/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/tests/ |
H A D | archery_damage_test.cpp | 34 dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_hitting_wall() argument 44 CAPTURE( weapon_type ); in test_projectile_hitting_wall() 56 … dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_attack() argument 65 CAPTURE( weapon_type ); in test_projectile_attack() 70 static void test_archery_balance( const std::string &weapon_type, const std::string &ammo_type, in test_archery_balance() argument 73 item weapon( weapon_type ); in test_archery_balance() 87 test_projectile_attack( killable, true, attack, weapon_type ); in test_archery_balance() 90 test_projectile_attack( unkillable, false, attack, weapon_type ); in test_archery_balance() 92 test_projectile_hitting_wall( "t_wall", false, attack, weapon_type ); in test_archery_balance() 95 test_projectile_hitting_wall( "t_window", true, attack, weapon_type ); in test_archery_balance()
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/tests/ |
H A D | archery_damage_test.cpp | 34 dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_hitting_wall() argument 44 CAPTURE( weapon_type ); in test_projectile_hitting_wall() 56 … dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_attack() argument 65 CAPTURE( weapon_type ); in test_projectile_attack() 70 static void test_archery_balance( const std::string &weapon_type, const std::string &ammo_type, in test_archery_balance() argument 73 item weapon( weapon_type ); in test_archery_balance() 87 test_projectile_attack( killable, true, attack, weapon_type ); in test_archery_balance() 90 test_projectile_attack( unkillable, false, attack, weapon_type ); in test_archery_balance() 92 test_projectile_hitting_wall( "t_wall", false, attack, weapon_type ); in test_archery_balance() 95 test_projectile_hitting_wall( "t_window", true, attack, weapon_type ); in test_archery_balance()
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/dports/games/legesmotus/legesmotus-0.4.0/client/ |
H A D | Weapon.cpp | 49 const char* weapon_type = data.get_type().c_str(); in new_weapon() local 52 if (strcasecmp(weapon_type, "standard") == 0) { return new StandardGun(weapon_id, data); } in new_weapon() 53 else if (strcasecmp(weapon_type, "spread") == 0) { return new SpreadGun(weapon_id, data); } in new_weapon() 54 else if (strcasecmp(weapon_type, "impact") == 0) { return new ImpactCannon(weapon_id, data); } in new_weapon() 55 else if (strcasecmp(weapon_type, "thaw") == 0) { return new ThawGun(weapon_id, data); } in new_weapon() 56 else if (strcasecmp(weapon_type, "area") == 0) { return new AreaGun(weapon_id, data); } in new_weapon() 58 …else if (strcasecmp(weapon_type, "penetration") == 0) { return new PenetrationGun(weapon_id, data)… in new_weapon() 59 else { cerr << "Error: unknown weapon type: " << weapon_type << endl; } in new_weapon()
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/dports/games/d2x/d2x-0.2.5/main/ |
H A D | paging.c | 134 void paging_touch_weapon( int weapon_type ) in paging_touch_weapon() argument 138 if ( (weapon_type < 0) || (weapon_type > N_weapon_types) ) return; in paging_touch_weapon() 140 if ( Weapon_info[weapon_type].picture.index ) { in paging_touch_weapon() 141 PIGGY_PAGE_IN( Weapon_info[weapon_type].picture ); in paging_touch_weapon() 144 if ( Weapon_info[weapon_type].flash_vclip > -1 ) in paging_touch_weapon() 146 if ( Weapon_info[weapon_type].wall_hit_vclip > -1 ) in paging_touch_weapon() 148 if ( Weapon_info[weapon_type].damage_radius ) { in paging_touch_weapon() 150 if ( Weapon_info[weapon_type].robot_hit_vclip > -1 ) in paging_touch_weapon() 154 switch( Weapon_info[weapon_type].render_type ) { in paging_touch_weapon() 156 if ( Weapon_info[weapon_type].weapon_vclip > -1 ) in paging_touch_weapon() [all …]
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H A D | laser.c | 284 if (Weapon_info[weapon_type].bounce==1) in create_weapon_object() 615 Assert( weapon_type < N_weapon_types ); in Laser_create_new() 617 if ( (weapon_type<0) || (weapon_type>=N_weapon_types) ) in Laser_create_new() 618 weapon_type = 0; in Laser_create_new() 635 if (weapon_type == OMEGA_ID) { in Laser_create_new() 651 if (weapon_type == FUSION_ID) { in Laser_create_new() 662 else if (weapon_type == GUIDEDMISS_ID) { in Laser_create_new() 674 …weapon_type == PLAYER_SMART_HOMING_ID) || (weapon_type == SMART_MINE_HOMING_ID) || (weapon_type ==… in Laser_create_new() 680 if (weapon_type == FLARE_ID) in Laser_create_new() 766 if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) { in Laser_create_new() [all …]
