/dports/games/scourge/scourge/src/ |
H A D | healdialog.cpp | 40 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()
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H A D | healdialog.h | 48 ScrollingList *spellList; variable
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/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/battle/ |
H A D | battle_troop.cpp | 913 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 …]
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/dports/games/scourge/scourge/src/tools/ |
H A D | pagecreatures.cpp | 14 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()
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H A D | pagecreatures.h | 58 ListAddDel *spellList; variable
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/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/ai/normal/ |
H A D | ai_normal_spell.cpp | 366 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()
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/dports/games/barony/Barony-3.3.7/src/interface/ |
H A D | magicgui.cpp | 59 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()
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H A D | updaterightsidebar.cpp | 94 if (!spellList.first) in updateRightSidebar()
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H A D | clickdescription.cpp | 99 for (node = spellList.first; node != NULL; node = node->next) in clickDescription()
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/dports/games/barony/Barony-3.3.7/src/magic/ |
H A D | spell.cpp | 23 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()
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H A D | magic.hpp | 422 extern list_t spellList; //All of the player's spells are stored here.
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/dports/games/barony/Barony-3.3.7/src/ |
H A D | item_usage_funcs.cpp | 4619 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()
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H A D | charclass.cpp | 70 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()
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H A D | init_game.cpp | 819 list_FreeAll(&spellList); in deinitGame()
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H A D | game.cpp | 1699 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()
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H A D | scores.cpp | 1375 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()
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H A D | collision.cpp | 152 for (node = spellList.first; node != NULL; node = node->next) in entityClicked()
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H A D | items.cpp | 97 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()
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