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Searched refs:CASTLE (Results 1 – 25 of 200) sorted by relevance

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/dports/games/megamario/MegaMario_v1.7_full/src/src_Editor/
H A Dcastle_dlg.cpp38 DDX_CBIndex(pDX, IDC_startpointscomba, LEVEL->CASTLE.startpoint); in DoDataExchange()
57 LEVEL->CASTLE.available = 0; in BEGIN_MESSAGE_MAP()
63 LEVEL->CASTLE.big = m_TYPEA; in OnPaint()
64 LEVEL->CASTLE.available = 1; in OnPaint()
75 delete[](LEVEL->CASTLE.level); in Onnextlevel()
76 LEVEL->CASTLE.level = new char[100]; in Onnextlevel()
77 strcpy(LEVEL->CASTLE.level,FileToLoad); in Onnextlevel()
82 if(!LEVEL->CASTLE.level) in OnshowLevel()
87 MessageBox(LEVEL->CASTLE.level,LEVEL->CASTLE.level,0); in OnshowLevel()
H A Dlevels.cpp63 CASTLE.available = 0; in loadLevel()
64 CASTLE.x = 0; in loadLevel()
65 CASTLE.y = 0; in loadLevel()
66 CASTLE.big = 0; in loadLevel()
68 CASTLE.startpoint = 0; in loadLevel()
214 CASTLE.available = 1; in interpreteSceneLine()
290 CASTLE.available = 0; in unloadLevel()
348 if(CASTLE.available) in drawLevel()
352 if(CASTLE.big) in drawLevel()
478 if(CASTLE.available) in saveLevel()
[all …]
H A Dlevels.h81 }CASTLE; variable
/dports/games/megamario/MegaMario_v1.7_full/src/
H A Dlevels.cpp49 CASTLE.level = new char[2]; in cScene()
282 CASTLE.available = 1; in interpreteSceneLine()
433 for(int n=CASTLE.y - cam_y +40;n < CASTLE.y - cam_y +280 ; n+=2) in castlelation()
479 LEVEL->loadLevel(CASTLE.level,CASTLE.startpoint); in castlelation()
533 if(CASTLE.available) in drawLevel()
551 if(CASTLE.big) in drawLevel()
856 CASTLE.available = 0; in unloadLevel()
857 CASTLE.x = 0; in unloadLevel()
858 CASTLE.y = 0; in unloadLevel()
859 CASTLE.big = 0; in unloadLevel()
[all …]
H A Dlevels.h104 }CASTLE; variable
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/gui/
H A Dinterface_icons.h39 using CASTLE = Castle *; variable
103 class CastleIcons : public Interface::ListBox<CASTLE>, public IconsBar
116 void ActionListDoubleClick( CASTLE & ) override;
117 void ActionListSingleClick( CASTLE & ) override;
118 void ActionListPressRight( CASTLE & ) override;
119 void RedrawItem( const CASTLE &, s32 ox, s32 oy, bool current ) override;
H A Dinterface_focus.cpp111 ResetFocus( GameFocus::CASTLE ); in ResetFocus()
128 case GameFocus::CASTLE: in ResetFocus()
158 return GameFocus::CASTLE; in GetFocusType()
H A Dinterface_icons.cpp103 void Interface::CastleIcons::RedrawItem( const CASTLE & item, s32 ox, s32 oy, bool current ) in RedrawItem()
128 void Interface::CastleIcons::ActionListDoubleClick( CASTLE & item ) in ActionListDoubleClick()
135 void Interface::CastleIcons::ActionListSingleClick( CASTLE & item ) in ActionListSingleClick()
145 void Interface::CastleIcons::ActionListPressRight( CASTLE & castle ) in ActionListPressRight()
H A Dcursor.h37 CASTLE = 0x1003, enumerator
/dports/games/wesnoth/wesnoth-1.14.17/data/core/terrain-graphics/
H A Daquatic.cfg150 #define AQUATIC:KEEP_CORNER_TRANSITION KEEP CASTLE WATER OTHER FLAG IMAGESTEM
163 type=!,{KEEP},{CASTLE},{WATER},{OTHER}
174 type={CASTLE}
192 type=!,{KEEP},{CASTLE},{WATER},{OTHER}
207 type={CASTLE}
225 type=!,{KEEP},{CASTLE},{WATER},{OTHER}
243 type={CASTLE}
262 type=!,{KEEP},{CASTLE},{WATER},{OTHER}
278 type={CASTLE}
309 type={CASTLE}
[all …]
/dports/games/holotz-castle/holotz-castle-1.3.14-src/res/main/
H A Dreadme1 Making of "HOLOTZ'S CASTLE" main title.
