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

/dports/games/blobby/blobby-1.0/src/
H A DDuelMatch.cpp38 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()
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H A DGameLogic.cpp451 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()
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H A DInputSource.h26 class DuelMatch; variable
61 const DuelMatch* getMatch() const;
64 void setMatch(const DuelMatch* match);
74 const DuelMatch* mMatch;
H A DDuelMatch.h46 class DuelMatch : public ObjectCounter<DuelMatch>
52 DuelMatch(bool remote, std::string rules);
57 ~DuelMatch();
H A DReplayPlayer.h32 class DuelMatch; variable
86 bool play(DuelMatch* virtual_match);
94 bool gotoPlayingPosition(int rep_position, DuelMatch* virtual_match);
H A DInputSource.cpp71 const DuelMatch* InputSource::getMatch() const in getMatch()
76 void InputSource::setMatch(const DuelMatch* match) in setMatch()
H A DPlayerInput.h29 class DuelMatch; variable
83 PlayerInput toPlayerInput( const DuelMatch* match ) const;
H A DReplayPlayer.cpp85 bool ReplayPlayer::play(DuelMatch* virtual_match) in play()
113 bool ReplayPlayer::gotoPlayingPosition(int rep_position, DuelMatch* virtual_match) in gotoPlayingPosition()
H A DScriptedInputSource.h49 class DuelMatch; variable
69 static const DuelMatch* mMatch;
H A DGameLogic.h39 class DuelMatch; variable
241 GameLogic createGameLogic(const std::string& rulefile, DuelMatch* match);
H A DPlayerInput.cpp127 PlayerInput PlayerInputAbs::toPlayerInput( const DuelMatch* match ) const in toPlayerInput()
H A DScriptedInputSource.cpp44 const DuelMatch* ScriptedInputSource::mMatch = 0;
/dports/games/blobby/blobby-1.0/src/state/
H A DGameState.h32 GameState(DuelMatch* match = nullptr);
70 boost::scoped_ptr<DuelMatch> mMatch;
H A DReplaySelectionState.h29 class DuelMatch; variable
H A DReplayState.h28 class DuelMatch; variable
H A DState.h26 class DuelMatch; variable
H A DNetworkSearchState.h33 class DuelMatch; variable
H A DNetworkState.h33 class DuelMatch; variable
H A DLocalGameState.cpp63 mMatch.reset(new DuelMatch( false, config->getString("rules"))); in LocalGameState()
H A DReplayState.cpp64 mMatch.reset(new DuelMatch(false, DUMMY_RULES_NAME)); in loadReplay()
H A DGameState.cpp41 GameState::GameState(DuelMatch* match) : mMatch(match), mSaveReplay(false), mErrorMessage("") in GameState()
H A DNetworkState.cpp59 GameState(new DuelMatch(true, DEFAULT_RULES_FILE)), in NetworkGameState()
/dports/games/blobby/blobby-1.0/test/
H A DRulesTest.cpp47 DuelMatch match(0, 0, false, false); in BOOST_AUTO_TEST_CASE()
/dports/games/blobby/blobby-1.0/src/server/
H A DNetworkGame.h89 boost::scoped_ptr<DuelMatch> mMatch;
H A DNetworkGame.cpp53 , mMatch(new DuelMatch(false, rules)) in NetworkGame()