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Searched refs:enemy_type (Results 1 – 25 of 29) sorted by relevance

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/dports/games/libretro-mame2000/mame2000-libretro-e364a15/src/drivers/
H A Drenegade.c279 int enemy_type = mcu_buffer[3]; in mcu_process_command() local
282 if( enemy_type<=4 || (enemy_type&1)==0 ) health = 0x18 + difficulty*8; in mcu_process_command()
294 int enemy_type=0; in mcu_process_command() local
297 enemy_type = 1+stage; /* boss */ in mcu_process_command()
302 if( indx<=2 ) enemy_type = 0x06; else enemy_type = 0x05; in mcu_process_command()
306 if( indx<=2 ) enemy_type = 0x0a; else enemy_type = 0x09; in mcu_process_command()
310 if( indx<=3 ) enemy_type = 0x0e; else enemy_type = 0xd; in mcu_process_command()
314 enemy_type = 0x12; in mcu_process_command()
319 mcu_buffer[1] = enemy_type; in mcu_process_command()
/dports/games/libretro-mame2003/mame2003-libretro-4358db4/src/drivers/
H A Drenegade.c293 int enemy_type = mcu_buffer[3]; in mcu_process_command() local
296 if( enemy_type<=4 || (enemy_type&1)==0 ) health = 0x18 + difficulty*8; in mcu_process_command()
298 logerror("e_type:0x%02x diff:0x%02x -> 0x%02x\n", enemy_type, difficulty, health ); in mcu_process_command()
308 int enemy_type=0; in mcu_process_command() local
311 enemy_type = 1+stage; /* boss */ in mcu_process_command()
316 if( indx<=2 ) enemy_type = 0x06; else enemy_type = 0x05; in mcu_process_command()
320 if( indx<=2 ) enemy_type = 0x0a; else enemy_type = 0x09; in mcu_process_command()
324 if( indx<=3 ) enemy_type = 0x0e; else enemy_type = 0xd; in mcu_process_command()
328 enemy_type = 0x12; in mcu_process_command()
333 mcu_buffer[1] = enemy_type; in mcu_process_command()
/dports/games/julius/julius-1.7.0/src/scenario/
H A Dinvasion.c191 static int start_invasion(int enemy_type, int amount, int invasion_point, int attack_type, int inva… in start_invasion() argument
210 int num_type1 = calc_adjust_with_percentage(amount, ENEMY_PROPERTIES[enemy_type].pct_type1); in start_invasion()
211 int num_type2 = calc_adjust_with_percentage(amount, ENEMY_PROPERTIES[enemy_type].pct_type2); in start_invasion()
212 int num_type3 = calc_adjust_with_percentage(amount, ENEMY_PROPERTIES[enemy_type].pct_type3); in start_invasion()
228 if (enemy_type == ENEMY_11_CAESAR) { in start_invasion()
294 int figure_type = ENEMY_PROPERTIES[enemy_type].figure_types[type]; in start_invasion()
297 figure_type, x, y, ENEMY_PROPERTIES[enemy_type].formation_layout, orientation, in start_invasion()
298 enemy_type, attack_type, invasion_id, data.last_internal_invasion_id in start_invasion()
310 f->name = figure_name_get(figure_type, enemy_type); in start_invasion()
/dports/games/augustus/augustus-3.1.0/src/figuretype/
H A Denemy.c64 switch (m->enemy_type) { in enemy_initial()
242 switch (m->enemy_type) { in figure_enemy43_spear_action()
280 switch (m->enemy_type) { in figure_enemy44_sword_action()
315 switch (m->enemy_type) { in figure_enemy45_sword_action()
416 if (m->enemy_type == ENEMY_0_BARBARIAN) { in figure_enemy49_fast_sword_action()
420 } else if (m->enemy_type == ENEMY_1_NUMIDIAN) { in figure_enemy49_fast_sword_action()
424 } else if (m->enemy_type == ENEMY_4_GOTH) { in figure_enemy49_fast_sword_action()
458 if (m->enemy_type != ENEMY_2_GAUL && m->enemy_type != ENEMY_3_CELT) { in figure_enemy50_sword_action()
