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< / style >
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< pre style = "font-family:monospace;font-size:12pt" >
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< a name = "l1" > < / a > < span class = cF1 > U0< / span > < span class = cF0 > AttackHeader(Unit *tmpu, < / span > < span class = cF1 > U8< / span > < span class = cF0 > *st, Unit *target)
< a name = "l2" > < / a > {
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< a name = "l3" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i = < / span > < span class = cFE > 9< / span > < span class = cF0 > + < / span > < span class = cF5 > StrLen< / span > < span class = cF0 > (st);
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< a name = "l4" > < / a >
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< a name = "l5" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target)
< a name = "l6" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l7" > < / a > i += < / span > < span class = cFE > 9< / span > < span class = cF0 > ;
< a name = "l8" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target-> armor)
< a name = "l9" > < / a > i += < / span > < span class = cFE > 8< / span > < span class = cF0 > ;
< a name = "l10" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l11" > < / a > i += < / span > < span class = cFE > 10< / span > < span class = cF0 > ;
< a name = "l12" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l13" > < / a > < / span > < span class = cF6 > '\n\n'< / span > < span class = cF0 > ;
< a name = "l14" > < / a > < / span > < span class = cF6 > " $BLACK$%h*c$FG$\n" < / span > < span class = cF0 > , i, < / span > < span class = cF6 > '-'< / span > < span class = cF0 > ;
< a name = "l15" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (tmpu-> player)
< a name = "l16" > < / a > < / span > < span class = cF6 > " $PURPLE$Player 2$FG$ " < / span > < span class = cF0 > ;
< a name = "l17" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l18" > < / a > < / span > < span class = cF6 > " $CYAN$Player 1$FG$ " < / span > < span class = cF0 > ;
< a name = "l19" > < / a > < / span > < span class = cF6 > " %s" < / span > < span class = cF0 > , st;
< a name = "l20" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target)
< a name = "l21" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l22" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target-> player)
< a name = "l23" > < / a > < / span > < span class = cF6 > " $PURPLE$Player 2" < / span > < span class = cF0 > ;
< a name = "l24" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l25" > < / a > < / span > < span class = cF6 > " $CYAN$Player 1" < / span > < span class = cF0 > ;
< a name = "l26" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target-> armor)
< a name = "l27" > < / a > < / span > < span class = cF6 > " Armored" < / span > < span class = cF0 > ;
< a name = "l28" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l29" > < / a > < / span > < span class = cF6 > " Unarmored" < / span > < span class = cF0 > ;
< a name = "l30" > < / a > < / span > < span class = cF6 > '$FG$'< / span > < span class = cF0 > ;
< a name = "l31" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l32" > < / a > < / span > < span class = cF6 > '\n'< / span > < span class = cF0 > ;
< a name = "l33" > < / a > < / span > < span class = cF6 > " $BLACK$%h*c$FG$\n" < / span > < span class = cF0 > , i, < / span > < span class = cF6 > '-'< / span > < span class = cF0 > ;
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< a name = "l34" > < / a > }
< a name = "l35" > < / a >
< a name = "l36" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > HitDamage(Unit *tmpu, Unit *target, < / span > < span class = cF9 > I64< / span > < span class = cF0 > facing=< / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cF1 > F64< / span > < span class = cF0 > range_factor=< / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l37" > < / a > {
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< a name = "l38" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > d, res = < / span > < span class = cFE > 200< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > * < / span > < span class = cF5 > Rand< / span > < span class = cF0 > ;
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< a name = "l39" > < / a >
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< a name = "l40" > < / a > < / span > < span class = cF6 > " \nRoll Out of 200\t\t:%6.2f Damage\n" < / span > < span class = cF0 > , res;
< a name = "l41" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target-> armor)
< a name = "l42" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l43" > < / a > d = target-> armor / < / span > < span class = cFE > 100< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > * (< / span > < span class = cFE > 5< / span > < span class = cF0 > - facing) / < / span > < span class = cFE > 5< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l44" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (d > = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l45" > < / a > {
