Searched refs:BUILDING_FACTORY (Results 1 – 7 of 7) sorted by relevance
/dports/games/gigalomania/gigalomaniasrc/ |
H A D | gui.cpp | 763 …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 …]
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H A D | common.h | 26 BUILDING_FACTORY = 2, enumerator
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H A D | game.cpp | 1475 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()
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H A D | sector.cpp | 546 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 …]
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H A D | player.cpp | 777 bool build_factory = sector->canBuild(BUILDING_FACTORY); in doSectorAI() 839 sector->setBuilders(BUILDING_FACTORY, pop / split); in doSectorAI()
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H A D | tutorial.cpp | 751 …y, as you did with the mine,\nand wait for it to be constructed.", start_sector, BUILDING_FACTORY); in initCards()
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H A D | gamestate.cpp | 1884 const Building *building_factory = current_sector->getBuilding(BUILDING_FACTORY); in draw()
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