472 if (m->enemy_type == ENEMY_3_CELT) { in figure_enemy50_sword_action()
493 if (m->enemy_type != ENEMY_1_NUMIDIAN) { in figure_enemy51_spear_action()
[all …]
/dports/games/augustus/augustus-3.1.0/src/scenario/
H A Dinvasion.c210 static int start_invasion(int enemy_type, int amount, int invasion_point, int attack_type, int inva… in start_invasion() argument
229 int num_type1 = calc_adjust_with_percentage(amount, ENEMY_PROPERTIES[enemy_type].pct_type1); in start_invasion()
230 int num_type2 = calc_adjust_with_percentage(amount, ENEMY_PROPERTIES[enemy_type].pct_type2); in start_invasion()
231 int num_type3 = calc_adjust_with_percentage(amount, ENEMY_PROPERTIES[enemy_type].pct_type3); in start_invasion()
247 if (enemy_type == ENEMY_11_CAESAR) { in start_invasion()
313 int figure_type = ENEMY_PROPERTIES[enemy_type].figure_types[type]; in start_invasion()
316 figure_type, x, y, ENEMY_PROPERTIES[enemy_type].formation_layout, orientation, in start_invasion()
317 enemy_type, attack_type, invasion_id, data.last_internal_invasion_id in start_invasion()
329 f->name = figure_name_get(figure_type, enemy_type); in start_invasion()
/dports/games/frogatto/frogatto-1.3.1/src/
H A Dcharacter_editor_dialog.cpp79 foreach(const editor::enemy_type& c, editor_.all_characters()) { in generate_grid()
139 std::map<std::string, const editor::enemy_type*> categories; in show_category_menu()
140 foreach(const editor::enemy_type& c, editor_.all_characters()) { in show_category_menu()
153 typedef std::pair<std::string, const editor::enemy_type*> cat_pair; in show_category_menu()
155 const editor::enemy_type& c = *cp.second; in show_category_menu()
H A Deditor.hpp97 struct enemy_type { struct in editor
98 enemy_type(const std::string& type, const std::string& category, variant frame_info);
126 std::vector<enemy_type>& all_characters() const;
/dports/games/julius/julius-1.7.0/src/figuretype/
H A Denemy.c64 switch (m->enemy_type) { in enemy_initial()
242 switch (m->enemy_type) { in figure_enemy43_spear_action()
280 switch (m->enemy_type) { in figure_enemy44_sword_action()
315 switch (m->enemy_type) { in figure_enemy45_sword_action()
416 if (m->enemy_type == ENEMY_0_BARBARIAN) { in figure_enemy49_fast_sword_action()
420 } else if (m->enemy_type == ENEMY_1_NUMIDIAN) { in figure_enemy49_fast_sword_action()
424 } else if (m->enemy_type == ENEMY_4_GOTH) { in figure_enemy49_fast_sword_action()
458 if (m->enemy_type != ENEMY_2_GAUL && m->enemy_type != ENEMY_3_CELT) { in figure_enemy50_sword_action()
488 if (m->enemy_type != ENEMY_1_NUMIDIAN) { in figure_enemy51_spear_action()
545 if (m->enemy_type != ENEMY_2_GAUL) { in figure_enemy53_axe_action()
/dports/games/julius/julius-1.7.0/src/window/building/
H A Dfigures.c172 int enemy_type = formation_get(f->formation_id)->enemy_type; in draw_enemy() local
175 switch (enemy_type) { in draw_enemy()
183 switch (enemy_type) { in draw_enemy()
190 switch (enemy_type) { in draw_enemy()
197 switch (enemy_type) { in draw_enemy()
204 switch (enemy_type) { in draw_enemy()
210 switch (enemy_type) { in draw_enemy()
/dports/games/meritous/meritous_v12_src/src/
H A Ddemon.c66 int enemy_type; member
327 FWInt(ptr->enemy_type); in WriteEnemyData()
463 int enemy_type; in CreateEnemy() local
467 if (enemy_type > 8) enemy_type = rand()%3+6; in CreateEnemy()