< a name = "l46" > < / a > < / span > < span class = cF6 > " Armor Attack\t\t:%6.2f\n" < / span > < span class = cF0 > , < / span > < span class = cF5 > ToF64< / span > < span class = cF0 > (tmpu-> armored_attack);
< a name = "l47" > < / a > res *= (tmpu-> armored_attack / < / span > < span class = cFE > 100< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > ) / d;
< a name = "l48" > < / a > }
< a name = "l49" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l50" > < / a > res = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l51" > < / a > < / span > < span class = cF6 > " Armor(%z) Defense\t:%6.2f\n" < / span > < span class = cF0 > , facing,
< a name = "l52" > < / a > < / span > < span class = cF6 > " Front\0FrontSide\0RearSide\0Rear\0" < / span > < span class = cF0 > , < / span > < span class = cFE > 100< / span > < span class = cF0 > * d;
< a name = "l53" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l54" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l55" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l56" > < / a > d = < / span > < span class = cFE > 1< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > - range_factor;
< a name = "l57" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (d > < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l58" > < / a > {
< a name = "l59" > < / a > < / span > < span class = cF6 > " Unarmored Attack\t:%6.2f\n" < / span > < span class = cF0 > , < / span > < span class = cF5 > ToF64< / span > < span class = cF0 > (tmpu-> unarmored_attack);
< a name = "l60" > < / a > < / span > < span class = cF6 > " Range Adjust\t\t:%6.2f%%\n" < / span > < span class = cF0 > , < / span > < span class = cFE > 100< / span > < span class = cF0 > * d;
< a name = "l61" > < / a > res *= (tmpu-> unarmored_attack / < / span > < span class = cFE > 100< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > ) * d;
< a name = "l62" > < / a > }
< a name = "l63" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l64" > < / a > res = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l65" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l66" > < / a > < / span > < span class = cF6 > " Attack/Defense Adjusted\t:%6.2f Damage\n" < / span > < span class = cF0 > , res;
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< a name = "l67" > < / a >
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< a name = "l68" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF5 > Round< / span > < span class = cF0 > (res);
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< a name = "l69" > < / a > }
< a name = "l70" > < / a >
< a name = "l71" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > DamageDo(Unit *target, < / span > < span class = cF1 > F64< / span > < span class = cF0 > damage)
< a name = "l72" > < / a > {
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< a name = "l73" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (damage > < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l74" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l75" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target-> armor)
< a name = "l76" > < / a > < / span > < span class = cF6 > " Armor Hit Score %6.2f\t:" < / span > < span class = cF0 > , damage;
< a name = "l77" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l78" > < / a > < / span > < span class = cF6 > " %3d Life - %3f Damage\t=" < / span > < span class = cF0 > , target-> life, damage;
< a name = "l79" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (damage > = target-> life)
< a name = "l80" > < / a > {
< a name = "l81" > < / a > < / span > < span class = cF6 > " $RED$Killed$FG$\n" < / span > < span class = cF0 > ;
< a name = "l82" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 1000< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 74< / span > < span class = cF0 > , < / span > < span class = cFE > 98< / span > < span class = cF0 > );
< a name = "l83" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 1000< / span > < span class = cF0 > * animation_delay);
< a name = "l84" > < / a > target-> life = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l85" > < / a > VisRecalc(VR_FRIENDLY_UNIT_DIED, target);
< a name = "l86" > < / a > alive_count[target-> player]--;
< a name = "l87" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l88" > < / a > }
< a name = "l89" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l90" > < / a > {
< a name = "l91" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target-> armor)
< a name = "l92" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l93" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (damage > < / span > < span class = cFE > 0< / span > < span class = cF0 > .< / span > < span class = cFE > 6< / span > < span class = cF0 > * target-> life)
< a name = "l94" > < / a > {
< a name = "l95" > < / a > target-> movement = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l96" > < / a > < / span > < span class = cF6 > " $RED$Immobilized$FG$\n" < / span > < span class = cF0 > ;
< a name = "l97" > < / a > }
< a name = "l98" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l99" > < / a > < / span > < span class = cF6 > " $GREEN$No Penetration$FG$\n" < / span > < span class = cF0 > ;
