/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/battle/ |
H A D | battle_main.cpp | 161 if ( !army1.isValid() || !army2.isValid() ) { in Loader() 164 result.army1 = RESULT_WINS; in Loader() 175 HeroBase * commander1 = army1.GetCommander(); in Loader() 181 if ( army1.isControlAI() ) { in Loader() 228 const uint32_t lossResult = result.army1 & RESULT_LOSS ? result.army1 : result.army2; in Loader() 272 if ( army1.isControlAI() ) in Loader() 309 army1.resetInvalidMonsters(); in Loader() 311 if ( !army1.isValid() || ( result.army1 & RESULT_RETREAT ) ) in Loader() 312 army1.Reset( false ); in Loader() 403 return getBattleResult( army1 ); in AttackerResult() [all …]
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H A D | battle_arena.cpp | 176 : army1( nullptr ) in Arena() 297 delete army1; in ~Arena() 408 army1->NewTurn(); in Turns() 533 result_game.army1 = army1->isValid( false ) ? RESULT_WINS : RESULT_LOSS; in Turns() 726 return army1->GetColor(); in GetArmyColor1() 748 if ( it != army1->end() ) in GetTroopUID() 760 if ( it != army1->end() ) in GetTroopUID() 1085 return ( army1->GetColor() == color ) ? army1->GetCommander() : army2->GetCommander(); in getCommander() 1232 return *army1; in GetForce1() 1242 return ( army1->GetColor() == color ) ? *army1 : *army2; in getForce() [all …]
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H A D | battle_army.cpp | 240 void Battle::Force::UpdateOrderUnits( const Force & army1, const Force & army2, const Unit * active… in UpdateOrderUnits() argument 246 Units units1( army1, true ); in UpdateOrderUnits() 256 … preferredColor = unit->GetArmyColor() == army1.GetColor() ? army2.GetColor() : army1.GetColor(); in UpdateOrderUnits() 264 Units units1( army1, true ); in UpdateOrderUnits() 283 … preferredColor = unit->GetArmyColor() == army1.GetColor() ? army2.GetColor() : army1.GetColor(); in UpdateOrderUnits() 291 Battle::Unit * Battle::Force::GetCurrentUnit( const Force & army1, const Force & army2, bool part1,… in GetCurrentUnit() argument 293 Units units1( army1, true ); in GetCurrentUnit()
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H A D | battle_dialogs.cpp | 382 const Troops killed1 = army1->GetKilledTroops(); in DialogBattleSummary() 392 …if ( ( res.army1 & RESULT_WINS ) && army1->GetCommander() && army1->GetCommander()->isControlHuman… in DialogBattleSummary() 393 … GetSummaryParams( res.army1, res.army2, *army1->GetCommander(), res.exp1, sequence, title, msg ); in DialogBattleSummary() 397 … GetSummaryParams( res.army2, res.army1, *army2->GetCommander(), res.exp2, sequence, title, msg ); in DialogBattleSummary() 400 else if ( army1->GetCommander() && army1->GetCommander()->isControlHuman() ) { in DialogBattleSummary() 401 … GetSummaryParams( res.army1, res.army2, *army1->GetCommander(), res.exp1, sequence, title, msg ); in DialogBattleSummary() 405 … GetSummaryParams( res.army2, res.army1, *army2->GetCommander(), res.exp2, sequence, title, msg ); in DialogBattleSummary() 410 if ( army1->GetCommander() && army1->GetCommander()->isControlAI() ) { in DialogBattleSummary() 412 if ( res.army1 & RESULT_WINS ) { in DialogBattleSummary() 542 …const HeroBase * winner = ( res.army1 & RESULT_WINS ? army1->GetCommander() : ( res.army2 & RESULT… in DialogBattleSummary() [all …]
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H A D | battle_army.h | 83 …static Unit * GetCurrentUnit( const Force & army1, const Force & army2, bool part1, int preferredC… 84 …static void UpdateOrderUnits( const Force & army1, const Force & army2, const Unit * activeUnit, i…
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H A D | battle.h | 47 u32 army1; member 54 : army1( 0 ) in Result()
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H A D | battle_arena.h | 73 …Arena( Army & army1, Army & army2, s32 index, bool local, Rand::DeterministicRandomGenerator & ran… 223 Force * army1; variable
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H A D | battle_action.cpp | 496 if ( army1->GetColor() == current_color ) { in ApplyActionRetreat() 497 result_game.army1 = RESULT_RETREAT; in ApplyActionRetreat() 514 if ( army1->GetColor() == current_color ) in ApplyActionSurrender() 515 cost.gold = army1->GetSurrenderCost(); in ApplyActionSurrender() 520 if ( army1->GetColor() == current_color ) { in ApplyActionSurrender() 521 result_game.army1 = RESULT_SURRENDER; in ApplyActionSurrender() 528 world.GetKingdom( army1->GetColor() ).AddFundsResource( cost ); in ApplyActionSurrender()
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H A D | battle_only.cpp | 73 , army1( nullptr ) in Only() 122 army1 = &hero1->GetArmy(); in ChangeSettings() 134 selectArmy1.reset( new ArmyBar( army1, true, false, true ) ); in ChangeSettings() 461 army1 = &hero1->GetArmy(); in UpdateHero1() 463 selectArmy1.reset( new ArmyBar( army1, true, false, true ) ); in UpdateHero1()
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H A D | battle_only.h | 72 Army * army1; variable
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H A D | battle_interface.cpp | 2306 arena.GetResult().army1 = RESULT_WINS; in HumanBattleTurn() 2313 arena.GetResult().army1 = RESULT_LOSS; in HumanBattleTurn()
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/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/castle/ |
H A D | castle_dialog.cpp | 445 Army * army1 = nullptr; in OpenDialog() local 452 army1 = &heroes.Guard()->GetArmy(); in OpenDialog() 469 army1 = &heroes.Guard()->GetArmy(); in OpenDialog() 478 if ( army1 || army2 ) { in OpenDialog() 484 if ( army1 && army2 ) { in OpenDialog() 485 topArmyBar.SetArmy( army1 ); in OpenDialog() 488 else if ( army1 ) { in OpenDialog() 489 topArmyBar.SetArmy( army1 ); in OpenDialog()
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/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/heroes/ |
H A D | heroes_action.cpp | 2882 res.army1 = Battle::RESULT_LOSS; in ActionToDaemonCave() 3156 res.army1 = Battle::RESULT_LOSS; in ActionToSphinx()
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/dports/security/dirbuster/DirBuster-1.0-RC1/ |
H A D | directories.jbrofuzz | 2877 army1
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