/dports/games/lordsawar/lordsawar-0.3.2/src/ |
H A D | QEnemyArmytype.cpp | 112 const ArmyProto *a = Armysetlist::getInstance()->getArmy(set, d_type_to_kill); in getProgress() 120 const ArmyProto *a = Armysetlist::getInstance()->getArmy(set, d_type_to_kill); in getSuccessMsg() 134 const ArmyProto *a = Armysetlist::getInstance()->getArmy(set, d_type_to_kill); in initDescription()
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H A D | city.cpp | 437 ArmyProto *template_army = Armysetlist::getInstance()->getArmy(set, army_type); in setRandomArmytypes() 457 template_army = Armysetlist::getInstance()->getArmy(set, army_type); in setRandomArmytypes() 480 template_army = Armysetlist::getInstance()->getArmy(set, army_type); in setRandomArmytypes() 500 template_army = Armysetlist::getInstance()->getArmy(set, army_type); in setRandomArmytypes()
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H A D | vectoredunit.h | 93 ArmyProdBase *getArmy() const { return d_army; }; in getArmy() function
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H A D | armysetlist.h | 65 ArmyProto* getArmy(guint32 id, guint32 index) const;
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H A D | army.cpp | 426 ArmyProto *a = Armysetlist::getInstance()->getArmy(d_armyset, d_type_id); in getDefendsRuins() 435 ArmyProto *a = Armysetlist::getInstance()->getArmy(d_armyset, d_type_id); in getAwardable() 444 ArmyProto *a = Armysetlist::getInstance()->getArmy(d_armyset, d_type_id); in getName()
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H A D | reward.cpp | 222 d_army = Armysetlist::getInstance()->getArmy (army_set, army_type); in Reward_Allies() 240 d_army = Armysetlist::getInstance()->getArmy (d_army_set, d_army_type); in Reward_Allies() 559 if (a->getArmy()) in getDescription() 560 s += String::ucompose(_("%1 x %2"), a->getArmy()->getName(), in getDescription()
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H A D | armysetlist.cpp | 96 ArmyProto* Armysetlist::getArmy(guint32 id, guint32 type_id) const in getArmy() function in Armysetlist
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H A D | ai_smart.cpp | 209 ArmyProto *army = Armysetlist::getInstance()->getArmy(getArmyset(), armytype); in maybeBuyProduction() 298 proto=Armysetlist::getInstance()->getArmy(getArmyset(), (*i)->getId()); in chooseArmyTypeToBuy()
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H A D | prodslotlist.cpp | 269 ArmyProto *a = Armysetlist::getInstance()->getArmy (armyset, armyprodbase->getTypeId()); in removeArmyProdBasesWithoutAType()
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H A D | ItemProto.cpp | 229 …ArmyProto *a = Armysetlist::getInstance()->getArmy(Playerlist::getActiveplayer()->getArmyset(), d_… in getBonusDescription() 240 …ArmyProto *a = Armysetlist::getInstance()->getArmy(Playerlist::getActiveplayer()->getArmyset(), d_… in getBonusDescription()
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H A D | reward.h | 283 const ArmyProto * getArmy() const {return d_army;} in getArmy() function
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H A D | AI_Analysis.cpp | 118 ArmyProto *strongest = Armysetlist::getInstance()->getArmy(as, type_id); in assessStackStrength()
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/dports/games/gigalomania/gigalomaniasrc/ |
H A D | player.cpp | 528 if( !enemiesPresent && sector->getArmy(this->index)->getTotal() > 0 ) { in doSectorAI() 666 int this_strength = c_sector->getArmy(sector->getPlayer())->getStrength(); in doSectorAI() 678 …r() == -1 && c_sector->enemiesPresent(sector->getPlayer()) && !c_sector->getArmy(sector->getPlayer… in doSectorAI() 879 if( i != index && c_sector->getArmy(i)->any(true) ) { in doSectorAI() 884 int n_men = c_sector->getArmy(index)->getTotal(); in doSectorAI() 918 int this_strength = c_sector->getArmy(sector->getPlayer())->getStrength(); in doSectorAI() 940 if( i != sector->getPlayer() && c_sector->getArmy(i)->getTotal() > 0 && in doSectorAI() 946 int this_strength = c_sector->getArmy(sector->getPlayer())->getStrength(); in doSectorAI() 1030 …if( target_sector->getPlayer() == client_player && !target_sector->getArmy(this->index)->any(true)… in doSectorAI() 1102 Army *army = sector->getArmy(index); in doAIUpdate() [all …]