< a name = "l100" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l101" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l102" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l103" > < / a > target-> life -= damage;
< a name = "l104" > < / a > < / span > < span class = cF6 > " $RED$%6.2f Life$FG$\n" < / span > < span class = cF0 > , < / span > < span class = cF5 > ToF64< / span > < span class = cF0 > (target-> life);
< a name = "l105" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l106" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l107" > < / a > }
< a name = "l108" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l109" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l110" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
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< a name = "l111" > < / a > }
< a name = "l112" > < / a >
< a name = "l113" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > IndirectAdd(Unit *tmpu, < / span > < span class = cF9 > I64< / span > < span class = cF0 > row, < / span > < span class = cF9 > I64< / span > < span class = cF0 > col)
< a name = "l114" > < / a > {
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< a name = "l115" > < / a > IndirectOrders *tmpi;
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< a name = "l116" > < / a >
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< a name = "l117" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (tmpu-> life < = < / span > < span class = cFE > 0< / span > < span class = cF0 > || tmpu-> range < = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l118" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > ;
< a name = "l119" > < / a > tmpu-> fired = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l120" > < / a > tmpi=< / span > < span class = cF5 > CAlloc< / span > < span class = cF0 > (< / span > < span class = cF1 > sizeof< / span > < span class = cF7 > (< / span > < span class = cF0 > IndirectOrders< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l121" > < / a > tmpi-> attacker = tmpu;
< a name = "l122" > < / a > tmpi-> row = row;
< a name = "l123" > < / a > tmpi-> col = col;
< a name = "l124" > < / a > < / span > < span class = cF5 > QueueInsert< / span > < span class = cF0 > (tmpi, indirect_head.last);
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< a name = "l125" > < / a > }
< a name = "l126" > < / a >
< a name = "l127" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > BulletPlot(< / span > < span class = cF1 > U0< / span > < span class = cF0 > , < / span > < span class = cF9 > I64< / span > < span class = cF0 > x, < / span > < span class = cF9 > I64< / span > < span class = cF0 > y, < / span > < span class = cF9 > I64< / span > < span class = cF0 > )
< a name = "l128" > < / a > {
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< a name = "l129" > < / a > fire_x = x;
< a name = "l130" > < / a > fire_y = y;
< a name = "l131" > < / a > firing = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l132" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 3< / span > < span class = cF0 > * animation_delay);
< a name = "l133" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
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< a name = "l134" > < / a > }
< a name = "l135" > < / a >
< a name = "l136" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > UnitDirectFire(Unit *tmpu, Unit *target)
< a name = "l137" > < / a > {
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< a name = "l138" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > r, c, facing, t1 = terrain[tmpu-> row][tmpu-> col], t2 = terrain[target-> row][target-> col];
< a name = "l139" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > x1, y1, x2, y2, d, a, range_factor;
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< a name = "l140" > < / a >
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< a name = "l141" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (tmpu-> life < = < / span > < span class = cFE > 0< / span > < span class = cF0 > || target-> life < = < / span > < span class = cFE > 0< / span > < span class = cF0 > || tmpu-> range < = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l142" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > ;
< a name = "l143" > < / a > AttackHeader(tmpu, < / span > < span class = cF6 > " DirectFire" < / span > < span class = cF0 > , target);
< a name = "l144" > < / a > RowCol2XY(& x1, & y1, tmpu-> row, tmpu-> col);
< a name = "l145" > < / a > RowCol2XY(& x2, & y2, target-> row, target-> col);
< a name = "l146" > < / a > d = < / span > < span class = cFE > 100< / span > < span class = cF0 > * < / span > < span class = cF5 > Rand< / span > < span class = cF0 > ;
< a name = "l147" > < / a > < / span > < span class = cF6 > " +%5.2f Roll\n" < / span > < span class = cF0 > , d;
< a name = "l148" > < / a > d += tmpu-> accuracy;
< a name = "l149" > < / a > < / span > < span class = cF6 > " +%2d.00 Accuracy\n" < / span > < span class = cF0 > , tmpu-> accuracy;
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< a name = "l150" > < / a >
