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Searched refs:Difficulty_level (Results 1 – 25 of 40) sorted by relevance

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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dcntrlcen.cpp195 if (GameUniqueState.Difficulty_level == Difficulty_0) in do_countdown_frame()
283 const auto Difficulty_level = GameUniqueState.Difficulty_level; in do_controlcen_destroyed_stuff() local
292 …se_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2; in do_controlcen_destroyed_stuff()
294 Total_countdown_time = D2_Alan_pavlish_reactor_times[Difficulty_level]; in do_controlcen_destroyed_stuff()
297 Total_countdown_time = D1_Alan_pavlish_reactor_times[Difficulty_level]; in do_controlcen_destroyed_stuff()
439 const auto Difficulty_level = GameUniqueState.Difficulty_level; in do_controlcen_frame() local
440 delta_fire_time = (NDL - Difficulty_level) * F1_0/4; in do_controlcen_frame()
442 if (Difficulty_level == 0) in do_controlcen_frame()
531 …i2f(Base_control_center_explosion_time + (NDL - 1 - GameUniqueState.Difficulty_level) * Base_contr… in special_reactor_stuff()
H A Dai.cpp614 const auto Difficulty_level = GameUniqueState.Difficulty_level; in init_ai_objects() local
889 const auto Difficulty_level = GameUniqueState.Difficulty_level; in set_next_fire_time() local
1025 const auto Difficulty_level = GameUniqueState.Difficulty_level; in lead_player() local
1075 const auto Difficulty_level = GameUniqueState.Difficulty_level; in ai_fire_laser_at_player() local
1271 const auto Difficulty_level = GameUniqueState.Difficulty_level; in move_towards_vector() local
1361 const auto Difficulty_level = GameUniqueState.Difficulty_level; in move_around_player() local
1419 const auto Difficulty_level = GameUniqueState.Difficulty_level; in move_away_from_player() local
1435 const auto Difficulty_level = GameUniqueState.Difficulty_level; in ai_move_relative_to_player() local
1670 const auto Difficulty_level = GameUniqueState.Difficulty_level; in compute_vis_and_vec() local
2013 const auto Difficulty_level = GameUniqueState.Difficulty_level; in create_gated_robot() local
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H A Dlaser.cpp452 const auto &Difficulty_level = GameUniqueState.Difficulty_level; in create_omega_blobs() local
511 const auto Difficulty_level = GameUniqueState.Difficulty_level; in get_omega_energy_consumption() local
512 return Difficulty_level < 2 in get_omega_energy_consumption()
513 ? fixmul(energy_used, i2f(Difficulty_level + 2) / 4) in get_omega_energy_consumption()
752 const auto Difficulty_level = GameUniqueState.Difficulty_level; in Laser_create_new() local
753 obj->shields = weapon_info.strength[Difficulty_level]; in Laser_create_new()
842 weapon_speed = weapon_info.speed[Difficulty_level]; in Laser_create_new()
920 if (Difficulty_level < 2) in get_weapon_energy_usage_with_difficulty()
1553 const auto Difficulty_level = GameUniqueState.Difficulty_level; in Laser_do_weapon_sequence() local
1737 if (weapon_speed > weapon_info.speed[Difficulty_level]) { in Laser_do_weapon_sequence()
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H A Dpowerup.cpp201 const auto Difficulty_level = GameUniqueState.Difficulty_level; in pick_up_energy() local
202 boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level); in pick_up_energy()
204 if (Difficulty_level == 0) in pick_up_energy()
438 const auto Difficulty_level = GameUniqueState.Difficulty_level; in do_powerup() local
439 fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level); in do_powerup()
441 if (Difficulty_level == 0) in do_powerup()
H A Dfuelcen.cpp164 station.Capacity = i2f(GameUniqueState.Difficulty_level + 3); in matcen_create()
