mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
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dbf8647d59
Added top & right borders to RawDr. Improved spacing in some debug and compiler reporting. Fixed RawPutChar and EdLite tab width. Fixed Ui missing '0x' prefix syntax highlighter bug. Added 32BitPaint demo.
353 lines
34 KiB
HTML
Executable file
353 lines
34 KiB
HTML
Executable file
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<body>
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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)
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<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)
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<a name="l6"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l7"></a> i += </span><span class=cFE>9</span><span class=cF0>;
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<a name="l8"></a> </span><span class=cF1>if</span><span class=cF0> (target->armor)
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<a name="l9"></a> i += </span><span class=cFE>8</span><span class=cF0>;
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<a name="l10"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l11"></a> i += </span><span class=cFE>10</span><span class=cF0>;
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<a name="l12"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l13"></a> </span><span class=cF6>'\n\n'</span><span class=cF0>;
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<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>;
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<a name="l15"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->player)
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<a name="l16"></a> </span><span class=cF6>"$PURPLE$Player 2$FG$ "</span><span class=cF0>;
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<a name="l17"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l18"></a> </span><span class=cF6>"$CYAN$Player 1$FG$ "</span><span class=cF0>;
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<a name="l19"></a> </span><span class=cF6>"%s"</span><span class=cF0>, st;
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<a name="l20"></a> </span><span class=cF1>if</span><span class=cF0> (target)
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<a name="l21"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l22"></a> </span><span class=cF1>if</span><span class=cF0> (target->player)
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<a name="l23"></a> </span><span class=cF6>" $PURPLE$Player 2"</span><span class=cF0>;
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<a name="l24"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l25"></a> </span><span class=cF6>" $CYAN$Player 1"</span><span class=cF0>;
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<a name="l26"></a> </span><span class=cF1>if</span><span class=cF0> (target->armor)
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<a name="l27"></a> </span><span class=cF6>" Armored"</span><span class=cF0>;
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<a name="l28"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l29"></a> </span><span class=cF6>" Unarmored"</span><span class=cF0>;
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<a name="l30"></a> </span><span class=cF6>'$FG$'</span><span class=cF0>;
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<a name="l31"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l32"></a> </span><span class=cF6>'\n'</span><span class=cF0>;
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<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>}
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<a name="l35"></a>
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<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>)
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<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;
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<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> (target->armor)
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<a name="l42"></a> </span><span class=cF7>{</span><span class=cF0>
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<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>;
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<a name="l44"></a> </span><span class=cF1>if</span><span class=cF0> (d >= </span><span class=cFE>0</span><span class=cF0>)
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<a name="l45"></a> {
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<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);
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<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;
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<a name="l48"></a> }
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<a name="l49"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l50"></a> res = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l51"></a> </span><span class=cF6>"Armor(%z) Defense\t:%6.2f\n"</span><span class=cF0>, facing,
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<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;
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<a name="l53"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l54"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l55"></a> </span><span class=cF7>{</span><span class=cF0>
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<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;
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<a name="l57"></a> </span><span class=cF1>if</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l58"></a> {
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<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);
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<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;
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<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;
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<a name="l62"></a> }
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<a name="l63"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l64"></a> res = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l65"></a> </span><span class=cF7>}</span><span class=cF0>
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<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>}
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<a name="l70"></a>
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<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)
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<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>)
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<a name="l74"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l75"></a> </span><span class=cF1>if</span><span class=cF0> (target->armor)
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<a name="l76"></a> </span><span class=cF6>"Armor Hit Score %6.2f\t:"</span><span class=cF0>, damage;
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<a name="l77"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l78"></a> </span><span class=cF6>"%3d Life - %3f Damage\t="</span><span class=cF0>, target->life, damage;
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<a name="l79"></a> </span><span class=cF1>if</span><span class=cF0> (damage >= target->life)
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<a name="l80"></a> {
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<a name="l81"></a> </span><span class=cF6>"$RED$Killed$FG$\n"</span><span class=cF0>;
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<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>);
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<a name="l83"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay);
