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Searched refs:spellList (Results 1 – 18 of 18) sorted by relevance

/dports/games/scourge/scourge/src/
H A Dhealdialog.cpp40 spellList = new ScrollingList( 10, 40, w - 20, 160, in HealDialog()
43 win->addWidget( spellList ); in HealDialog()
113 spellList->setLines( spells.size(), spellText, NULL, spellIcons ); in updateUI()
120 int line = spellList->getSelectedLine(); in handleEvent()
125 } else if ( widget == spellList ) { in handleEvent()
126 int line = spellList->getSelectedLine(); in handleEvent()
H A Dhealdialog.h48 ScrollingList *spellList; variable
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/battle/
H A Dbattle_troop.cpp913 std::vector<Spell> spellList; in getCurrentSpellEffects() local
916 spellList.emplace_back( Spell::BLESS ); in getCurrentSpellEffects()
919 spellList.emplace_back( Spell::CURSE ); in getCurrentSpellEffects()
922 spellList.emplace_back( Spell::HASTE ); in getCurrentSpellEffects()
925 spellList.emplace_back( Spell::SLOW ); in getCurrentSpellEffects()
928 spellList.emplace_back( Spell::SHIELD ); in getCurrentSpellEffects()
931 spellList.emplace_back( Spell::BLOODLUST ); in getCurrentSpellEffects()
940 spellList.emplace_back( Spell::BLIND ); in getCurrentSpellEffects()
943 spellList.emplace_back( Spell::PARALYZE ); in getCurrentSpellEffects()
946 spellList.emplace_back( Spell::STONE ); in getCurrentSpellEffects()
[all …]
/dports/games/scourge/scourge/src/tools/
H A Dpagecreatures.cpp14 spellList = new ListAddDel; in PageCreatures()
21 delete spellList; in ~PageCreatures()
88 spellList->Init(page, L"Spells", creature->spells, 170,120, 170); in Init()
137 spellList->Get( creature->spells ); in GetCurrent()
180 spellList->Set( creature->spells ); in SetCurrent()
H A Dpagecreatures.h58 ListAddDel *spellList; variable
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/ai/normal/
H A Dai_normal_spell.cpp366 const std::vector<Spell> & spellList = _commander->GetSpells(); in spellEffectValue() local
367 for ( const Spell & otherSpell : spellList ) { in spellEffectValue()
431 const std::vector<Spell> & spellList = unit->getCurrentSpellEffects(); in spellDispellValue() local
432 for ( const Spell & spellOnFriend : spellList ) { in spellDispellValue()
453 const std::vector<Spell> & spellList = unit->getCurrentSpellEffects(); in spellDispellValue() local
454 for ( const Spell & spellOnEnemy : spellList ) { in spellDispellValue()
/dports/games/barony/Barony-3.3.7/src/interface/
H A Dmagicgui.cpp59 for (node = spellList.first; node != NULL; node = node->next) //TODO: Create spellList. -- Done? in renderMagicGUI()
80 …node = spellList.first; //This will be needed to grab the name of the spell when its slot is drawn. in renderMagicGUI()
150 for (node = spellList.first; node != NULL; node = node->next) in updateMagicGUI()
165 …node = spellList.first; //This will be needed to grab the name of the spell when its slot is drawn. in updateMagicGUI()
H A Dupdaterightsidebar.cpp94 if (!spellList.first) in updateRightSidebar()
H A Dclickdescription.cpp99 for (node = spellList.first; node != NULL; node = node->next) in clickDescription()
/dports/games/barony/Barony-3.3.7/src/magic/
H A Dspell.cpp23 list_t spellList; variable
311 if ( spellInList(&spellList, new_spell) ) in addSpell()
379 node = list_AddNodeLast(&spellList); in addSpell()
1194 for ( node = spellList.first; node; node = node->next ) in getSpellFromItem()
H A Dmagic.hpp422 extern list_t spellList; //All of the player's spells are stored here.
/dports/games/barony/Barony-3.3.7/src/
H A Ditem_usage_funcs.cpp4619 if ( list_Size(&spellList) > 0 && stats[player]->type != AUTOMATON ) in item_Spellbook()
4622 int spellToDelete = rand() % list_Size(&spellList); in item_Spellbook()
4623 node = list_Node(&spellList, spellToDelete); in item_Spellbook()
4635 if ( list_Size(&spellList) <= CLASS_SHAMAN_NUM_STARTING_SPELLS ) in item_Spellbook()
4642 spellToDelete = rand() % (list_Size(&spellList) - CLASS_SHAMAN_NUM_STARTING_SPELLS); in item_Spellbook()
4644 node = list_Node(&spellList, spellToDelete); in item_Spellbook()
4934 if ( list_Size(&spellList) >= 20 ) in item_Spellbook()
H A Dcharclass.cpp70 spellList.first = nullptr; in initClass()
71 spellList.last = nullptr; in initClass()
2625 const bool tooManySpells = (list_Size(&spellList) >= INVENTORY_SIZEX * 3); in initShapeshiftHotbar()
2629 numRows = 4 + ((list_Size(&spellList) - (INVENTORY_SIZEX * 3)) / INVENTORY_SIZEX); in initShapeshiftHotbar()
H A Dinit_game.cpp819 list_FreeAll(&spellList); in deinitGame()
H A Dgame.cpp1699 bool tooManySpells = (list_Size(&spellList) >= INVENTORY_SIZEX * 3); in gameLogic()
1709 INVENTORY_SIZEY = 4 + ((list_Size(&spellList) - (INVENTORY_SIZEX * 3)) / INVENTORY_SIZEX); in gameLogic()
2275 bool tooManySpells = (list_Size(&spellList) >= INVENTORY_SIZEX * 3); in gameLogic()
2285 INVENTORY_SIZEY = 4 + ((list_Size(&spellList) - (INVENTORY_SIZEX * 3)) / INVENTORY_SIZEX); in gameLogic()
H A Dscores.cpp1375 Uint32 numspells = list_Size(&spellList); in saveGame()
1377 for ( node = spellList.first; node != NULL; node = node->next ) in saveGame()
2093 list_FreeAll(&spellList); in loadGame()
2102 node = list_AddNodeLast(&spellList); in loadGame()
H A Dcollision.cpp152 for (node = spellList.first; node != NULL; node = node->next) in entityClicked()
H A Ditems.cpp97 if ( list_Size(&spellList) >= INVENTORY_SIZEX * 3 ) in newItem()
99 …inventory_y = INVENTORY_SIZEY = 4 + ((list_Size(&spellList) - (INVENTORY_SIZEX * 3)) / INVENTORY_S… in newItem()