/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | cntrlcen.cpp | 195 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()
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H A D | ai.cpp | 614 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 [all …]
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H A D | laser.cpp | 452 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() [all …]
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H A D | powerup.cpp | 201 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()
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H A D | fuelcen.cpp | 164 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()
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H A D | gameseq.cpp | 185 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() [all …]
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H A D | collide.cpp | 260 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 [all …]
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H A D | fireball.cpp | 449 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()
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H A D | controls.cpp | 79 const auto speed = Weapon_info[gmid].speed[GameUniqueState.Difficulty_level]; in read_flying_controls()
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H A D | menu.cpp | 939 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()
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/dports/games/d2x/d2x-0.2.5/main/ |
H A D | ai2.c | 380 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() [all …]
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H A D | ai.c | 723 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() [all …]
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H A D | cntrlcen.c | 180 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()
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H A D | laser.c | 507 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() [all …]
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H A D | gameseq.c | 383 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()
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H A D | fuelcen.c | 187 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()
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H A D | collide.c | 593 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() [all …]
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H A D | powerup.c | 225 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()
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H A D | mglobal.c | 102 int Difficulty_level=DEFAULT_DIFFICULTY; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hard… variable
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H A D | game.h | 149 extern int Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
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H A D | fireball.c | 160 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()
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H A D | escort.c | 1363 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()
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H A D | menu.c | 525 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;
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H A D | controls.c | 97 speed = Weapon_info[Guided_missile[Player_num]->id].speed[Difficulty_level]; in read_flying_controls()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/d2x-rebirth/main/ |
H A D | escort.cpp | 1436 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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