189 #define MATCEN_LIFE (i2f(30-2*Difficulty_level))
212 const auto Difficulty_level = GameUniqueState.Difficulty_level; in trigger_matcen() local
215 if (Difficulty_level+1 < NDL) in trigger_matcen()
221 robotcen->Capacity = i2f(Difficulty_level + 3); in trigger_matcen()
439 if (count > GameUniqueState.Difficulty_level + 3) { in robotmaker_proc()
H A Dgameseq.cpp185 return 2 + NDL - GameUniqueState.Difficulty_level; in get_starting_concussion_missile_count()
1172 const auto Difficulty_level = GameUniqueState.Difficulty_level; in DoEndLevelScoreGlitz() local
1174 if (Difficulty_level > 1) { in DoEndLevelScoreGlitz()
1176 skill_points = level_points*(Difficulty_level-1)/2; in DoEndLevelScoreGlitz()
1178 skill_points = level_points*(Difficulty_level)/4; in DoEndLevelScoreGlitz()
1186 shield_points = f2i(plrobj.shields) * 10 * (Difficulty_level+1); in DoEndLevelScoreGlitz()
1187 energy_points = f2i(player_info.energy) * 5 * (Difficulty_level+1); in DoEndLevelScoreGlitz()
1221 all_hostage_points = hostages_on_board * 1000 * (Difficulty_level + 1); in DoEndLevelScoreGlitz()
2290 const auto &Difficulty_level = GameUniqueState.Difficulty_level; in copy_defaults_to_robot() local
2296 switch (Difficulty_level) { in copy_defaults_to_robot()
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H A Dcollide.cpp260 if (GameUniqueState.Difficulty_level == 0) in apply_force_damage()
308 const auto Difficulty_level = GameUniqueState.Difficulty_level; in bump_this_object() local
309 force2.x = force.x/(4 + Difficulty_level); in bump_this_object()
310 force2.y = force.y/(4 + Difficulty_level); in bump_this_object()
311 force2.z = force.z/(4 + Difficulty_level); in bump_this_object()
475 if (GameUniqueState.Difficulty_level == 0) in check_volatile_wall()
845 const auto Difficulty_level = GameUniqueState.Difficulty_level; in collide_weapon_and_wall() local
902 wi->strength[Difficulty_level]/4, in collide_weapon_and_wall()
904 wi->strength[Difficulty_level]/2, in collide_weapon_and_wall()
1696 const auto Difficulty_level = GameUniqueState.Difficulty_level; in collide_robot_and_weapon() local
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H A Dfireball.cpp449 const auto Difficulty_level = GameUniqueState.Difficulty_level; in object_create_explosion_sub() local
453 neg_vforce.x = vforce.x * -2 * (7 - Difficulty_level)/8; in object_create_explosion_sub()
454 neg_vforce.y = vforce.y * -2 * (7 - Difficulty_level)/8; in object_create_explosion_sub()
455 neg_vforce.z = vforce.z * -2 * (7 - Difficulty_level)/8; in object_create_explosion_sub()
530 if (GameUniqueState.Difficulty_level == 0) in object_create_explosion_sub()
592 const auto Difficulty_level = GameUniqueState.Difficulty_level; in explode_badass_weapon() local
596 wi->strength[Difficulty_level], in explode_badass_weapon()
597 wi->damage_radius,wi->strength[Difficulty_level], in explode_badass_weapon()
H A Dcontrols.cpp79 const auto speed = Weapon_info[gmid].speed[GameUniqueState.Difficulty_level]; in read_flying_controls()
H A Dmenu.cpp939 difficulty_prompt_menu(const unsigned Difficulty_level) : in do_difficulty_menu()
947 …g::ignore, adjusted_citem::create(*static_cast<items_type *>(this), Difficulty_level), grd_curscre… in do_difficulty_menu()
951 auto &Difficulty_level = GameUniqueState.Difficulty_level; in do_difficulty_menu() local
952 const unsigned s = run_blocking_newmenu<difficulty_prompt_menu>(Difficulty_level); in do_difficulty_menu()
957 if (d != Difficulty_level) in do_difficulty_menu()
962 Difficulty_level = d; in do_difficulty_menu()
1025 GameUniqueState.Difficulty_level = PlayerCfg.DefaultDifficulty; in do_new_game_menu()
/dports/games/d2x/d2x-0.2.5/main/
