Searched refs:ARENAW (Results 1 – 5 of 5) sorted by relevance
617 return ( index1 % ARENAW ) - ( index2 % ARENAW ) < 0; in isNegativeDistance()622 const int xPos = index % ARENAW; in DistanceFromOriginX()629 const s32 x = index % ARENAW; in isValidDirection()630 const s32 y = index / ARENAW; in isValidDirection()658 const s32 y = index / ARENAW; in GetIndexDirection()664 return index - ( ( y % 2 ) ? ARENAW + 1 : ARENAW ); in GetIndexDirection()666 return index - ( ( y % 2 ) ? ARENAW : ARENAW - 1 ); in GetIndexDirection()672 return index + ( ( y % 2 ) ? ARENAW - 1 : ARENAW ); in GetIndexDirection()674 return index + ( ( y % 2 ) ? ARENAW : ARENAW + 1 ); in GetIndexDirection()1227 if ( x < ARENAW - 1 ) in GetAdjacentEnemies()[all …]
30 #define ARENAW 11 macro32 #define ARENASIZE ARENAW * ARENAH
184 …pos.x = area.x + 89 - ( ( ( index / ARENAW ) % 2 ) ? CELLW / 2 : 0 ) + ( CELLW ) * ( index % ARENA… in SetArea()185 pos.y = area.y + 62 + ( ( CELLH - ( CELLH - cellHeightVerSide ) / 2 ) * ( index / ARENAW ) ); in SetArea()
1160 for ( int32_t cellColumnId = 0; cellColumnId < ARENAW; ++cellColumnId ) { in RedrawArmies()1161 const int32_t cellId = cellRowId * ARENAW + cellColumnId; in RedrawArmies()1188 for ( int32_t cellColumnId = 0; cellColumnId < ARENAW; ++cellColumnId ) { in RedrawArmies()1189 const int32_t cellId = cellRowId * ARENAW + cellColumnId; in RedrawArmies()1287 for ( int32_t cellColumnId = 0; cellColumnId < ARENAW; ++cellColumnId ) { in RedrawArmies()1288 const int32_t cellId = cellRowId * ARENAW + cellColumnId; in RedrawArmies()1538 const bool isValidFrontMonster = ( monsterIndex / ARENAW ) == ( tileInFront == ARENAW ); in RedrawTroopCount()2882 if ( attacker.GetHeadIndex() / ARENAW == defender.GetHeadIndex() / ARENAW ) { in RedrawActionAttackPart1()
571 …my->isArchers() && isUnitFaster( *enemy, currentUnit ) ) ? move.second + ARENAW + ARENAH : move.se… in meleeUnitOffense()630 …ngCastle && Board::DistanceFromOriginX( outcome.fromIndex, currentUnit.isReflect() ) > ARENAW / 2 ) in meleeUnitDefense()