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/dports/games/rottdc/rottdc-1.0-2/rott/
H A Drt_battl.c233 if ( gamestate.teamplay ) in BATTLE_Init()
255 PointGoal = gamestate.BattleOptions.Kills; in BATTLE_Init()
267 gamestate.PlayerHasGun[ index ] = true; in BATTLE_Init()
349 gamestate.SpawnDeluder = true; in BATTLE_Init()
382 gamestate.ShowScores = false; in BATTLE_Init()
505 gamestate.PlayerHasGun[ index ] = true; in BATTLE_Shutdown()
515 gamestate.ShowScores = true; in BATTLE_Shutdown()
516 gamestate.SpawnCollectItems = false; in BATTLE_Shutdown()
517 gamestate.SpawnEluder = false; in BATTLE_Shutdown()
518 gamestate.SpawnDeluder = false; in BATTLE_Shutdown()
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H A Drt_game.c631 if ( gamestate.teamplay ) in DrawKills()
1203 gamestate.score += points; in GivePoints()
2551 if ((gamestate.mapon == 6) || (gamestate.mapon == 14) || in DrawEpisodeLevel()
2552 (gamestate.mapon == 22) || (gamestate.mapon == 32) || in DrawEpisodeLevel()
2573 level = GetLevel (gamestate.episode, gamestate.mapon); in DrawEpisodeLevel()
3000 level = GetLevel( gamestate.episode, gamestate.mapon ); in DrawEOLHeader()
3262 if ( gamestate.killtotal ) in LevelCompleted()
4380 gamestate.episode = 1; in Died()
4755 size=sizeof(gamestate); in SaveTheGame()
4958 gamestate.mapon=game->area; in LoadTheGame()
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H A Drt_main.c228 gamestate.randomseed=-1; in main()
230 gamestate.autorun = 0; in main()
1087 gamestate.Version / 10, gamestate.Version % 10 ); in GameLoop()
1193 CheckHighScore (gamestate.score, gamestate.mapon+1, false); in GameLoop()
1356 CheckHighScore (gamestate.score, gamestate.mapon+1, false); in GameLoop()
1485 if (gamestate.TimeCount) in QuitGame()
1487 temp=(gamestate.frame*VBLCOUNTER*100)/gamestate.TimeCount; in QuitGame()
1582 gamestate.score = 0; in InitCharacter()
1594 gamestate.dipballs = 0; in InitCharacter()
1595 gamestate.TimeCount = 0; in InitCharacter()
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/dports/games/bstone/bstone-1.1.9/src/
H A D3d_game.cpp2847 gamestate.old_weapons[3] = gamestate.weapon; in Warped()
2860 gamestate.weapon = gamestate.old_weapons[3]; in Warped()
2861 gamestate.attackframe = gamestate.attackcount = gamestate.weaponframe = 0; in Warped()
3116 ::gamestate.score = ::gamestate.oldscore; in GameLoop()
3118 ::memcpy(::gamestate.numkeys, ::gamestate.old_numkeys, sizeof(::gamestate.numkeys)); in GameLoop()
3125 ::gamestate.ammo = ::gamestate.old_ammo; in GameLoop()
3203 gamestate.old_rpower = gamestate.rpower; in GameLoop()
3204 gamestate.oldscore = gamestate.score; in GameLoop()
3205 memcpy(gamestate.old_numkeys, gamestate.numkeys, sizeof(gamestate.old_numkeys)); in GameLoop()
3206 gamestate.old_tokens = gamestate.tokens; in GameLoop()
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H A D3d_agent.cpp980 score_diff = gamestate.score - gamestate.tic_score; in UpdateScore()
992 gamestate.tic_score = gamestate.score; in UpdateScore()
1417 if (gamestate.weapon != gamestate.chosenweapon) { in GiveAmmo()
1419 gamestate.weapon = gamestate.chosenweapon; in GiveAmmo()
1483 gamestate.useable_weapons &= gamestate.weapons; in ComputeAvailWeapons()
2692gamestate.attackcount = attackinfo[static_cast<int>(gamestate.weapon)][gamestate.attackframe].tics; in Cmd_Fire()
2693gamestate.weaponframe = attackinfo[static_cast<int>(gamestate.weapon)][gamestate.attackframe].fram… in Cmd_Fire()
2774 gamestate.lastmapon = gamestate.mapon; in Cmd_Use()
2786 gamestate.lastmapon = gamestate.mapon; in Cmd_Use()
4191 gamestate.attackframe = gamestate.weaponframe = 0; in T_Attack()
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H A D3d_debug.cpp96 if ((gamestate.flags & GS_DRAW_CEILING) != 0) { in DebugMemory()
110 if ((gamestate.flags & GS_LIGHTING) != 0) { in DebugMemory()
353 gamestate.ammo += 50; in DebugKeys()
354 if (gamestate.ammo > MAX_AMMO) { in DebugKeys()
355 gamestate.ammo = MAX_AMMO; in DebugKeys()
410 US_PrintUnsigned(gamestate.mapon); in DebugKeys()
418 gamestate.lastmapon = gamestate.mapon; in DebugKeys()
424 gamestate.mapon = level - 1; in DebugKeys()
429 if (gamestate.flags & GS_DRAW_CEILING) { in DebugKeys()
447 if (gamestate.flags & GS_DRAW_FLOOR) { in DebugKeys()
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H A D3d_play.cpp785 if (gamestate.rpower) { in CheckKeys()
789 gamestate.rzoom++; in CheckKeys()
