/dports/games/blobby/blobby-1.0/src/ |
H A D | DuelMatch.cpp | 38 DuelMatch::DuelMatch(bool remote, std::string rules) : in DuelMatch() function in DuelMatch 69 void DuelMatch::reset() in reset() 75 DuelMatch::~DuelMatch() in ~DuelMatch() 85 void DuelMatch::step() in step() 184 void DuelMatch::trigger(int event) in trigger() 194 void DuelMatch::pause() in pause() 200 void DuelMatch::unpause() in unpause() 226 int DuelMatch::getScoreToWin() const in getScoreToWin() 231 bool DuelMatch::getBallDown() const in getBallDown() 236 bool DuelMatch::getBallActive() const in getBallActive() [all …]
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H A D | GameLogic.cpp | 451 LuaGameLogic(const std::string& file, DuelMatch* match); 462 DuelMatch* match = (DuelMatch*)lua_touserdata(mState, -1); in clone() 746 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaLaunched() 758 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaBallX() 769 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaBallY() 780 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaBSpeedX() 791 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaBSpeedY() 802 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaPosX() 815 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaPosY() 828 DuelMatch* match = (DuelMatch*)lua_touserdata(state, -1); in luaSpeedX() [all …]
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H A D | InputSource.h | 26 class DuelMatch; variable 61 const DuelMatch* getMatch() const; 64 void setMatch(const DuelMatch* match); 74 const DuelMatch* mMatch;
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H A D | DuelMatch.h | 46 class DuelMatch : public ObjectCounter<DuelMatch> 52 DuelMatch(bool remote, std::string rules); 57 ~DuelMatch();
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H A D | ReplayPlayer.h | 32 class DuelMatch; variable 86 bool play(DuelMatch* virtual_match); 94 bool gotoPlayingPosition(int rep_position, DuelMatch* virtual_match);
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H A D | InputSource.cpp | 71 const DuelMatch* InputSource::getMatch() const in getMatch() 76 void InputSource::setMatch(const DuelMatch* match) in setMatch()
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H A D | PlayerInput.h | 29 class DuelMatch; variable 83 PlayerInput toPlayerInput( const DuelMatch* match ) const;
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H A D | ReplayPlayer.cpp | 85 bool ReplayPlayer::play(DuelMatch* virtual_match) in play() 113 bool ReplayPlayer::gotoPlayingPosition(int rep_position, DuelMatch* virtual_match) in gotoPlayingPosition()
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H A D | ScriptedInputSource.h | 49 class DuelMatch; variable 69 static const DuelMatch* mMatch;
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H A D | GameLogic.h | 39 class DuelMatch; variable 241 GameLogic createGameLogic(const std::string& rulefile, DuelMatch* match);
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H A D | PlayerInput.cpp | 127 PlayerInput PlayerInputAbs::toPlayerInput( const DuelMatch* match ) const in toPlayerInput()
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H A D | ScriptedInputSource.cpp | 44 const DuelMatch* ScriptedInputSource::mMatch = 0;
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/dports/games/blobby/blobby-1.0/src/state/ |
H A D | GameState.h | 32 GameState(DuelMatch* match = nullptr); 70 boost::scoped_ptr<DuelMatch> mMatch;
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H A D | ReplaySelectionState.h | 29 class DuelMatch; variable
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H A D | ReplayState.h | 28 class DuelMatch; variable
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H A D | State.h | 26 class DuelMatch; variable
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H A D | NetworkSearchState.h | 33 class DuelMatch; variable
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H A D | NetworkState.h | 33 class DuelMatch; variable
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H A D | LocalGameState.cpp | 63 mMatch.reset(new DuelMatch( false, config->getString("rules"))); in LocalGameState()
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H A D | ReplayState.cpp | 64 mMatch.reset(new DuelMatch(false, DUMMY_RULES_NAME)); in loadReplay()
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H A D | GameState.cpp | 41 GameState::GameState(DuelMatch* match) : mMatch(match), mSaveReplay(false), mErrorMessage("") in GameState()
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H A D | NetworkState.cpp | 59 GameState(new DuelMatch(true, DEFAULT_RULES_FILE)), in NetworkGameState()
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/dports/games/blobby/blobby-1.0/test/ |
H A D | RulesTest.cpp | 47 DuelMatch match(0, 0, false, false); in BOOST_AUTO_TEST_CASE()
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/dports/games/blobby/blobby-1.0/src/server/ |
H A D | NetworkGame.h | 89 boost::scoped_ptr<DuelMatch> mMatch;
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H A D | NetworkGame.cpp | 53 , mMatch(new DuelMatch(false, rules)) in NetworkGame()
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