5 - Dynamic Text > 150 pt > write "HOLOTZ'S CASTLE"
/dports/games/pachi/Pachi/src/
H A Doutput.c300 if(num==CEMETERY || num==CAVES || num==CASTLE || num==CASTLE+1 || num==LAB) in showposter()
320 case CASTLE: in showposter()
326 case CASTLE+1: in showposter()
H A Dgame.c93 if(stage+1 != CEMETERY && stage+1 != CAVES && stage+1 != CASTLE && stage+1 != LAB) in stage_up()
158 if(stage+1 != CEMETERY && stage+1 != CAVES && stage+1 != CASTLE && stage+1 != LAB) in start_game()
H A Ddefinitions.h124 #define CASTLE 10 macro
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/game/
H A Dgame_startgame.cpp344 … return to_castle->GetColor() == from_castle.GetColor() ? Cursor::CASTLE : Cursor::POINTER; in GetCursorFocusCastle()
379 return from_hero.GetColor() == castle->GetColor() ? Cursor::CASTLE : Cursor::POINTER; in GetCursorFocusShipmaster()
438 … return ( from_hero.GetColor() == castle->GetColor() ) ? Cursor::CASTLE : Cursor::POINTER; in GetCursorFocusHeroes()
448 … return from_hero.GetColor() == castle->GetColor() ? Cursor::CASTLE : Cursor::POINTER; in GetCursorFocusHeroes()
529 case GameFocus::CASTLE: in GetCursorTileIndex()
714 ResetFocus( GameFocus::CASTLE ); in HumanTurn()
1161 case Cursor::CASTLE: { in MouseCursorAreaClickLeft()
1178 Cursor::Get().SetThemes( Cursor::CASTLE ); in MouseCursorAreaClickLeft()
H A Dgame_interface.h48 CASTLE = FOCUS_CASTLE, enumerator
/dports/audio/py-music21/music21-7.1.0/music21/corpus/ryansMammoth/
H A DHumorsOfCastleLyonJig.abc2 T: HUMORS OF CASTLE LYON -- JIG
H A DCastleGardenJig.abc2 T: CASTLE GARDEN -- JIG
H A DCastleHornpipe.abc2 T: CASTLE -- HORNPIPE
/dports/games/keeperrl/keeperrl-alpha23/
H A Dsettlement_info.h27 CASTLE, enumerator
/dports/games/3dc/3Dc/src/
H A Dpiece.c222 else if (moveType == CASTLE) in PieceMove()
224 thisMove.nHadMoved = CASTLE; in PieceMove()
258 if (moveType == CASTLE) in PieceMove()
364 case CASTLE: in PieceUndo()
517 return CASTLE; in KingMayMove()
/dports/games/megamario/MegaMario_v1.7_full/data/levels/old/2/
H A D3503 #CASTLE 1800 2100 0 data/levels/1/3 0
H A Dmain591 CASTLE 8398 3602 0 data/levels/old/2/castle 0
/dports/games/3dc/3Dc/include/
H A D3Dc.h42 #define CASTLE 2 macro
/dports/games/omega/omega/
H A Domega.ad45 CASTLE, a giant portcullis slams shut behind him with the force of

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