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Searched refs:combat (Results 1 – 25 of 2006) sorted by relevance

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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/
H A Dspells.cpp174 combat._oldCharacter = c; in castSpell()
208 combat._moveMonsters = 1; in castSpell()
251 combat._monsterDamage = 15; in acidSpray()
253 combat._rangeType = RT_ALL; in acidSpray()
278 combat._monsterDamage = 0; in beastMaster()
462 combat._monsterDamage = 0; in dragonSleep()
481 combat.rangedAttack(STORM_MA_LIST[combat._damageType - DT_FIRE]); in elementalStorm()
500 combat._monsterDamage = combat._oldCharacter->getCurrentLevel() * 2; in energyBlast()
660 if (combat._attackMonsters[0] == -1 && combat._attackMonsters[1] == -1 in identifyMonster()
1034 combat._monsterDamage = combat._oldCharacter->getCurrentLevel() * 2; in shrapMetal()
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H A Dinterface.cpp686 combat.giveCharDamage(damage, combat._damageType, 0); in doStepCode()
1217 !combat._monstersAttacking && combat._moveMonsters) { in draw3d()
1572 combat.attack(*combat._combatParty[combat._whosTurn], RT_SINGLE); in doCombat()
1606 QuickFight::show(_vm, combat._combatParty[combat._whosTurn]); in doCombat()
1618 combat.run(); in doCombat()
1712 if (combat._partyRan && (combat._attackMonsters[0] != -1 || in doCombat()
1789 combat._charsGone[combat._whosTurn] = true; in nextChar()
1792 combat._whosSpeed = (combat._whosSpeed + 1) % combat._speedTable.size(); in nextChar()
1793 combat._whosTurn = combat._speedTable[combat._whosSpeed]; in nextChar()
1799 if (combat._whosTurn < (int)combat._combatParty.size()) { in nextChar()
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H A Dinterface_scene.cpp2605 if (combat._attackMonsters[1] != -1 && combat._attackMonsters[2] == -1) { in setIndoorsMonsters()
2613 if (combat._attackMonsters[4] != -1 && combat._attackMonsters[5] == -1) { in setIndoorsMonsters()
2621 if (combat._attackMonsters[7] != -1 && combat._attackMonsters[8] == -1) { in setIndoorsMonsters()
2628 if (combat._attackMonsters[10] != -1 && combat._attackMonsters[11] == -1) { in setIndoorsMonsters()
2636 if (combat._attackMonsters[22] == -1 && combat._attackMonsters[24] == -1) { in setIndoorsMonsters()
2644 if (combat._attackMonsters[23] != -1 && combat._attackMonsters[25] == -1) { in setIndoorsMonsters()
3305 if (combat._attackMonsters[1] != -1 && combat._attackMonsters[2] == -1) { in setOutdoorsMonsters()
3312 if (combat._attackMonsters[4] != -1 && combat._attackMonsters[5] == -1) { in setOutdoorsMonsters()
3319 if (combat._attackMonsters[7] != -1 && combat._attackMonsters[8] == -1) { in setOutdoorsMonsters()
3326 if (combat._attackMonsters[10] != -1 && combat._attackMonsters[11] == -1) { in setOutdoorsMonsters()
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H A Dscripts.cpp135 Combat &combat = *_vm->_combat; in checkEvents() local
171 combat._combatTarget = 1; in checkEvents()
279 combat._combatTarget = 1; in checkEvents()
286 Combat &combat = *_vm->_combat; in openGrate() local
546 Combat &combat = *_vm->_combat; in cmdIf() local
606 Combat &combat = *_vm->_combat; in cmdTakeOrGive() local
828 Combat &combat = *_vm->_combat; in cmdSetChar() local
833 combat._combatTarget = 0; in cmdSetChar()
835 combat._combatTarget = charId; in cmdSetChar()
838 combat._combatTarget = 1; in cmdSetChar()
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/dports/games/scummvm/scummvm-2.5.1/engines/xeen/
H A Dspells.cpp182 combat._oldCharacter = c; in castSpell()
216 combat._moveMonsters = 1; in castSpell()
259 combat._monsterDamage = 15; in acidSpray()
286 combat._monsterDamage = 0; in beastMaster()