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H A D | gauges.c | 2452 if (weapon_type == 0) { in draw_weapon_info() 2547 weapon_box_states[weapon_type] = WS_FADING_OUT; in draw_weapon_box() 2562 weapon_box_states[weapon_type] = WS_SET; in draw_weapon_box() 2567 …draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_p… in draw_weapon_box() 2568 old_ammo_count[weapon_type][VR_current_page]=-1; in draw_weapon_box() 2572 if (weapon_box_fade_values[weapon_type] <= 0) { in draw_weapon_box() 2573 weapon_box_states[weapon_type] = WS_FADING_IN; in draw_weapon_box() 2578 weapon_box_fade_values[weapon_type] = 0; in draw_weapon_box() 2583 weapon_box_states[weapon_type] = WS_FADING_OUT; in draw_weapon_box() 2592 weapon_box_states[weapon_type] = WS_SET; in draw_weapon_box() [all …]
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H A D | laser.h | 115 …w_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound… 118 int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
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/dports/games/warmux/warmux-11.04/src/ai/ |
H A D | ai_idea.cpp | 134 Weapon::Weapon_type weapon_type = ActiveTeam().GetWeapon().GetType(); in CreateStrategy() local 135 int used_ammo_units = ActiveTeam().ReadNbUnits(weapon_type); in CreateStrategy() 153 if (weapon_type == Weapon::WEAPON_SHOTGUN) in GetMaxRating() 156 return weapons_weighting.GetFactor(weapon_type)*damage*units; in GetMaxRating() 163 : AIShootIdea(weapons_weighting, shooter, enemy, weapon_type) in ShootDirectlyAtEnemyIdea() 320 int available_ammo_units = ActiveTeam().ReadNbUnits(weapon_type); in CreateStrategy() 323 if (weapon_type == Weapon::WEAPON_SHOTGUN) { in CreateStrategy() 332 rating = rating * weapons_weighting.GetFactor(weapon_type); in CreateStrategy() 341 : AIShootIdea(weapons_weighting, shooter, enemy, weapon_type) in FireMissileWithFixedDurationIdea() 419 bool explodes_on_contact = weapon_type == Weapon::WEAPON_BAZOOKA; in CreateStrategy() [all …]
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H A D | ai_idea.h | 68 Weapon::Weapon_type weapon_type; variable 73 : weapons_weighting(w), shooter(s), enemy(e), weapon_type(t) { } in AIShootIdea() 85 Weapon::Weapon_type weapon_type, int max_distance); 96 Weapon::Weapon_type weapon_type,
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | laser.cpp | 280 switch(Weapon_info[weapon_type].render) in create_weapon_object() 302 report_invalid_weapon_render_type(weapon_type, Weapon_info[weapon_type].render); in create_weapon_object() 645 weapon_type == weapon_id_type::LASER_ID_L6; in is_laser_weapon_type() 659 if (weapon_type >= N_weapon_types) in Laser_create_new() 662 weapon_type = weapon_id_type::LASER_ID_L1; in Laser_create_new() 737 …if ((weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID) || (weapon_type == weapon_id_type::ROB… in Laser_create_new() 739 …weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID) || (weapon_type == weapon_id_type::SMART_MI… in Laser_create_new() 749 if (weapon_type == weapon_id_type::FLARE_ID) in Laser_create_new() 856 …if (weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID || weapon_type == weapon_id_type::ROBOT_… in Laser_create_new() 858 …weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID || weapon_type == weapon_id_type::SMART_MINE… in Laser_create_new() [all …]
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H A D | paging.cpp | 168 …(const d_vclip_array &Vclip, const weapon_info_array &Weapon_info, const uint_fast32_t weapon_type) in paging_touch_weapon() argument 170 if (weapon_type < N_weapon_types) in paging_touch_weapon() 171 paging_touch_weapon(Vclip, Weapon_info[weapon_type]); in paging_touch_weapon() 187 paging_touch_weapon(Vclip, Weapon_info, ri.weapon_type); in paging_touch_robot()
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/dports/games/warmux/warmux-11.04/src/team/ |
H A D | team.h | 163 int ReadNbAmmos(Weapon::Weapon_type weapon_type) const in ReadNbAmmos() argument 165 ASSERT((uint)weapon_type < m_nb_ammos.size()); in ReadNbAmmos() 166 return m_nb_ammos[weapon_type]; in ReadNbAmmos() 173 int ReadNbUnits(Weapon::Weapon_type weapon_type) const in ReadNbUnits() argument 175 ASSERT((uint)weapon_type < m_nb_units.size()); in ReadNbUnits() 176 return m_nb_units[weapon_type]; in ReadNbUnits()
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/dports/games/xtux/xtux/src/common/ |
H A D | weapon_type.h | 22 typedef struct weapon_type { struct 48 struct weapon_type *next; argument 52 weap_type_t *weapon_type(byte type);
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/dports/games/abuse_sdl/abuse-0.8/src/ |
H A D | view.h | 98 void add_ammo (int weapon_type, int total); 99 int has_weapon (int weapon_type) { return god || (weapons[weapon_type]!=-1); } in has_weapon() argument 101 int weapon_total(int weapon_type);
