuilders2[BUILDING_FACTORY]->setVisible(false); in refresh()
[all …]
H A Dcommon.h26 BUILDING_FACTORY = 2, enumerator
H A Dgame.cpp1475 panel_build[BUILDING_FACTORY] = icons->copy(288, 63, 19, 16); in loadOldImages()
1482 panel_building[BUILDING_FACTORY] = panel_factory; in loadOldImages()
2115 panel_build[BUILDING_FACTORY] = icons->copy(288, 64, 16, 16); // different size in loadImages()
2122 panel_building[BUILDING_FACTORY] = panel_factory; in loadImages()
4608 if( sector->canBuild(BUILDING_FACTORY) ) { in runTests()
4609 if( sector->getBuilders(BUILDING_FACTORY) <= 0 ) { in runTests()
4623 if( !start_sector->canBuild(BUILDING_FACTORY) ) { in runTests()
4626 start_sector->buildBuilding(BUILDING_FACTORY); in runTests()
4777 if( !start_sector->canBuild(BUILDING_FACTORY) ) { in runTests()
4780 start_sector->buildBuilding(BUILDING_FACTORY); in runTests()
H A Dsector.cpp546 else if( this->type == BUILDING_FACTORY ) { in Building()
609 else if( type == BUILDING_FACTORY ) in getImages()
1082 else if( building_type == BUILDING_FACTORY ) { in destroyBuilding()
1238 if( type == BUILDING_FACTORY ) { in canBuild()
1388 if( this->canBuild(BUILDING_FACTORY) ) { in cheat()
1389 this->buildBuilding(BUILDING_FACTORY); in cheat()
2275 else if( type == BUILDING_FACTORY ) { in buildBuilding()
2276 this->buildings[BUILDING_FACTORY] = new Building(gamestate, this, BUILDING_FACTORY); in buildBuilding()
2295 if( type == BUILDING_FACTORY ) { in updateForNewBuilding()
2358 else if( type == BUILDING_FACTORY ) in getBuildingCost()
[all …]
H A Dplayer.cpp777 bool build_factory = sector->canBuild(BUILDING_FACTORY); in doSectorAI()
839 sector->setBuilders(BUILDING_FACTORY, pop / split); in doSectorAI()
H A Dtutorial.cpp751 …y, as you did with the mine,\nand wait for it to be constructed.", start_sector, BUILDING_FACTORY); in initCards()
H A Dgamestate.cpp1884 const Building *building_factory = current_sector->getBuilding(BUILDING_FACTORY); in draw()