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< a name = "l151" > < / a > range_factor = < / span > < span class = cF5 > Sqrt< / span > < span class = cF0 > (< / span > < span class = cF5 > Sqr< / span > < span class = cF7 > (< / span > < span class = cF0 > x2 - x1< / span > < span class = cF7 > )< / span > < span class = cF0 > + < / span > < span class = cF5 > Sqr< / span > < span class = cF7 > (< / span > < span class = cF0 > y2 - y1< / span > < span class = cF7 > )< / span > < span class = cF0 > ) / (tmpu-> range * < / span > < span class = cFE > 2< / span > < span class = cF0 > * DSIN);
< a name = "l152" > < / a > < / span > < span class = cF6 > " -%5.2f%% of Range\n" < / span > < span class = cF0 > , < / span > < span class = cFE > 100< / span > < span class = cF0 > * range_factor;
< a name = "l153" > < / a > d -= < / span > < span class = cFE > 100< / span > < span class = cF0 > * range_factor;
< a name = "l154" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (t2 == TREES)
< a name = "l155" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l156" > < / a > < / span > < span class = cF6 > " -30.00 Target in Trees Penalty\n" < / span > < span class = cF0 > ;
< a name = "l157" > < / a > d -= < / span > < span class = cFE > 30< / span > < span class = cF0 > ;
< a name = "l158" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l159" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (t1 == MOUNTAINS & & t2 != MOUNTAINS)
< a name = "l160" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l161" > < / a > < / span > < span class = cF6 > " +30.00 High Ground Bonus\n" < / span > < span class = cF0 > ;
< a name = "l162" > < / a > d += < / span > < span class = cFE > 30< / span > < span class = cF0 > ;
< a name = "l163" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l164" > < / a > < / span > < span class = cF6 > " _______\n" < / span > < span class = cF0 > ;
< a name = "l165" > < / a > target_unit=target;
< a name = "l166" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (d > = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l167" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l168" > < / a > < / span > < span class = cF6 > " +%5.2f Hit\n" < / span > < span class = cF0 > , d;
< a name = "l169" > < / a > target_hit = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l170" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 500< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 34< / span > < span class = cF0 > , < / span > < span class = cFE > 41< / span > < span class = cF0 > );
< a name = "l171" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 500< / span > < span class = cF0 > * animation_delay);
< a name = "l172" > < / a > < / span > < span class = cF5 > Line< / span > < span class = cF0 > (< / span > < span class = cF3 > NULL< / span > < span class = cF0 > , x1, y1, < / span > < span class = cFE > 0< / span > < span class = cF0 > , x2, y2, < / span > < span class = cFE > 0< / span > < span class = cF0 > , & BulletPlot);
< a name = "l173" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l174" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l175" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l176" > < / a > < / span > < span class = cF6 > " -%5.2f Miss\n" < / span > < span class = cF0 > , -d;
< a name = "l177" > < / a > target_hit = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l178" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 1000< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 69< / span > < span class = cF0 > , < / span > < span class = cFE > 74< / span > < span class = cF0 > );
< a name = "l179" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 1000< / span > < span class = cF0 > * animation_delay);
< a name = "l180" > < / a > a = < / span > < span class = cF3 > pi< / span > < span class = cF0 > * < / span > < span class = cFE > 2< / span > < span class = cF0 > * < / span > < span class = cF5 > Rand< / span > < span class = cF0 > ;
< a name = "l181" > < / a > d = (< / span > < span class = cFE > 0< / span > < span class = cF0 > .< / span > < span class = cFE > 5< / span > < span class = cF0 > - d / < / span > < span class = cFE > 100< / span > < span class = cF0 > ) * HEX_SIDE;
< a name = "l182" > < / a > < / span > < span class = cF5 > Line< / span > < span class = cF0 > (< / span > < span class = cF3 > NULL< / span > < span class = cF0 > , x1, y1, < / span > < span class = cFE > 0< / span > < span class = cF0 > , x2 + d * < / span > < span class = cF5 > Cos< / span > < span class = cF7 > (< / span > < span class = cF0 > a< / span > < span class = cF7 > )< / span > < span class = cF0 > , y2 + d * < / span > < span class = cF5 > Sin< / span > < span class = cF7 > (< / span > < span class = cF0 > a< / span > < span class = cF7 > )< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , & BulletPlot);
< a name = "l183" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l184" > < / a > firing = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l185" > < / a > tmpu-> fired = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l186" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (target_hit)
< a name = "l187" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l188" > < / a > r = target-> row;
< a name = "l189" > < / a > c = target-> col;