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H A D | view.cpp | 59 void view::add_ammo(int weapon_type, int total) in add_ammo() argument 61 if (weapon_type>=total_weapons || weapon_type<0) in add_ammo() 66 if (weapons[weapon_type]==-1) return ; // don't have weapon yet, can't give ammo in add_ammo() 68 weapons[weapon_type]+=total; in add_ammo() 69 if (weapons[weapon_type]<0) in add_ammo() 70 weapons[weapon_type]=0; in add_ammo() 72 if (weapons[weapon_type]>999) in add_ammo() 73 weapons[weapon_type]=999; in add_ammo()
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/dports/games/alephone/alephone-release-20190331/Source_Files/GameWorld/ |
H A D | weapons.cpp | 227 const short weapon_type) in get_weapon_definition() argument 347 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in initialize_player_weapons() local 357 player_weapons->weapons[weapon_type].weapon_type= weapon_type; in initialize_player_weapons() 470 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in process_new_item_for_reloading() local 572 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in process_new_item_for_reloading() local 1096 short weapon_type, in debug_trigger_data() argument 1579 short weapon_type, in reset_trigger_data() argument 2773 short weapon_type, in calculate_weapon_position_for_idle() argument 3051 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in calculate_ticks_from_shapes() local 3932 short weapon_type) in find_weapon_power_index() argument [all …]
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/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/ |
H A D | newgame-def.h | 34 vector<weapon_type> allowed_weapons; 39 weapon_type weapon;
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H A D | item-prop.h | 82 brand_type choose_weapon_brand(weapon_type wpn_type); 162 const char *ammo_name(const weapon_type bow) PURE; 229 int weapon_base_price(weapon_type type) PURE; 235 const char *weapon_base_name(weapon_type subtype) IMMUTABLE; 236 weapon_type name_nospace_to_weapon(string name_nospace);
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H A D | ng-restr.h | 19 char_choice_restriction weapon_restriction(weapon_type wpn,
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H A D | item-prop.cc | 1085 brand_type choose_weapon_brand(weapon_type wpn_type) in choose_weapon_brand() 1570 return static_cast<weapon_type>(item.sub_type); in basic_hands_reqd() 1681 static map<weapon_type, weapon_type> _holy_upgrades = 1693 if (auto repl = map_find(_holy_upgrades, (weapon_type) item.sub_type)) in convert2good() 1708 [&item](const pair<const weapon_type, weapon_type> elt) in convert2bad() 1928 const char *ammo_name(const weapon_type bow) in ammo_name() 2447 weapon_type weapon_sub; in property() 2760 const char* weapon_base_name(weapon_type subtype) in weapon_base_name() 2777 weapon_type name_nospace_to_weapon(string name_nospace) in name_nospace_to_weapon() 2785 return (weapon_type) wpn.id; in name_nospace_to_weapon() [all …]
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/dports/games/flyhard/flyhard-0.42/src/ |
H A D | weapons.h | 56 struct weapon_type struct 75 const std::vector<weapon_type> &weapon_types(); argument
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H A D | weapons.cpp | 44 struct weapon_type wt_table[]= 83 const std::vector<weapon_type> &weapon_types() in weapon_types() 85 static std::vector<weapon_type> types; in weapon_types() 217 const weapon_type &wt=weapon_types()[WT_PEASHOOTER]; in scatter_exp()
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/dports/games/vultures-eye/vulture-2.3.67/slashem/src/ |
H A D | weapon.c | 1422 weapon_type(obj) in weapon_type() function 1445 return weapon_type(uwep); in uwep_skill_type() 1462 wep_type = weapon_type(weapon); 1548 wep_type = weapon_type(weapon); 1661 skill = weapon_type(obj); 1776 use_skill(weapon_type(uwep), 1); in practice() 1782 use_skill(weapon_type(uwep), in practice() 1783 practice_needed_to_advance(P_SKILL(weapon_type(uwep)),weapon_type(uwep))/3); in practice() 1790 if (can_practice(weapon_type(uwep)) in practice_weapon() 1804 } else if (P_SKILL(weapon_type(uwep)) >= P_MAX_SKILL(weapon_type(uwep))) in practice_weapon() [all …]
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/dports/games/moria/umoria/source/ |
H A D | spells.c | 683 int32u *weapon_type; int *harm_type; 689 *weapon_type = 0; 694 *weapon_type = CS_BR_LIGHT; 699 *weapon_type = CS_BR_GAS; 704 *weapon_type = CS_BR_ACID; 709 *weapon_type = CS_BR_FROST; 714 *weapon_type = CS_BR_FIRE; 719 *weapon_type = 0; 735 int32u weapon_type; int harm_type; local 825 int32u weapon_type; local [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | weapon.h | 674 bool weapon_page_in(int weapon_type); 675 bool weapon_used(int weapon_type); 689 int weapon_create( vec3d * pos, matrix * orient, int weapon_type, int parent_obj, int group_id=-1, … 694 size_t* get_pointer_to_weapon_fire_pattern_index(int weapon_type, int ship_idx, ship_subsys* src_tu…
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