471 enemy_type = 9; in CreateEnemy()
503 new_enemy->enemy_type = enemy_type; in CreateEnemyEx()
507 switch (enemy_type) { in CreateEnemyEx()
837 if (t->enemy_type != 10) { in ActivateSingleEnemy()
838 if (t->enemy_type == 9) { in ActivateSingleEnemy()
1319 if (e->enemy_type < 10) { in MoveEnemy()
[all …]
/dports/games/augustus/augustus-3.1.0/src/window/building/
H A Dfigures.c247 int enemy_type = formation_get(f->formation_id)->enemy_type; in draw_enemy() local
250 switch (enemy_type) { in draw_enemy()
258 switch (enemy_type) { in draw_enemy()
265 switch (enemy_type) { in draw_enemy()
272 switch (enemy_type) { in draw_enemy()
279 switch (enemy_type) { in draw_enemy()
285 switch (enemy_type) { in draw_enemy()
/dports/games/julius/julius-1.7.0/src/figure/
H A Dformation.h110 int enemy_type; member
135 int enemy_type, int attack_type, int invasion_id, int invasion_sequence);
H A Dname.h23 int figure_name_get(figure_type type, enemy_type enemy);
H A Dformation.c120 int enemy_type, int attack_type, int invasion_id, int invasion_sequence) in formation_create_enemy() argument
129 f->enemy_type = enemy_type; in formation_create_enemy()
273 switch (m->enemy_type) { in formation_change_morale()
662 buffer_write_u8(buf, f->enemy_type); in formations_save_state()
736 f->enemy_type = buffer_read_u8(buf); in formations_load_state()
H A Dtype.h101 } enemy_type; typedef
H A Dname.c70 int figure_name_get(figure_type type, enemy_type enemy) in figure_name_get()
/dports/games/augustus/augustus-3.1.0/src/figure/
H A Dformation.h109 int enemy_type; member
134 int enemy_type, int attack_type, int invasion_id, int invasion_sequence);
H A Dname.h23 int figure_name_get(figure_type type, enemy_type enemy);
H A Dformation.c131 int enemy_type, int attack_type, int invasion_id, int invasion_sequence) in formation_create_enemy() argument
139 f->enemy_type = enemy_type; in formation_create_enemy()
307 switch (m->enemy_type) { in formation_change_morale()
746 buffer_write_u8(buf, f->enemy_type); in formations_save_state()
838 f->enemy_type = buffer_read_u8(buf); in formations_load_state()
H A Dtype.h120 } enemy_type; typedef
H A Dname.c70 int figure_name_get(figure_type type, enemy_type enemy) in figure_name_get()
/dports/games/alex4/alex4src/src/
H A Dshooter.h103 int enemy_type; member
/dports/games/freedroidrpg/freedroidrpg-0.16.1/src/lvledit/
H A Dlvledit_enemy.c317 enemy *create_special_force(gps droid_pos, int enemy_type) in create_special_force() argument
319 enemy *en = enemy_new(enemy_type); in create_special_force()
/dports/games/wesnoth/wesnoth-1.14.17/data/ai/lua/
H A Dgeneric_recruit_engine.lua95 function analyze_enemy_unit(enemy_type, ally_type)
241 if recruit_data.analyses[enemy_type] then
242 analysis = recruit_data.analyses[enemy_type] or {}
250 type = enemy_type,
281 recruit_data.analyses[enemy_type] = analysis
/dports/games/augustus/augustus-3.1.0/src/building/
H A Dconstruction.c871 figure_type enemy_type = nearby_enemy_type(x_start, y_start, x_end, y_end); in building_construction_place() local
873 if (type != BUILDING_CLEAR_LAND && enemy_type != FIGURE_NONE) { in building_construction_place()
883 city_warning_show(enemy_type == FIGURE_WOLF ? WARNING_WOLF_NEARBY : WARNING_ENEMY_NEARBY); in building_construction_place()

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