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<a name="l84"></a> target->life = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l85"></a> VisRecalc(VR_FRIENDLY_UNIT_DIED, target);
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<a name="l86"></a> alive_count[target->player]--;
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<a name="l87"></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="l88"></a> }
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<a name="l89"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l90"></a> {
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<a name="l91"></a> </span><span class=cF1>if</span><span class=cF0> (target->armor)
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<a name="l92"></a> </span><span class=cF7>{</span><span class=cF0>
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<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)
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<a name="l94"></a> {
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<a name="l95"></a> target->movement = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l96"></a> </span><span class=cF6>"$RED$Immobilized$FG$\n"</span><span class=cF0>;
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<a name="l97"></a> }
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<a name="l98"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l99"></a> </span><span class=cF6>"$GREEN$No Penetration$FG$\n"</span><span class=cF0>;
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<a name="l100"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l101"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l102"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l103"></a> target->life -= damage;
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<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);
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<a name="l105"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l106"></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="l107"></a> }
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<a name="l108"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l109"></a> </span><span class=cF1>else</span><span class=cF0>
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<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>}
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<a name="l112"></a>
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<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)
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<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>)
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<a name="l118"></a> </span><span class=cF1>return</span><span class=cF0>;
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<a name="l119"></a> tmpu->fired = </span><span class=cF3>TRUE</span><span class=cF0>;
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<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>);
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<a name="l121"></a> tmpi->attacker = tmpu;
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<a name="l122"></a> tmpi->row = row;
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<a name="l123"></a> tmpi->col = col;
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<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>}
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<a name="l126"></a>
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<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>)
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<a name="l128"></a>{
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<a name="l129"></a> fire_x = x;
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<a name="l130"></a> fire_y = y;
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<a name="l131"></a> firing = </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l132"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>3</span><span class=cF0> * animation_delay);
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<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>}
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<a name="l135"></a>
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<a name="l136"></a></span><span class=cF1>U0</span><span class=cF0> UnitDirectFire(Unit *tmpu, Unit *target)
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<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];
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<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>)
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<a name="l142"></a> </span><span class=cF1>return</span><span class=cF0>;
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<a name="l143"></a> AttackHeader(tmpu, </span><span class=cF6>"DirectFire"</span><span class=cF0>, target);
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<a name="l144"></a> RowCol2XY(&x1, &y1, tmpu->row, tmpu->col);
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<a name="l145"></a> RowCol2XY(&x2, &y2, target->row, target->col);
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<a name="l146"></a> d = </span><span class=cFE>100</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
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<a name="l147"></a> </span><span class=cF6>"+%5.2f Roll\n"</span><span class=cF0>, d;
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<a name="l148"></a> d += tmpu->accuracy;
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<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);
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<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;
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<a name="l153"></a> d -= </span><span class=cFE>100</span><span class=cF0> * range_factor;
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<a name="l154"></a> </span><span class=cF1>if</span><span class=cF0> (t2 == TREES)
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<a name="l155"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l156"></a> </span><span class=cF6>"-30.00 Target in Trees Penalty\n"</span><span class=cF0>;
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<a name="l157"></a> d -= </span><span class=cFE>30</span><span class=cF0>;
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<a name="l158"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l159"></a> </span><span class=cF1>if</span><span class=cF0> (t1 == MOUNTAINS && t2 != MOUNTAINS)
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<a name="l160"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l161"></a> </span><span class=cF6>"+30.00 High Ground Bonus\n"</span><span class=cF0>;
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<a name="l162"></a> d += </span><span class=cFE>30</span><span class=cF0>;
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<a name="l163"></a> </span><span class=cF7>}</span><span class=cF0>
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<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>
|
|
<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://tomawezome.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->row][target->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->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>;
|
|
<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://tomawezome.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->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>;
|
|
<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://tomawezome.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->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>;
|
|
<a name="l273"></a>
|
|
<a name="l274"></a>
|
|
<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> }
|
|
<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>, &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);
|
|
<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://tomawezome.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>
|