470 combat._monsterDamage = 0; in dragonSleep()
489 combat.rangedAttack(STORM_MA_LIST[combat._damageType - DT_FIRE]); in elementalStorm()
508 combat._monsterDamage = combat._oldCharacter->getCurrentLevel() * 2; in energyBlast()
559 combat._monsterDamage = 0; in fingerOfDeath()
668 if (combat._attackMonsters[0] == -1 && combat._attackMonsters[1] == -1 in identifyMonster()
1042 combat._monsterDamage = combat._oldCharacter->getCurrentLevel() * 2; in shrapMetal()
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H A Dinterface.cpp693 combat.giveCharDamage(damage, combat._damageType, 0); in doStepCode()
1224 !combat._monstersAttacking && combat._moveMonsters) { in draw3d()
1579 combat.attack(*combat._combatParty[combat._whosTurn], RT_SINGLE); in doCombat()
1613 QuickFight::show(_vm, combat._combatParty[combat._whosTurn]); in doCombat()
1625 combat.run(); in doCombat()
1722 if (combat._partyRan && (combat._attackMonsters[0] != -1 || in doCombat()
1799 combat._charsGone[combat._whosTurn] = true; in nextChar()
1802 combat._whosSpeed = (combat._whosSpeed + 1) % combat._speedTable.size(); in nextChar()
1803 combat._whosTurn = combat._speedTable[combat._whosSpeed]; in nextChar()
1809 if (combat._whosTurn < (int)combat._combatParty.size()) { in nextChar()
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H A Dinterface_scene.cpp2605 if (combat._attackMonsters[1] != -1 && combat._attackMonsters[2] == -1) { in setIndoorsMonsters()
2613 if (combat._attackMonsters[4] != -1 && combat._attackMonsters[5] == -1) { in setIndoorsMonsters()
2621 if (combat._attackMonsters[7] != -1 && combat._attackMonsters[8] == -1) { in setIndoorsMonsters()
2628 if (combat._attackMonsters[10] != -1 && combat._attackMonsters[11] == -1) { in setIndoorsMonsters()
2636 if (combat._attackMonsters[22] == -1 && combat._attackMonsters[24] == -1) { in setIndoorsMonsters()
2644 if (combat._attackMonsters[23] != -1 && combat._attackMonsters[25] == -1) { in setIndoorsMonsters()
3305 if (combat._attackMonsters[1] != -1 && combat._attackMonsters[2] == -1) { in setOutdoorsMonsters()
3312 if (combat._attackMonsters[4] != -1 && combat._attackMonsters[5] == -1) { in setOutdoorsMonsters()
3319 if (combat._attackMonsters[7] != -1 && combat._attackMonsters[8] == -1) { in setOutdoorsMonsters()
3326 if (combat._attackMonsters[10] != -1 && combat._attackMonsters[11] == -1) { in setOutdoorsMonsters()
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/dports/games/wolfpack/empire-4.4.1/include/
H A Dcombat.h40 struct combat { struct
72 extern double att_combat_eff(struct combat *);
74 struct combat *);
76 struct combat *);
78 extern int att_get_combat(struct combat *, int);
79 extern int att_abort(int, struct combat *, struct combat *);
80 extern int att_approach(struct combat *, struct combat *);
81 extern void att_show(struct combat *);
83 extern int att_ask_offense(int, struct combat *, struct combat *,
87 struct combat *);
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/dports/games/freeorion/freeorion-0.4.10.2/combat/
H A DCombatSystem.cpp34 DeclareThreadSafeLogger(combat);
1196 DebugLogger(combat) << "CleanEmpires"; in CleanEmpires()
1214 DebugLogger(combat) << " ... " << empire.first; in CleanEmpires()
1216 TraceLogger(combat) << " ... ... " << obj_id; in CleanEmpires()
1242 DebugLogger(combat) << "Reporting Invisible Objects"; in ReportInvisibleObjects()
1679 DebugLogger(combat) << "Planet: " << planet->Name(); in CombatRound()
1701 DebugLogger(combat) << "Attacker: " << attacker->Name(); in CombatRound()
1858 DebugLogger(combat) << "Combat at " << system->Name() << " (" in AutoResolveCombat()
1872 DebugLogger(combat) << "combat event log start:"; in AutoResolveCombat()
