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Searched refs:n_epochs_c (Results 1 – 11 of 11) sorted by relevance

/dports/games/gigalomania/gigalomaniasrc/
H A Dgame.h183 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];
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H A Dutils.h49 #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 );
H A Dgame.cpp109 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()
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H A Dsector.h103 int soldiers[n_epochs_c+1]; // unarmed men are soldiers[n_epochs_c]; // saved
132 for(int i=0;i<n_epochs_c+1;i++) in empty()
379 bool inventions_known[3][n_epochs_c]; // not saved, inferred fom designs
397 int stored_defenders[n_epochs_c]; // saved
H A Dcommon.h8 const int n_epochs_c = 10; variable
H A Dsector.cpp150 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()
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H A Dplayer.cpp536 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()
H A Dgamestate.cpp716 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()
H A Dgamestate.h356 int n_deaths[n_players_c][n_epochs_c+1]; // saved
H A Dgui.cpp804 …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()
H A Dtutorial.cpp104 int n_j = i == Invention::SHIELD ? n_shields_c : n_epochs_c; in canProceed()