H A Dai2.c380 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3; in init_ai_objects()
413 Diff_save = Difficulty_level; in do_lunacy_on()
414 Difficulty_level = NDL-1; in do_lunacy_on()
443 Difficulty_level = Diff_save; in do_lunacy_off()
828 ailp->next_fire = robptr->firing_wait[Difficulty_level]; in set_next_fire_time()
935 max_weapon_speed = wptr->speed[Difficulty_level]; in lead_player()
944 if (Difficulty_level <= 1) in lead_player()
947 max_weapon_speed *= (NDL-Difficulty_level); in lead_player()
1154 max_speed = robptr->max_speed[Difficulty_level]; in move_towards_vector()
1297 if (speed > robptr->max_speed[Difficulty_level]) { in move_away_from_player()
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H A Dai.c723 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1); in do_ai_frame()
758 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1); in do_ai_frame()
866 sval = (dist_to_player * (Difficulty_level+1))/64; in do_ai_frame()
992 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0; in do_ai_frame()
1100 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size; in do_ai_frame()
1289 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit))) in do_ai_frame()
1346 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1429 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1547 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1574 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
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H A Dcntrlcen.c180 if (Difficulty_level == 0) in do_countdown_frame()
272 …se_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2; in do_controlcen_destroyed_stuff()
274 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level]; in do_controlcen_destroyed_stuff()
413 delta_fire_time = (NDL - Difficulty_level) * F1_0/4; in do_controlcen_frame()
414 if (Difficulty_level == 0) in do_controlcen_frame()
506 …Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_… in special_reactor_stuff()
H A Dlaser.c507 if (Difficulty_level < 2) in omega_charge_frame()
508 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4); in omega_charge_frame()
683 obj->shields = Weapon_info[obj->id].strength[Difficulty_level]; in Laser_create_new()
773 weapon_speed = Weapon_info[obj->id].speed[Difficulty_level]; in Laser_create_new()
1385 if (Difficulty_level < 2) in Flare_create()
1386 energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4); in Flare_create()
1457 (Weapon_info[obj->id].speed[Difficulty_level] > 0) && in Laser_do_weapon_sequence()
1535 max_speed = Weapon_info[obj->id].speed[Difficulty_level]; in Laser_do_weapon_sequence()
1580 if (Weapon_info[obj->id].speed[Difficulty_level]) { in Laser_do_weapon_sequence()
1619 if (Difficulty_level < 2) in do_laser_firing_player()
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H A Dgameseq.c383 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level) in init_ammo_and_energy()
384 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level; in init_ammo_and_energy()
485 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level; in init_player_stats_new_ship()
1023 if (Difficulty_level > 1) { in DoEndLevelScoreGlitz()
1024 skill_points = level_points*(Difficulty_level)/4; in DoEndLevelScoreGlitz()
1031 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1); in DoEndLevelScoreGlitz()
1046 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1); in DoEndLevelScoreGlitz()
2245 switch (Difficulty_level) { in copy_defaults_to_robot()
2253 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4); in copy_defaults_to_robot()
2256 if ((robptr->boss_flag) && (Difficulty_level == 0)) in copy_defaults_to_robot()