799 gamestate.rzoom--; in CheckKeys()
853 gamestate.health = 100; in CheckKeys()
854 gamestate.ammo = MAX_AMMO; in CheckKeys()
858 gamestate.score = 0; in CheckKeys()
896 if (!gamestate.turn_around) { in CheckKeys()
920 gamestate.turn_around = 90; in CheckKeys()
1420 musicchunk = songs[gamestate.mapon + gamestate.episode * MAPS_WITH_STATS]; in StartMusic()
1425 musicchunk = songs[gamestate.mapon + gamestate.episode * MAPS_PER_EPISODE]; in StartMusic()
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/dports/games/xspacewarp/xspacewarp-1.2/
H A Dactions.cc70 gamestate.visual = SECTOR; in mission()
71 gamestate.input = ACTION; in mission()
129 if ((gamestate.input != ACTION) || (gamestate.visual != SECTOR)) in move()
175 gamestate.visual = SECTOR; in sector()
188 gamestate.visual = SCANNER; in scanner()
233 if ((gamestate.input != ACTION) || (gamestate.visual != SECTOR)) in fasers()
245 if ((gamestate.input != ACTION) || (gamestate.visual != SECTOR)) in torpedoes()
257 if ((gamestate.input != ACTION) || (gamestate.visual != SECTOR)) in selfdestruct()
259 gamestate.input = CODE; in selfdestruct()
285 gamestate.input = SKILL; in replay()
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H A Dechoarea.cc51 if (gamestate.input == ACTION || gamestate.input == REPLAY || in input()
52 gamestate.visual == MISSION || gamestate.visual == ORIENTATION || in input()
53 gamestate.input == PAUSE) in input()
100 if (gamestate.input == ACTION || gamestate.input == REPLAY || in backspace()
101 gamestate.visual == MISSION || gamestate.visual == ORIENTATION || in backspace()
102 gamestate.input == PAUSE) in backspace()
150 if (gamestate.input == ACTION || gamestate.input == REPLAY || in endinput()
151 gamestate.visual == MISSION || gamestate.visual == ORIENTATION || in endinput()
152 gamestate.input == PAUSE) in endinput()
164 switch (gamestate.input) in endinput()
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H A Dtimeouts.cc42 if (gamestate.input == PAUSE) in flash_to()
67 if (gamestate.input != ACTION) // do not flash mesg if trying to input stuff in flash_to()
105 if (gamestate.input == PAUSE) in faser_to()
123 if (gamestate.input == PAUSE) in torpedo_to()
141 if (gamestate.input == PAUSE) in explosion_to()
158 if (gamestate.visual == WIN || gamestate.visual == LOSE) in energize_to()
163 if (gamestate.input == PAUSE) in energize_to()
189 if (gamestate.visual == WIN || gamestate.visual == LOSE) in jovian_to()
194 if (gamestate.input == PAUSE) in jovian_to()
/dports/games/gigalomania/gigalomaniasrc/
H A Dgui.cpp172 …seMenPanel::ChooseMenPanel(PlaceMenGameState *gamestate) : MultiPanel(N_STATES, 0, 0), gamestate(g… in ChooseMenPanel() argument
1833gamestate->setCurrentDesign(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSector(… in input()
1847gamestate->setCurrentDesign(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSector(… in input()
1861gamestate->setCurrentDesign(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSector(… in input()
1938gamestate->returnAssembledArmy(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSect… in input()
1945gamestate->returnAssembledArmy(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSect… in input()
1952gamestate->assembleAll(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSector()->ge… in input()
1968gamestate->assembleArmyUnarmed(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSect… in input()
2085gamestate->trashDesign(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSector()->ge… in input()
2102gamestate->setCurrentManufacture(gamestate->getCurrentSector()->getXPos(), gamestate->getCurrentSe… in input()
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/dports/games/enygma/enigma-1.04/
H A Denigma.h63 } gamestate; typedef
108 gamestate *gamestate_new(int width, int height, int flags);
109 gamestate *gamestate_copy(gamestate *);
110 void gamestate_free(gamestate *);
131 gamestate *make_move (gamestate *, char);
132 gamestate *init_game (level *lev);
153 gamestate *savepos_load(levelset *set, char *user, int savenum);
159 void sequence_save(char *fname, gamestate *state);
177 void screen_level_display(gamestate *s, char *message);
182 int screen_main_menu(levelset *set, gamestate **saves,
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/dports/games/wesnoth/wesnoth-1.14.17/src/
H A Dplay_controller.cpp214 resources::filter_con = &gamestate(); in init()
