ZealOS/docs/Apps/ToTheFront/TTFFire.CC.html
TomAwezome 1b75d91002 Fix Mount AHCI Port selection.
Add arg to SATARep to specify drive types to show.
Add checks in AHCIPortInit to verify port signatures, add helper method to get signatures from port.
2021-08-02 16:40:05 -04:00

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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>{
<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);
<a name="l4"></a>
<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-&gt;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>&quot;$BLACK$%h*c$FG$\n&quot;</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-&gt;player)
<a name="l16"></a> </span><span class=cF6>&quot;$PURPLE$Player 2$FG$ &quot;</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>&quot;$CYAN$Player 1$FG$ &quot;</span><span class=cF0>;
<a name="l19"></a> </span><span class=cF6>&quot;%s&quot;</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-&gt;player)
<a name="l23"></a> </span><span class=cF6>&quot; $PURPLE$Player 2&quot;</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>&quot; $CYAN$Player 1&quot;</span><span class=cF0>;
<a name="l26"></a> </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l27"></a> </span><span class=cF6>&quot; Armored&quot;</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>&quot; Unarmored&quot;</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>&quot;$BLACK$%h*c$FG$\n&quot;</span><span class=cF0>, i, </span><span class=cF6>'-'</span><span class=cF0>;
<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>{
<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>;
<a name="l39"></a>
<a name="l40"></a> </span><span class=cF6>&quot;\nRoll Out of 200\t\t:%6.2f Damage\n&quot;</span><span class=cF0>, res;
<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l42"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l43"></a> d = target-&gt;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 &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l45"></a> {
<a name="l46"></a> </span><span class=cF6>&quot;Armor Attack\t\t:%6.2f\n&quot;</span><span class=cF0>, </span><span class=cF5>ToF64</span><span class=cF0>(tmpu-&gt;armored_attack);
<a name="l47"></a> res *= (tmpu-&gt;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>&quot;Armor(%z) Defense\t:%6.2f\n&quot;</span><span class=cF0>, facing,
<a name="l52"></a> </span><span class=cF6>&quot;Front\0FrontSide\0RearSide\0Rear\0&quot;</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 &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l58"></a> {
<a name="l59"></a> </span><span class=cF6>&quot;Unarmored Attack\t:%6.2f\n&quot;</span><span class=cF0>, </span><span class=cF5>ToF64</span><span class=cF0>(tmpu-&gt;unarmored_attack);
<a name="l60"></a> </span><span class=cF6>&quot;Range Adjust\t\t:%6.2f%%\n&quot;</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0> * d;
<a name="l61"></a> res *= (tmpu-&gt;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>&quot;Attack/Defense Adjusted\t:%6.2f Damage\n&quot;</span><span class=cF0>, res;
<a name="l67"></a>
<a name="l68"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Round</span><span class=cF0>(res);
<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>{
<a name="l73"></a> </span><span class=cF1>if</span><span class=cF0> (damage &gt; </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-&gt;armor)
<a name="l76"></a> </span><span class=cF6>&quot;Armor Hit Score %6.2f\t:&quot;</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>&quot;%3d Life - %3f Damage\t=&quot;</span><span class=cF0>, target-&gt;life, damage;
<a name="l79"></a> </span><span class=cF1>if</span><span class=cF0> (damage &gt;= target-&gt;life)
<a name="l80"></a> {
<a name="l81"></a> </span><span class=cF6>&quot;$RED$Killed$FG$\n&quot;</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-&gt;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-&gt;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-&gt;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 &gt; </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>6</span><span class=cF0> * target-&gt;life)
<a name="l94"></a> {
<a name="l95"></a> target-&gt;movement = </span><span class=cFE>0</span><span class=cF0>;
<a name="l96"></a> </span><span class=cF6>&quot;$RED$Immobilized$FG$\n&quot;</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>&quot;$GREEN$No Penetration$FG$\n&quot;</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-&gt;life -= damage;
<a name="l104"></a> </span><span class=cF6>&quot;$RED$%6.2f Life$FG$\n&quot;</span><span class=cF0>, </span><span class=cF5>ToF64</span><span class=cF0>(target-&gt;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>;
<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>{
<a name="l115"></a> IndirectOrders *tmpi;
<a name="l116"></a>
<a name="l117"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || tmpu-&gt;range &lt;= </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-&gt;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-&gt;attacker = tmpu;
<a name="l122"></a> tmpi-&gt;row = row;
<a name="l123"></a> tmpi-&gt;col = col;
<a name="l124"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpi, indirect_head.last);
<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>{
<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>;
<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>{
<a name="l138"></a> </span><span class=cF9>I64</span><span class=cF0> r, c, facing, t1 = terrain[tmpu-&gt;row][tmpu-&gt;col], t2 = terrain[target-&gt;row][target-&gt;col];
<a name="l139"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2, d, a, range_factor;
<a name="l140"></a>
<a name="l141"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || target-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || tmpu-&gt;range &lt;= </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>&quot;DirectFire&quot;</span><span class=cF0>, target);
<a name="l144"></a> RowCol2XY(&amp;x1, &amp;y1, tmpu-&gt;row, tmpu-&gt;col);
<a name="l145"></a> RowCol2XY(&amp;x2, &amp;y2, target-&gt;row, target-&gt;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>&quot;+%5.2f Roll\n&quot;</span><span class=cF0>, d;