1874 DebugLogger(combat) << event->DebugString(); in AutoResolveCombat()
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/dports/games/wolfpack/empire-4.4.1/src/lib/subs/
H A Dattsub.c61 struct combat *off, struct combat *def);
66 static void ask_move_in_off(struct combat *off, struct combat *def);
68 static int board_abort(struct combat *off, struct combat *def);
69 static int land_board_abort(struct combat *off, struct combat *def);
84 struct combat *off, struct combat *def);
440 att_abort(int combat_mode, struct combat *off, struct combat *def) in att_abort()
528 board_abort(struct combat *off, struct combat *def) in board_abort()
584 land_board_abort(struct combat *off, struct combat *def) in land_board_abort()
605 att_approach(struct combat *off, struct combat *def) in att_approach()
867 ask_off(int combat_mode, struct combat *off, struct combat *def) in ask_off()
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/dports/games/wolfpack/empire-4.4.1/src/lib/commands/
H A Dassa.c43 static int only_spies(struct combat[], struct emp_qelem *);
44 static void sneak_ashore(struct combat[], struct emp_qelem *,
45 struct combat *);
50 struct combat off[1]; /* assaulting ship */ in c_assault()
51 struct combat def[1]; /* defending sector */ in c_assault()
166 only_spies(struct combat off[], struct emp_qelem *olist) in only_spies()
189 sneak_ashore(struct combat off[], struct emp_qelem *olist, in sneak_ashore()
190 struct combat *def) in sneak_ashore()
H A Dstre.c41 static double units_in_sector(struct combat *def);
51 struct combat def[1]; in c_strength()
124 units_in_sector(struct combat *def) in units_in_sector()
/dports/games/nazghul/nazghul-0.7.1/doc/
H A DGAME_RULES25 * Dungeon room (combat mode)
26 * Temporary combat map (combat mode)
60 from combat the party was on the same exact tile (exiting temporary combat maps
139 case combat begins immediately on a temporary combat map. Upon exit from that
169 temporary combat map. If combat succeeds then when it is over the party is on
186 * fought combat
188 * couldn't enter combat
418 succeeding in combat?
425 combat. When he exits combat he expects to go back to the wilderness, but
430 upon exit from combat.
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/dports/games/flare-engine/flare-engine-1.12/src/
H A DEntity.cpp418 …true_avoidance = std::min(std::max(true_avoidance, eset->combat.min_avoidance), eset->combat.max_a… in takeHit()
443 vulnerable = 100 - eset->combat.min_resist; in takeHit()
445 vulnerable = 100 - eset->combat.max_resist; in takeHit()
458 if ((abs*100)/dmg < eset->combat.min_block) in takeHit()
460 if ((abs*100)/dmg > eset->combat.max_block) in takeHit()
464 if ((abs*100)/dmg < eset->combat.min_absorb) in takeHit()
466 if ((abs*100)/dmg > eset->combat.max_absorb) in takeHit()
485 if (eset->combat.max_resist < 100) dmg = 1; in takeHit()
511 dmg = (dmg * Math::randBetween(eset->combat.min_crit_damage, eset->combat.max_crit_damage)) / 100; in takeHit()
516 …dmg = (dmg * Math::randBetween(eset->combat.min_overhit_damage, eset->combat.max_overhit_damage)) … in takeHit()
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/dports/games/uqm/uqm-0.8.0/doc/devel/
H A Dfiles6 collide.c Process a collision of objects in combat.
11 cyborg.c Handles combat AI.
27 gravity.c Maths regarding gravity in combat.
28 gravwell.c Handles objects that generate gravity in combat.
40 misc.c Miscelaneous routines related to combat but not directly to
48 process.c Some combat calculations.
54 ship.c Ship movement in combat.
55 shipstat.c Routines for showing information about ships in combat
74 tactrans.c Code for some additional combat events (explosions, dying,
79 weapon.c Routines for weapons fire in combat.
