/dports/games/apricots/apricots-0.2.6/apricots/ |
H A D | setup.cpp | 58 int airbaseflag[MAP_W]; in setup_map() 59 for (int x1=0;x1<MAP_W;x1++){ in setup_map() 75 for (int i=0;i<MAP_W*2;i++){ in setup_map() 80 for(int x2=0; x2<MAP_W; x2++){ in setup_map() 122 for (int x=1; x<MAP_W-1;x++){ in setup_map() 353 for (int x=0;x<MAP_W*2;x++){ in setup_buildings() 534 for(int x=0; x<MAP_W; x++){ in draw_mapblocks() 576 for (int x=0;x<MAP_W*2;x++){ in draw_buildings() 652 }while (x1 < MAP_W*2); in setup_intelligence() 664 }while (x1 < MAP_W*2); in setup_intelligence() [all …]
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H A D | apricots.h | 35 const int MAP_W = GAME_WIDTH / 32; variable 148 int image[MAP_W][MAP_H]; 149 int groundheight[MAP_W]; 150 building b[MAP_W*2]; 151 int realheight[MAP_W*2+1]; 152 int smoothheight[MAP_W*2+1]; 153 int steepheight[MAP_W*2+1];
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H A D | drak.cpp | 28 building b[MAP_W*2], linkedlist <lasertype> &laser, in fire_laser() 29 int groundheight[MAP_W]){ in fire_laser() argument 122 building b[MAP_W*2], linkedlist <shottype> &shot, int groundheight[MAP_W], in fire_drakguns() argument 254 g.drakms.targetx = int(drand()*(MAP_W*2-16)) + 8; in drak_main()
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H A D | fall.cpp | 17 { int px = limit(int((fall.x+18.0)/32),0,MAP_W-1); in fall_collision() 39 { int px = limit(int((fall.x+24.0)/32),0,MAP_W-1); in fall_collision()
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H A D | ai.cpp | 76 if ((p.d > 2) && (p.d < 8)) px = limit(px-1, 0, MAP_W*2-1); in computer_ai() 77 if ((p.d > 10) && (p.d < 16)) px = limit(px+1, 0, MAP_W*2-1); in computer_ai() 128 p.targetx = int(drand()*(MAP_W*2-3))+2; in computer_ai()
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/dports/games/nazghul/nazghul-0.7.1/src/ |
H A D | dimensions.c | 37 int MAP_W; variable 108 MAP_W = (TILE_W * MAP_TILE_W); in dimensions_init() 113 CMD_W = MAP_W; in dimensions_init() 119 STAT_X = (MAP_X + MAP_W + BORDER_W); in dimensions_init() 140 WIND_X = (BORDER_W + (MAP_W - WIND_W) / 2); in dimensions_init() 145 SKY_X = (MAP_X + (MAP_W - SKY_W) / 2); in dimensions_init() 149 SCREEN_W = (BORDER_W * 3 + MAP_W + CONS_W); in dimensions_init()
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H A D | nazghul.c | 280 rect.w = MAP_W; in nazghul_splash() 285 rect.x = max(0, (MAP_W - splash->w) / 2) + MAP_X; in nazghul_splash() 287 rect.w = min(splash->w, MAP_W); in nazghul_splash()
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H A D | screen.c | 708 for (i = (MAP_X + MAP_W); i < SCREEN_W; i += BORDER_W) { in screen_repaint_frame() 717 sprite_paint(FrameSprites[FRAME_VERT], 0, MAP_X + MAP_W, i); in screen_repaint_frame() 730 sprite_paint(FrameSprites[FRAME_TR], 0, MAP_X + MAP_W, in screen_repaint_frame() 732 sprite_paint(FrameSprites[FRAME_TR], 0, MAP_X + MAP_W, in screen_repaint_frame() 736 sprite_paint(FrameSprites[FRAME_TL], 0, MAP_X + MAP_W, MAP_Y + MAP_H); in screen_repaint_frame() 743 sprite_paint(FrameSprites[FRAME_TD], 0, MAP_X + MAP_W, 0); in screen_repaint_frame() 744 sprite_paint(FrameSprites[FRAME_TU], 0, MAP_X + MAP_W, SCREEN_H - BORDER_H); in screen_repaint_frame() 979 MAP_W, in screenCapture()
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H A D | dimensions.h | 51 extern int MAP_W;
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/dports/games/fargoal/fargoal/src/ |
H A D | map.c | 63 x = rnd (1, MAP_W - 2); in map_put_random_stuff() 257 int l = 2, t = 2, mx = MAP_W / 2, my = MAP_H / 2, r = MAP_W - 3, b = MAP_H - 3; in map_wide() 316 x = rnd (1, MAP_W - 2); in map_wide() 334 x = MAP_W - 2; in map_wide() 397 x=rnd(1, MAP_W-2-w); in map_fargoal() 798 if (r > MAP_W - 1) in map_seen() 799 r = MAP_W - 1; in map_seen() 841 x=rnd(0, MAP_W-1); in map_crash() 873 if (r > MAP_W - 1) in DR_add() 874 r = MAP_W - 1; in DR_add() [all …]