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H A D | tutorial.cpp | 137 …uire_bombard ? deploy_sector->getArmy(playing_gamestate->getClientPlayer())->getBombardStrength() … in canProceed() 156 …t str = require_bombard ? sector->getArmy(playing_gamestate->getClientPlayer())->getBombardStrengt… in canProceed()
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H A D | sector.h | 553 const Army *getArmy(int player) const; 554 Army *getArmy(int player);
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H A D | gamestate.cpp | 1481 const Army *army = current_sector->getArmy(i); in draw() 1521 Army *army = game_g->getMap()->getSector(x, y)->getArmy(i); in draw() 1553 const Army *army = current_sector->getArmy(j); in draw() 1779 const Army *army = current_sector->getArmy(j); in draw() 1911 if( this_sector->getArmy(i)->any(true) ) in draw() 2004 const Army *army = current_sector->getArmy(i); in update() 2561 const Army *army = current_sector->getArmy(j); in mouseClick() 2619 const Army *army_in_sector = current_sector->getArmy(client_player); in mouseClick() 2761 const Army *army = current_sector->getArmy(i); in refreshSoldiers() 3070 Army *army = src->getArmy(client_player); in returnArmy() [all …]
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/dports/games/lordsawar/lordsawar-0.3.2/src/gui/ |
H A D | destination-dialog.cpp | 286 int armytype = (*it)->getArmy()->getTypeId(); in fill_in_vectoring_info() 321 gc->getCircledArmyPic(as, (*it)->getArmy()->getTypeId(), player, NULL, in fill_in_vectoring_info() 340 gc->getCircledArmyPic(as, (*it)->getArmy()->getTypeId(), player, NULL, in fill_in_vectoring_info()
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H A D | triumphs-dialog.cpp | 93 const ArmyProto *a = al->getArmy (p->getArmyset(), (*j)->getId()); in fill_in_page() 161 const ArmyProto *a = al->getArmy (p->getArmyset(), (*j)->getId()); in fill_in_page()
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H A D | army-bonus-dialog.cpp | 57 Armysetlist::getInstance()->getArmy(p->getArmyset(), army_type); in addArmyType()
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H A D | fight-order-dialog.cpp | 73 const ArmyProto *a = alist->getArmy(player->getArmyset(), army_type); in addArmyType()
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H A D | report-dialog.cpp | 365 army_type = act->getArmy()->getTypeId(); in addProduction() 381 army_type = act->getArmy()->getTypeId(); in addProduction()
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/dports/games/lordsawar/lordsawar-0.3.2/src/editor/ |
H A D | army-chooser-button.cpp | 67 Armysetlist::getInstance ()->getArmy (d_player->getArmyset (), in update_button()
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H A D | reward-editor-dialog.cpp | 100 ally = new ArmyProto(*static_cast<Reward_Allies*>(reward)->getArmy()); in RewardEditorDialog() 141 ally_button->select (r->getArmy()->getId ()); in fill_in_reward_info()
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H A D | fight-order-editor-dialog.cpp | 87 const ArmyProto *a = alist->getArmy(player->getArmyset(), army_type); in addArmyType()
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H A D | select-army-dialog.cpp | 96 const ArmyProto *a = al->getArmy(armyset, (*j)->getId()); in fill_in_army_toggles()
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