238 …gui_.reset(new game_display(gamestate().board_, whiteboard_manager_, *gamestate().reports_, theme_… in init()
257 gamestate().set_game_display(gui_.get()); in init()
260 if(gamestate().first_human_team_ != -1) { in init()
313 resources::filter_con = &gamestate(); in reset_gamestate()
320 gamestate().set_game_display(gui_.get()); in reset_gamestate()
327 gamestate().lua_kernel_->load_game(level); in reset_gamestate()
527 gamestate().write(cfg); in to_config()
1082 if(!gamestate().start_event_fired_) in start_game()
1084 gamestate().start_event_fired_ = true; in start_game()
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H A Dplay_controller.hpp129 gamestate().end_level_data_ = data; in set_end_level_data()
132 gamestate().end_level_data_ = boost::none; in reset_end_level_data()
135 return gamestate().end_level_data_.get_ptr() != nullptr; in is_regular_game_end()
138 return *gamestate().end_level_data_; in get_end_level_data_const()
141 return gamestate().board_.teams_; in get_teams_const()
145 return gamestate().board_.units(); in get_units_const()
149 return gamestate().board_.map(); in get_map_const()
152 return gamestate().tod_manager_; in get_tod_manager_const()
156 return gamestate().board_.is_observer(); in is_observer()
159 game_state& gamestate() { in gamestate() function in play_controller
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H A Dsavegame.cpp81 , gamestate_(gamestate) in loadgame()
330 , gamestate_(gamestate) in savegame()
525 : savegame(gamestate, compress_saves) in scenariostart_savegame()
532 return gamestate().classification().label; in create_initial_filename()
537 gamestate().write_carryover(out); in write_game()
552 gamestate().write_carryover(out); in write_game()
556 gamestate().get_replay().write(out); in write_game()
562 : ingame_savegame(gamestate, compress_saves) in autosave_savegame()
580 if(gamestate().classification().label.empty()) in create_initial_filename()
630 gamestate().write_carryover(out); in write_game()
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H A Dsavegame.hpp99 loadgame(const config& game_config, saved_game& gamestate);
152 …savegame(saved_game& gamestate, const compression::format compress_saves, const std::string& title…
176 return create_filename(gamestate().get_starting_point()["turn_at"]); in create_filename()
196 const saved_game& gamestate() const { return gamestate_; } in gamestate() function in savegame::savegame
242 ingame_savegame(saved_game& gamestate, const compression::format compress_saves);
256 replay_savegame(saved_game& gamestate, const compression::format compress_saves);
269 autosave_savegame(saved_game &gamestate, const compression::format compress_saves);
280 oos_savegame(saved_game& gamestate, bool& ignore);
295 scenariostart_savegame(saved_game& gamestate, const compression::format compress_saves);
H A Dplaysingle_controller.cpp123 int scroll_team = gamestate().first_human_team_ + 1; in init_gui()
168 if(gamestate().board_.teams().empty()) in play_scenario_main_loop()
201 local_players.resize(gamestate().board_.teams().size(), true); in play_scenario_main_loop()
204 local_players[i] = gamestate().board_.teams()[i].is_local(); in play_scenario_main_loop()
278 if(gamestate().gamedata_.phase() <= game_data::PRESTART) { in play_scenario()
286 if (gamestate().board_.teams().empty()) in play_scenario()
309 gamestate().board_.heal_all_survivors(); in play_scenario()
385 …if (gamestate().board_.side_units(current_side()) == 0 && !(gamestate().board_.units().empty() && … in play_side_impl()
493 gamestate().board_.set_all_units_user_end_turn(); in linger()
624 if (!gamestate().board_.teams().empty()) { in check_objectives()
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/dports/games/2048/2048-cli-0.9.1/src/
H A Dengine.h13 struct gamestate { struct
38 int gamestate_end_condition(struct gamestate*); argument
39 void gamestate_new_block(struct gamestate*);
40 … gamestate_tick(struct gfx_state*, struct gamestate*, int, void (*callback)(struct gfx_state*, str…
41 void gamestate_clear(struct gamestate*);
42 struct gamestate* gamestate_init(int argc, char **argv);
H A Dengine.c14 … gravitate(struct gfx_state *s, struct gamestate *g, int d, void (*callback)(struct gfx_state *s, … in gravitate()
95 …void merge(struct gfx_state *s, struct gamestate *g, int d, void (*callback)(struct gfx_state *s, … in merge()