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H A D | game.c | 341 DR_add (0, -8, MAP_W - 1, MAP_H - 1); in game_alt_tab() 449 DR_add (0, -6, MAP_W - 1, MAP_H - 1); in game_continue() 550 spiral_map = MAP_W * MAP_H / 2; in game_frame() 580 int spiral_steps = MAP_W * MAP_H / 2 - spiral_map; in game_frame() 581 int w = MAP_W - 1, h = MAP_H; in game_frame() 613 map_seen (MAP_W - 1 - x, MAP_H - 1 - y, 0); in game_frame() 701 if (stats_redraw || map_check_DRs (0, -3, MAP_W - 1, -3)) in game_render()
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H A D | map.h | 6 #define MAP_W 40 macro
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H A D | monster.c | 39 x = rnd (0, MAP_W - 1); in monster_teleport() 368 if (x > 0 && y > 0 && x < MAP_W - 1 && in monster_process()
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H A D | char.c | 327 x = rnd (1, MAP_W - 2); in char_teleport()
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/dports/games/tomatoes/tomatoes-1.55/include/ |
H A D | tilemap.h | 34 #define MAP_W 15 macro 49 extern GLuint map[MAP_W][MAP_H][2]; 52 extern bool teleport_map[MAP_W][MAP_H];
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/dports/games/tomatoes/tomatoes-1.55/src/ |
H A D | tilemap.cpp | 53 GLuint map[MAP_W][MAP_H][2]; 56 bool teleport_map[MAP_W][MAP_H]; 87 if(x < 0 || y < 0 || x > MAP_W-1 || y > MAP_H-1) in can_teleport() 105 if(x < 0 || y < 0 || x > MAP_W-1 || y > MAP_H-1) in map_solid() 119 if(x < 0 || y < 0 || x > MAP_W-1 || y > MAP_H-1) in is_block_at() 139 for(int x=0; x<MAP_W; x++) { in build_map() 217 for(int x=0; x<MAP_W; x++) { in draw_map() 324 for(int x=0; x<MAP_W; x++) { in draw_map() 452 for(int x=0; x < MAP_W; x++) { in save_map() 517 for(int x=0; x < MAP_W; x++) { in load_map() [all …]
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H A D | helpers.cpp | 75 wisp.pos.x = RANDF(0,MAP_W+1); in create_wisp() 148 target.x = MAP_W * 0.5f; in move() 284 int px = RAND(0, MAP_W-1); in create_potatoman() 287 px = RAND(0, MAP_W-1); in create_potatoman() 343 for(int pos=1; pos < MAP_W; pos++) { in look_enemy() 468 int dx = RAND(0, MAP_W-1); in move() 471 dx = RAND(0, MAP_W-1); in move()
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H A D | game.cpp | 76 static float light_position1[] = { MAP_W*0.5f, 6.0f, MAP_H*0.75f, 1.0f }; 77 static float light_position2[] = { -MAP_W*0.5f, 2.0f, MAP_H*0.25f, 1.0f }; 161 glTranslatef(-MAP_W * 0.5f, 0, -MAP_H * 0.5f); in draw()
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H A D | enemy.cpp | 156 int x = RAND(0, MAP_W-1); in new_enemy() 160 x = RAND(0, MAP_W-1); in new_enemy() 266 for(int pos=1; pos < MAP_W; pos++) { in look_player() 575 int dx = RAND(0, MAP_W-1); in move() 578 dx = RAND(0, MAP_W-1); in move()
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H A D | special_power.cpp | 336 if(cur_x > MAP_W-1) { in update() 540 tx = RAND(0, MAP_W-1); in init() 544 tx = RAND(0, MAP_W-1); in init() 634 for(pos=0; pos < MAP_W; pos++) { in create_new_path()
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H A D | bonus.cpp | 110 int bx = RAND(0, MAP_W-1); in create_bonus_rain() 113 bx = RAND(0, MAP_W-1); in create_bonus_rain()
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H A D | pathfinder.cpp | 65 int map_nodes[MAP_W][MAP_H]; in find_path() 76 for(int fxx = 0; fxx < MAP_W; fxx++) in find_path()
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H A D | bomb.cpp | 130 for(int pos = 1; pos < MAP_W; pos++) { in trace_players() 223 for(int pos = 1; pos < MAP_W; pos++) { in trace_explosion()
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H A D | levels.cpp | 365 wisp.pos.x = RANDF(0, MAP_W); in next_level()
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/dports/deskutils/systempreferences/SystemPreferences-1.2.0/Modules/TimeZone/ |
H A D | MapView.m | 30 #define MAP_W 550 macro 126 degr = myrintf(degr * MAP_W / 360); 157 float min = (MAP_W * MAP_W) + (MAP_H * MAP_H);
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