< a name = "l190" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (< / span > < span class = cF7 > (< / span > < span class = cF0 > facing = HexMoveOne(& r, & c, x1, y1)< / span > < span class = cF7 > )< / span > < span class = cF0 > > = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l191" > < / a > facing = FacingChange(facing, target-> facing);
< a name = "l192" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l193" > < / a > facing = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l194" > < / a > DamageDo(target, HitDamage< / span > < span class = cF7 > (< / span > < span class = cF0 > tmpu, target, facing, range_factor< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l195" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l196" > < / a > < / span > < span class = cF1 > while< / span > < span class = cF0 > (< / span > < span class = cFB > screencast< / span > < span class = cF0 > .ona) < / span > < span class = cF2 > //see < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.CC.html#l129" > < span class = cF4 > Sound< / span > < / a > < span class = cF2 > ()< / span > < span class = cF0 >
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< a name = "l197" > < / a > < / span > < span class = cF5 > Yield< / span > < span class = cF0 > ;
< a name = "l198" > < / a > target_unit = < / span > < span class = cF3 > NULL< / span > < span class = cF0 > ;
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< a name = "l199" > < / a > }
< a name = "l200" > < / a >
< a name = "l201" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > HexOccupy(< / span > < span class = cF1 > Bool< / span > < span class = cF0 > overrun, Unit *tmpu, Unit *target)
< a name = "l202" > < / a > {
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< a name = "l203" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > t2 = terrain[target-> row][target-> col];
< a name = "l204" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > damage;
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< a name = "l205" > < / a >
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< a name = "l206" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (tmpu-> life < = < / span > < span class = cFE > 0< / span > < span class = cF0 > || target-> life < = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l207" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l208" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (overrun)
< a name = "l209" > < / a > AttackHeader(tmpu, < / span > < span class = cF6 > " OverRun" < / span > < span class = cF0 > , target);
< a name = "l210" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l211" > < / a > AttackHeader(tmpu, < / span > < span class = cF6 > " CloseAssault" < / span > < span class = cF0 > , target);
< a name = "l212" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 500< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 34< / span > < span class = cF0 > , < / span > < span class = cFE > 41< / span > < span class = cF0 > );
< a name = "l213" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 500< / span > < span class = cF0 > * animation_delay);
< a name = "l214" > < / a > tmpu-> fired = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l215" > < / a > target-> fired = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l216" > < / a > damage=HitDamage(tmpu, target);
< a name = "l217" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (overrun)
< a name = "l218" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l219" > < / a > damage *= < / span > < span class = cFE > 2< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l220" > < / a > < / span > < span class = cF6 > " x2 OverRun Bonus\t=%6.2f Damage\n" < / span > < span class = cF0 > , damage;
< a name = "l221" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (t2 != PLAINS)
< a name = "l222" > < / a > {
< a name = "l223" > < / a > damage /= < / span > < span class = cFE > 2< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l224" > < / a > < / span > < span class = cF6 > " /2 Terrain Penalty\t=%6.2f Damage\n" < / span > < span class = cF0 > , damage;
< a name = "l225" > < / a > }
< a name = "l226" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l227" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l228" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l229" > < / a > damage *= < / span > < span class = cFE > 3< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l230" > < / a > < / span > < span class = cF6 > " x3 CloseAssault Bonus\t=%6.2f Damage\n" < / span > < span class = cF0 > , damage;
< a name = "l231" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l232" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (DamageDo< / span > < span class = cF7 > (< / span > < span class = cF0 > target, < / span > < span class = cF5 > Round< / span > < span class = cF0 > (damage)< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l233" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l234" > < / a > < / span > < span class = cF6 > " $RED$Success$FG$\n" < / span > < span class = cF0 > ;