155 int gamestate_end_condition(struct gamestate *g) in gamestate_end_condition()
177 void gamestate_new_block(struct gamestate *g) in gamestate_new_block()
216 struct gamestate* gamestate_init(int argc, char **argv) in gamestate_init()
225 struct gamestate *g = malloc(sizeof(struct gamestate)); in gamestate_init()
273 …estate_tick(struct gfx_state *s, struct gamestate *g, int d, void (*callback)(struct gfx_state*, s… in gamestate_tick() argument
284 void gamestate_clear(struct gamestate *g) in gamestate_clear()
/dports/devel/godot-tools/godot-demo-projects-8d9d58f112d8/networking/multiplayer_bomber/
H A Dlobby.gd5 gamestate.connect("connection_failed", self, "_on_connection_failed")
6 gamestate.connect("connection_succeeded", self, "_on_connection_success")
7 gamestate.connect("player_list_changed", self, "refresh_lobby")
8 gamestate.connect("game_ended", self, "_on_game_ended")
9 gamestate.connect("game_error", self, "_on_game_error")
28 gamestate.host_game(player_name)
47 gamestate.join_game(ip, player_name)
77 var players = gamestate.get_player_list()
80 $Players/List.add_item(gamestate.get_player_name() + " (You)")
88 gamestate.begin_game()
/dports/games/mari0/
H A Dlevelscreen.lua22 gamestate = "sublevelscreen"
26 gamestate = "sublevelscreen"
30 gamestate = "levelscreen"
38 gamestate = "mappackfinished"
46 gamestate = "gameover"
88 if gamestate == "levelscreen" then
89 gamestate = "game"
95 elseif gamestate == "sublevelscreen" then
96 gamestate = "game"
110 if gamestate == "levelscreen" then
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/strife/
H A Dd_main.c241 if (gamestate != wipegamestate) in D_Display()
253 switch (gamestate) in D_Display()
296 if (gamestate != oldgamestate && gamestate != GS_LEVEL) in D_Display()
530 wipegamestate = gamestate; in D_DoomLoop()
619 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
629 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
635 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
642 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
649 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
692 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/strife/
H A Dd_main.c241 if (gamestate != wipegamestate) in D_Display()
253 switch (gamestate) in D_Display()
296 if (gamestate != oldgamestate && gamestate != GS_LEVEL) in D_Display()
547 wipegamestate = gamestate; in D_DoomLoop()
636 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
646 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
652 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
659 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
666 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
709 gamestate = GS_DEMOSCREEN; in D_DoAdvanceDemo()
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/dports/games/odamex/odamex-src-0.7.0/client/src/
H A Dc_console.cpp270 gamestate = oldstate; in C_InitConsole()
310 (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION) ) in C_AddNotifyString()
574 if (gamestate == GS_FULLCONSOLE || gamestate == GS_STARTUP) in C_AdjustBottom()
663 if ( (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION) in C_DrawNotifyText()
724 if(gamestate == GS_LEVEL || gamestate == GS_DEMOSCREEN || gamestate == GS_INTERMISSION) in C_DrawConsole()
851 else if (gamestate != GS_FULLCONSOLE && gamestate != GS_STARTUP in C_ToggleConsole()
852 && gamestate != GS_CONNECTING && gamestate != GS_DOWNLOAD) in C_ToggleConsole()
867 if (gamestate != GS_CONNECTING && gamestate != GS_DOWNLOAD) in C_HideConsole()
1182 if (gamestate == GS_FULLCONSOLE || gamestate == GS_CONNECTING in C_HandleKey()
1183 || gamestate == GS_DOWNLOAD || gamestate == GS_CONNECTED) in C_HandleKey()
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/
H A Dwl_debug.cpp315 if(gamestate.killtotal) in DebugKeys()
316 kr = gamestate.killcount*100/gamestate.killtotal; in DebugKeys()
317 if(gamestate.secrettotal) in DebugKeys()
318 sr = gamestate.secretcount*100/gamestate.secrettotal; in DebugKeys()
319 if(gamestate.treasuretotal) in DebugKeys()
320 tr = gamestate.treasurecount*100/gamestate.treasuretotal; in DebugKeys()
325 gamestate.TimeCount/4200, (gamestate.TimeCount/70)%60, in DebugKeys()
451 strncpy(gamestate.mapname, str, 8); in DebugKeys()
452 gamestate.mapname[8] = 0; in DebugKeys()
558 gamestate.TimeCount += 42000L; in GiveMLI()

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