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/dialogs/
H A Ddialogs_quick_ref.cpp36 Combat &combat = *_vm->_combat; in execute() local
44 for (uint idx = 0; idx < (combat._globalCombat == 2 ? combat._combatParty.size() : in execute()
46 Character &c = combat._globalCombat == 2 ? *combat._combatParty[idx] : in execute()
H A Ddialogs_spells.cpp423 Combat &combat = *vm->_combat; in show() local
432 charNum = combat._whosTurn; in show()
568 Combat &combat = *vm->_combat; in show() local
570 return combat._combatMode == 2 ? combat._combatParty[result] : in show()
575 Combat &combat = *_vm->_combat; in execute() local
618 if (_buttonValue < (int)(combat._combatMode == 2 ? combat._combatParty.size() : in execute()
642 Combat &combat = *_vm->_combat; in execute() local
753 Combat &combat = *_vm->_combat; in execute() local
762 Character &c = *combat._oldCharacter; in execute()
974 Combat &combat = *_vm->_combat; in execute() local
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/dports/games/scummvm/scummvm-2.5.1/engines/xeen/dialogs/
H A Ddialogs_quick_ref.cpp55 Combat &combat = *_vm->_combat; in execute() local
62 for (uint idx = 0; idx < (combat._globalCombat == 2 ? combat._combatParty.size() : in execute()
64 Character &c = combat._globalCombat == 2 ? *combat._combatParty[idx] : in execute()
H A Ddialogs_spells.cpp430 Combat &combat = *vm->_combat; in show() local
439 charNum = combat._whosTurn; in show()
567 Combat &combat = *vm->_combat; in show() local
569 return combat._combatMode == 2 ? combat._combatParty[result] : in show()
574 Combat &combat = *_vm->_combat; in execute() local
617 if (_buttonValue < (int)(combat._combatMode == 2 ? combat._combatParty.size() : in execute()
644 Combat &combat = *_vm->_combat; in execute() local
747 Combat &combat = *_vm->_combat; in execute() local
756 Character &c = *combat._oldCharacter; in execute()
965 Combat &combat = *_vm->_combat; in execute() local
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/dports/games/flightgear-aircraft/fgaircraft/bf109/Nasal/
H A Dhitcheck.nas4 var hitx = props.globals.getNode("combat/hit/hit_x",1 );
5 var hity = props.globals.getNode("combat/hit/hit_y",1 );
6 var hitz = props.globals.getNode("combat/hit/hit_z",1 );
61 # check if target is combat enabled
62 if ( i.getNode( "combat" ) != nil ) {
77 # i.getNode("combat/hit/hit_x").setValue( hit_x );
78 # i.getNode("combat/hit/hit_y").setValue( hit_y );
79 # i.getNode("combat/hit/hit_z").setValue( hit_z );
/dports/games/naev/naev-0.7.0/extras/rpm/
H A Dnaev.spec9 Summary: 2D space trading and combat game
31 NAEV is a 2D space trading and combat game, taking inspiration from the
36 and engage in combat at will. Beyond that, there’s an ever-growing number
49 NAEV is a 2D space trading and combat game, taking inspiration from the
73 Comment=2D space trading and combat game
/dports/games/exult/exult-snapshot-v1.7.0.20211128/shapes/shapeinf/
H A Dmonstinf.cc67 combat = (*ptr++ >> 2) & 63; in read()
111 default_info.combat = 10; in get_default()
150 || combat != cmb || armor != armour || weapon != wpn in set_stats()
156 combat = cmb; in set_stats()
/dports/games/tomenet/tomenet-4.6.0/lib/xtra/sound/
H A Dsound.cfg.default21 # hit_weapon = player/combat/hit.wav "player/combat/hit steel.ogg"
29 [player/combat]
/dports/games/naev/naev-0.7.0/
H A Dnaev.desktop5 Comment=2D action/rpg space trading combat game
10 Keywords=2D;action;rpg;space;trading;combat;game;
/dports/games/freecol/freecol-0.11.6/data/strings/
H A DFreeColMessages_he.properties985 combat.automaticDefence=ה%unit% שלך ב%colony% התחמש בנשק כדי להגן על המושבה!
987 combat.burnMissions=%enemyNation% שרפה את המיסיון של %nation%!
989 combat.colonyCaptured=כבשת את %colony%.%amount% מטבעות זהב נבזזו!
990 combat.colonyCapturedBy=ה%player% כבש את %colony%. %amount% מטבעות זהב נבזזו.
993 combat.enemyShipEvaded=ה%enemyUnit% של %enemyNation% חמקה מהתקפה של %unit%.
994 combat.enemyShipSunk=%unit% גרמה ל%enemyUnit% של %enemyNation% לשקוע בים!
995 combat.equipmentCaptured=היזהר, לוחמי %nation% השיגו כעת %equipment%!
999 combat.indianTreasure=שדדת %amount% מ%settlement%.
1001 combat.newConvertFromAttack=%unit% מפוחד של %nation% הצטרף אלייך!
1004 combat.shipEvaded=ה%unit% התחמקה מהתקפת ה%enemyUnit% של %enemyNation%.
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