H A Dfuelcen.c187 Station[Num_fuelcenters].Capacity = i2f(Difficulty_level + 3); in matcen_create()
228 #define MATCEN_LIFE (i2f(30-2*Difficulty_level))
255 if (Difficulty_level+1 < NDL) in trigger_matcen()
260 robotcen->Capacity = i2f(Difficulty_level + 3); in trigger_matcen()
475 if (count > Difficulty_level + 3) { in robotmaker_proc()
H A Dcollide.c593 if (Difficulty_level == 0) in apply_force_damage()
640 force2.x = force->x/(4 + Difficulty_level); in bump_this_object()
641 force2.y = force->y/(4 + Difficulty_level); in bump_this_object()
642 force2.z = force->z/(4 + Difficulty_level); in bump_this_object()
829 if (Difficulty_level == 0) in check_volatile_wall()
1229 wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE, in collide_weapon_and_wall()
1254 wi->strength[Difficulty_level]/4, in collide_weapon_and_wall()
1256 wi->strength[Difficulty_level]/2, in collide_weapon_and_wall()
2059 wi->strength[Difficulty_level], in collide_robot_and_weapon()
2060 wi->damage_radius,wi->strength[Difficulty_level], in collide_robot_and_weapon()
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H A Dpowerup.c225 boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level); in pick_up_energy()
226 if (Difficulty_level == 0) in pick_up_energy()
297 fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level); in do_powerup()
298 if (Difficulty_level == 0) in do_powerup()
H A Dmglobal.c102 int Difficulty_level=DEFAULT_DIFFICULTY; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hard… variable
H A Dgame.h149 extern int Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
H A Dfireball.c160 neg_vforce.x = vforce.x * -2 * (7 - Difficulty_level)/8; in object_create_explosion_sub()
161 neg_vforce.y = vforce.y * -2 * (7 - Difficulty_level)/8; in object_create_explosion_sub()
162 neg_vforce.z = vforce.z * -2 * (7 - Difficulty_level)/8; in object_create_explosion_sub()
231 if (Difficulty_level == 0) in object_create_explosion_sub()
299 wi->strength[Difficulty_level], in explode_badass_weapon()
300 wi->damage_radius,wi->strength[Difficulty_level], in explode_badass_weapon()
H A Descort.c1363 ailp->next_action_time = Thief_wait_times[Difficulty_level]/2; in do_thief_frame()
1380 ailp->next_action_time = Thief_wait_times[Difficulty_level]; in do_thief_frame()
1421 Ai_local_info[objp-Objects].next_action_time = Thief_wait_times[Difficulty_level]/2; in do_thief_frame()
1438 Ai_local_info[objp-Objects].next_action_time = Thief_wait_times[Difficulty_level]/2; in do_thief_frame()
1680 Ai_local_info[objp-Objects].next_action_time = Thief_wait_times[Difficulty_level]/2; in attempt_to_steal_item()
H A Dmenu.c525 s = newmenu_do1( NULL, TXT_DIFFICULTY_LEVEL, NDL, m, NULL, Difficulty_level);
528 if (s != Difficulty_level)
533 Difficulty_level = s;
534 mprintf((0, "%s %s %i\n", TXT_DIFFICULTY_LEVEL, TXT_SET_TO, Difficulty_level));
1120 Difficulty_level = Player_default_difficulty;
H A Dcontrols.c97 speed = Weapon_info[Guided_missile[Player_num]->id].speed[Difficulty_level]; in read_flying_controls()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/d2x-rebirth/main/
H A Descort.cpp1436 const auto Difficulty_level = GameUniqueState.Difficulty_level; in do_thief_frame() local
1472 ailp->next_action_time = Thief_wait_times[Difficulty_level]/2; in do_thief_frame()
1486 ailp->next_action_time = Thief_wait_times[Difficulty_level]; in do_thief_frame()
1524 ailp->next_action_time = Thief_wait_times[Difficulty_level]/2; in do_thief_frame()
1541 ailp->next_action_time = Thief_wait_times[Difficulty_level]/2; in do_thief_frame()
1817 ailp->next_action_time = Thief_wait_times[GameUniqueState.Difficulty_level] / 2; in attempt_to_steal_item()

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