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< a name = "l235" > < / a > < / span > < span class = cF1 > while< / span > < span class = cF0 > (< / span > < span class = cFB > screencast< / span > < span class = cF0 > .ona) < / span > < span class = cF2 > //see < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.CC.html#l129" > < span class = cF4 > Sound< / span > < / a > < span class = cF2 > ()< / span > < span class = cF0 >
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< a name = "l236" > < / a > < / span > < span class = cF5 > Yield< / span > < span class = cF0 > ;
< a name = "l237" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l238" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l239" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l240" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l241" > < / a > tmpu-> life = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l242" > < / a > VisRecalc(VR_FRIENDLY_UNIT_DIED, tmpu);
< a name = "l243" > < / a > alive_count[tmpu-> player]--;
< a name = "l244" > < / a > < / span > < span class = cF6 > " $RED$Failure$FG$\n" < / span > < span class = cF0 > ;
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< a name = "l245" > < / a > < / span > < span class = cF1 > while< / span > < span class = cF0 > (< / span > < span class = cFB > screencast< / span > < span class = cF0 > .ona) < / span > < span class = cF2 > //see < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.CC.html#l129" > < span class = cF4 > Sound< / span > < / a > < span class = cF2 > ()< / span > < span class = cF0 >
2021-07-04 23:11:34 +01:00
< a name = "l246" > < / a > < / span > < span class = cF5 > Yield< / span > < span class = cF0 > ;
< a name = "l247" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l248" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l249" > < / a > }
< a name = "l250" > < / a >
< a name = "l251" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > IndirectResolveAll()
< a name = "l252" > < / a > {
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< a name = "l253" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i, r, c;
< a name = "l254" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > x1, y1, x2, y2, d, range_factor;
< a name = "l255" > < / a > Unit *tmpu, *target;
< a name = "l256" > < / a > IndirectOrders *tmpi = indirect_head.next, *tmpi1;
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< a name = "l257" > < / a >
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< a name = "l258" > < / a > < / span > < span class = cF1 > while< / span > < span class = cF0 > (tmpi != *indirect_head)
< a name = "l259" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l260" > < / a > tmpi1 = tmpi-> next;
< a name = "l261" > < / a > tmpu = tmpi-> attacker;
< a name = "l262" > < / a > AttackHeader(tmpu, < / span > < span class = cF6 > " IndirectFire" < / span > < span class = cF0 > , < / span > < span class = cF3 > NULL< / span > < span class = cF0 > );
< a name = "l263" > < / a > RowCol2XY(& x1, & y1, tmpu-> row, tmpu-> col);
< a name = "l264" > < / a > RowCol2XY(& x2, & y2, tmpi-> row, tmpi-> col);
< a name = "l265" > < / a > d = < / span > < span class = cFE > 100< / span > < span class = cF0 > * < / span > < span class = cF5 > Rand< / span > < span class = cF0 > ;
< a name = "l266" > < / a > < / span > < span class = cF6 > " +%5.2f Roll\n" < / span > < span class = cF0 > , d;
< a name = "l267" > < / a > d += tmpu-> accuracy;
< a name = "l268" > < / a > < / span > < span class = cF6 > " +%2d.00 Accuracy\n" < / span > < span class = cF0 > , tmpu-> accuracy;
< a name = "l269" > < / a > range_factor = < / span > < span class = cF5 > Sqrt< / span > < span class = cF0 > (< / span > < span class = cF5 > Sqr< / span > < span class = cF7 > (< / span > < span class = cF0 > x2 - x1< / span > < span class = cF7 > )< / span > < span class = cF0 > + < / span > < span class = cF5 > Sqr< / span > < span class = cF7 > (< / span > < span class = cF0 > y2 - y1< / span > < span class = cF7 > )< / span > < span class = cF0 > ) / (tmpu-> range * < / span > < span class = cFE > 2< / span > < span class = cF0 > * DSIN);
< a name = "l270" > < / a > < / span > < span class = cF6 > " -%5.2f%% of Range\n" < / span > < span class = cF0 > , < / span > < span class = cFE > 100< / span > < span class = cF0 > * range_factor;
< a name = "l271" > < / a > d -= < / span > < span class = cFE > 100< / span > < span class = cF0 > * range_factor;
< a name = "l272" > < / a > < / span > < span class = cF6 > '_______\n'< / span > < span class = cF0 > ;
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< a name = "l273" > < / a >
< a name = "l274" > < / a >
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< a name = "l275" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (d > = < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l276" > < / a > {
< a name = "l277" > < / a > < / span > < span class = cF6 > " +%5.2f Hit\n" < / span > < span class = cF0 > , d;
< a name = "l278" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 500< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 34< / span > < span class = cF0 > , < / span > < span class = cFE > 41< / span > < span class = cF0 > );
< a name = "l279" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 500< / span > < span class = cF0 > * animation_delay);
