Searched refs:n_epochs_c (Results 1 – 11 of 11) sorted by relevance
183 Image *fortress[n_epochs_c];184 Image *mine[n_epochs_c];185 Image *factory[n_epochs_c];186 Image *lab[n_epochs_c];187 Image *men[n_epochs_c];228 Image *icon_defences[n_epochs_c];229 Image *icon_weapons[n_epochs_c];230 Image *numbered_defences[n_epochs_c];231 Image *numbered_weapons[n_epochs_c];248 int n_defender_frames[n_epochs_c];[all …]
49 #define ASSERT_ANY_EPOCH(epoch) ASSERT( epoch >= 0 && epoch < n_epochs_c );53 #define ASSERT_EPOCH(epoch) ASSERT( epoch >= 0 && epoch < n_epochs_c );57 #define ASSERT_S_EPOCH(epoch) ASSERT( epoch >= game_g->getStartEpoch() && epoch <= n_epochs_c );
109 for(int j=0;j<n_epochs_c;j++) { in Game()125 for(int i=0;i<n_epochs_c;i++) { in Game()186 for(int i=0;i<n_epochs_c;i++) { in Game()219 for(int i=0;i<n_epochs_c;i++) { in Game()223 for(int j=0;j<n_epochs_c;j++) { in Game()243 for(int j=0;j<n_epochs_c;j++) { in Game()251 for(int i=0;i<n_epochs_c;i++) { in Game()313 for(int i=0;i<n_epochs_c;i++) { in Game()338 for(int i=0;i<n_epochs_c;i++) { in ~Game()1456 for(int i=0;i<n_epochs_c;i++) in loadOldImages()[all …]
103 int soldiers[n_epochs_c+1]; // unarmed men are soldiers[n_epochs_c]; // saved132 for(int i=0;i<n_epochs_c+1;i++) in empty()379 bool inventions_known[3][n_epochs_c]; // not saved, inferred fom designs397 int stored_defenders[n_epochs_c]; // saved
8 const int n_epochs_c = 10; variable
150 for(int i=0;i<n_epochs_c+1;i++) in getTotal()167 int until = include_unarmed ? n_epochs_c : n_epochs_c-1; in any()178 for(int i=0;i<=n_epochs_c;i++) { in getStrength()190 for(int i=0;i<=n_epochs_c;i++) { in getBombardStrength()209 for(int i=0;i<=n_epochs_c;i++) { in add()324 else if( i != n_epochs_c ) { in getIndividualBombardStrength()945 for(int i=0;i<n_epochs_c;i++) in initTowerStuff()2399 eph = n_epochs_c-1; in getBuildingEpoch()2401 eph = n_epochs_c-1; in getBuildingEpoch()2403 eph = n_epochs_c-2; in getBuildingEpoch()[all …]
536 for(int i=n_epochs_c-1;i>=0 /*&& enemiesPresent*/;i--) { in doSectorAI()970 for(int i=n_epochs_c-1;i>=game_g->getStartEpoch();i--) { in doSectorAI()1014 sector->getAssembledArmy()->add(n_epochs_c, n_unarmed); in doSectorAI()
716 bool shiny = game_g->getStartEpoch() == n_epochs_c-1; in draw()910 for(int j=0;j<=n_epochs_c;j++) in PlayingGameState()1939 mouse_image = game_g->men[n_epochs_c-1]; in draw()2101 if( combat && soldier->epoch != n_epochs_c ) { in update()2754 int n_soldiers_type[n_epochs_c+1]; in refreshSoldiers()2755 for(int j=0;j<=n_epochs_c;j++) in refreshSoldiers()2762 for(int j=0;j<=n_epochs_c;j++) { in refreshSoldiers()3029 sector->getAssembledArmy()->add(n_epochs_c, n); in assembleArmyUnarmed()3181 for(int j=0;j<n_epochs_c+1;j++) { in saveState()3308 else if( epoch < 0 || epoch >= n_epochs_c+1 ) { in loadStateParseXMLNode()
356 int n_deaths[n_players_c][n_epochs_c+1]; // saved
804 …this->button_shutdown = new ImageButton(8, 40, game_g->men[n_epochs_c-1], "get ready to\nshutdown … in setup()1043 for(int i=0;i<n_epochs_c && !any_design;i++) { in refreshCanDesign()1145 for(int i=0;i<n_epochs_c && !any_defences;i++) in refresh()1264 bool shiny = gamestate->getCurrentSector()->getEpoch() == n_epochs_c-1; in draw()
104 int n_j = i == Invention::SHIELD ? n_shields_c : n_epochs_c; in canProceed()