<a name="l148"></a> d += tmpu-&gt;accuracy;
<a name="l149"></a> </span><span class=cF6>&quot;+%2d.00 Accuracy\n&quot;</span><span class=cF0>, tmpu-&gt;accuracy;
<a name="l150"></a>
<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-&gt;range * </span><span class=cFE>2</span><span class=cF0> * DSIN);
<a name="l152"></a> </span><span class=cF6>&quot;-%5.2f%% of Range\n&quot;</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>&quot;-30.00 Target in Trees Penalty\n&quot;</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 &amp;&amp; t2 != MOUNTAINS)
<a name="l160"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l161"></a> </span><span class=cF6>&quot;+30.00 High Ground Bonus\n&quot;</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>&quot;_______\n&quot;</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 &gt;= </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>&quot;+%5.2f Hit\n&quot;</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>, &amp;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>&quot;-%5.2f Miss\n&quot;</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>, &amp;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-&gt;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-&gt;row;
<a name="l189"></a> c = target-&gt;col;
<a name="l190"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>facing = HexMoveOne(&amp;r, &amp;c, x1, y1)</span><span class=cF7>)</span><span class=cF0> &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l191"></a> facing = FacingChange(facing, target-&gt;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>
<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>
<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>;
<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>{
<a name="l203"></a> </span><span class=cF9>I64</span><span class=cF0> t2 = terrain[target-&gt;row][target-&gt;col];
<a name="l204"></a> </span><span class=cF1>F64</span><span class=cF0> damage;
<a name="l205"></a>
<a name="l206"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || target-&gt;life &lt;= </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>&quot;OverRun&quot;</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>&quot;CloseAssault&quot;</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-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l215"></a> target-&gt;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>&quot;x2 OverRun Bonus\t=%6.2f Damage\n&quot;</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>&quot;/2 Terrain Penalty\t=%6.2f Damage\n&quot;</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>&quot;x3 CloseAssault Bonus\t=%6.2f Damage\n&quot;</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>&quot;$RED$Success$FG$\n&quot;</span><span class=cF0>;
<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>
<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-&gt;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-&gt;player]--;
<a name="l244"></a> </span><span class=cF6>&quot;$RED$Failure$FG$\n&quot;</span><span class=cF0>;
<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>
<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>
<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>{
<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;
<a name="l257"></a>
<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-&gt;next;
<a name="l261"></a> tmpu = tmpi-&gt;attacker;
<a name="l262"></a> AttackHeader(tmpu, </span><span class=cF6>&quot;IndirectFire&quot;</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>);
<a name="l263"></a> RowCol2XY(&amp;x1, &amp;y1, tmpu-&gt;row, tmpu-&gt;col);
<a name="l264"></a> RowCol2XY(&amp;x2, &amp;y2, tmpi-&gt;row, tmpi-&gt;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>&quot;+%5.2f Roll\n&quot;</span><span class=cF0>, d;
<a name="l267"></a> d += tmpu-&gt;accuracy;
<a name="l268"></a> </span><span class=cF6>&quot;+%2d.00 Accuracy\n&quot;</span><span class=cF0>, tmpu-&gt;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-&gt;range * </span><span class=cFE>2</span><span class=cF0> * DSIN);
<a name="l270"></a> </span><span class=cF6>&quot;-%5.2f%% of Range\n&quot;</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>;
<a name="l273"></a>
<a name="l274"></a>
<a name="l275"></a> </span><span class=cF1>if</span><span class=cF0> (d &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l276"></a> {
<a name="l277"></a> </span><span class=cF6>&quot;+%5.2f Hit\n&quot;</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>&quot;-%5.2f Miss\n&quot;</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-&gt;row &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l288"></a> tmpi-&gt;col += col_offsets_odd[i];
<a name="l289"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l290"></a> tmpi-&gt;col += col_offsets_even[i];
<a name="l291"></a> tmpi-&gt;row += row_offsets[i];
<a name="l292"></a> RowCol2XY(&amp;x2, &amp;y2, tmpi-&gt;row, tmpi-&gt;col);
<a name="l293"></a> }
<a name="l294"></a>
<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>, &amp;BulletPlot);
<a name="l296"></a> firing = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l297"></a> tmpu-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l298"></a> indirect_row = tmpi-&gt;row;
<a name="l299"></a> indirect_col = tmpi-&gt;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 &lt; </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-&gt;row &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l304"></a> c = tmpi-&gt;col + col_offsets_odd[i];
<a name="l305"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l306"></a> c = tmpi-&gt;col + col_offsets_even[i];
<a name="l307"></a> r = tmpi-&gt;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> &lt;= r &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= c &lt; map_cols &amp;&amp; </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>&quot;IndirectFire&quot;</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);
<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>
<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>;
<a name="l319"></a>
<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>
<a name="l324"></a>}
</span></pre></body>
</html>