< a name = "l280" > < / a > }
< a name = "l281" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l282" > < / a > {
< a name = "l283" > < / a > < / span > < span class = cF6 > " -%5.2f Miss\n" < / span > < span class = cF0 > , -d;
< a name = "l284" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 1000< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 69< / span > < span class = cF0 > , < / span > < span class = cFE > 74< / span > < span class = cF0 > );
< a name = "l285" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 1000< / span > < span class = cF0 > * animation_delay);
< a name = "l286" > < / a > i = < / span > < span class = cF5 > RandU16< / span > < span class = cF0 > % < / span > < span class = cFE > 6< / span > < span class = cF0 > ;
< a name = "l287" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (tmpi-> row & < / span > < span class = cFE > 1< / span > < span class = cF0 > )
< a name = "l288" > < / a > tmpi-> col += col_offsets_odd[i];
< a name = "l289" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l290" > < / a > tmpi-> col += col_offsets_even[i];
< a name = "l291" > < / a > tmpi-> row += row_offsets[i];
< a name = "l292" > < / a > RowCol2XY(& x2, & y2, tmpi-> row, tmpi-> col);
< a name = "l293" > < / a > }
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< a name = "l294" > < / a >
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< a name = "l295" > < / a > < / span > < span class = cF5 > Line< / span > < span class = cF0 > (< / span > < span class = cF3 > NULL< / span > < span class = cF0 > , x1, y1, < / span > < span class = cFE > 0< / span > < span class = cF0 > , x2, y2, < / span > < span class = cFE > 0< / span > < span class = cF0 > , & BulletPlot);
< a name = "l296" > < / a > firing = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l297" > < / a > tmpu-> fired = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l298" > < / a > indirect_row = tmpi-> row;
< a name = "l299" > < / a > indirect_col = tmpi-> col;
< a name = "l300" > < / a > indirect_explosion = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l301" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < < / span > < span class = cFE > 7< / span > < span class = cF0 > ; i++)
< a name = "l302" > < / a > {
< a name = "l303" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (tmpi-> row & < / span > < span class = cFE > 1< / span > < span class = cF0 > )
< a name = "l304" > < / a > c = tmpi-> col + col_offsets_odd[i];
< a name = "l305" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l306" > < / a > c = tmpi-> col + col_offsets_even[i];
< a name = "l307" > < / a > r = tmpi-> row + row_offsets[i];
< a name = "l308" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (< / span > < span class = cFE > 0< / span > < span class = cF0 > < = r < map_rows & & < / span > < span class = cFE > 0< / span > < span class = cF0 > < = c < map_cols & & < / span > < span class = cF7 > (< / span > < span class = cF0 > target = UnitFind(r, c)< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l309" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l310" > < / a > AttackHeader(tmpu, < / span > < span class = cF6 > " IndirectFire" < / span > < span class = cF0 > , target);
< a name = "l311" > < / a > DamageDo(target, HitDamage< / span > < span class = cF7 > (< / span > < span class = cF0 > tmpu, target< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l312" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l313" > < / a > }
< a name = "l314" > < / a > < / span > < span class = cF5 > Noise< / span > < span class = cF0 > (< / span > < span class = cFE > 2000< / span > < span class = cF0 > * animation_delay, < / span > < span class = cFE > 70< / span > < span class = cF0 > , < / span > < span class = cFE > 74< / span > < span class = cF0 > );
< a name = "l315" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 2000< / span > < span class = cF0 > * animation_delay);
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< a name = "l316" > < / a > < / span > < span class = cF1 > while< / span > < span class = cF0 > (< / span > < span class = cFB > screencast< / span > < span class = cF0 > .ona) < / span > < span class = cF2 > //see < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.CC.html#l129" > < span class = cF4 > Sound< / span > < / a > < span class = cF2 > ()< / span > < span class = cF0 >
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< a name = "l317" > < / a > < / span > < span class = cF5 > Yield< / span > < span class = cF0 > ;
< a name = "l318" > < / a > indirect_explosion = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
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< a name = "l319" > < / a >
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< a name = "l320" > < / a > < / span > < span class = cF5 > QueueRemove< / span > < span class = cF0 > (tmpi);
< a name = "l321" > < / a > < / span > < span class = cF5 > Free< / span > < span class = cF0 > (tmpi);
< a name = "l322" > < / a > tmpi = tmpi1;
< a name = "l323" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l324" > < / a > }
< / span > < / pre > < / body >
< / html >