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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=9+</span><span class=cF5>StrLen</span><span class=cF0>(st);
<a name="l4"></a>  </span><span class=cF1>if</span><span class=cF0> (target) </span><span class=cF7>{</span><span class=cF0>
<a name="l5"></a>    i+=9;
<a name="l6"></a>    </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l7"></a>      i+=8;
<a name="l8"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l9"></a>      i+=10;
<a name="l10"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l11"></a>  </span><span class=cF6>'\n\n'</span><span class=cF0>;
<a name="l12"></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="l13"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;player)
<a name="l14"></a>    </span><span class=cF6>&quot;$PURPLE$Player 2$FG$ &quot;</span><span class=cF0>;
<a name="l15"></a>  </span><span class=cF1>else</span><span class=cF0>
<a name="l16"></a>    </span><span class=cF6>&quot;$CYAN$Player 1$FG$ &quot;</span><span class=cF0>;
<a name="l17"></a>  </span><span class=cF6>&quot;%s&quot;</span><span class=cF0>,st;
<a name="l18"></a>  </span><span class=cF1>if</span><span class=cF0> (target) </span><span class=cF7>{</span><span class=cF0>
<a name="l19"></a>    </span><span class=cF1>if</span><span class=cF0> (target-&gt;player)
<a name="l20"></a>      </span><span class=cF6>&quot; $PURPLE$Player 2&quot;</span><span class=cF0>;
<a name="l21"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l22"></a>      </span><span class=cF6>&quot; $CYAN$Player 1&quot;</span><span class=cF0>;
<a name="l23"></a>    </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l24"></a>      </span><span class=cF6>&quot; Armored&quot;</span><span class=cF0>;
<a name="l25"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l26"></a>      </span><span class=cF6>&quot; Unarmored&quot;</span><span class=cF0>;
<a name="l27"></a>    </span><span class=cF6>'$FG$'</span><span class=cF0>;
<a name="l28"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l29"></a>  </span><span class=cF6>'\n'</span><span class=cF0>;
<a name="l30"></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="l31"></a>}
<a name="l32"></a>
<a name="l33"></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=1,</span><span class=cF1>F64</span><span class=cF0> range_factor=0)
<a name="l34"></a>{
<a name="l35"></a>  </span><span class=cF1>F64</span><span class=cF0> d,res=200.0*</span><span class=cF5>Rand</span><span class=cF0>;
<a name="l36"></a>  </span><span class=cF6>&quot;\nRoll Out of 200\t\t:%6.2f Damage\n&quot;</span><span class=cF0>,res;
<a name="l37"></a>  </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor) </span><span class=cF7>{</span><span class=cF0>
<a name="l38"></a>    d=target-&gt;armor/100.0*(5-facing)/5.0;
<a name="l39"></a>    </span><span class=cF1>if</span><span class=cF0> (d&gt;=0) {
<a name="l40"></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="l41"></a>      res*=(tmpu-&gt;armored_attack/100.0)/d;
<a name="l42"></a>    } </span><span class=cF1>else</span><span class=cF0>
<a name="l43"></a>      res=0;
<a name="l44"></a>    </span><span class=cF6>&quot;Armor(%z) Defense\t:%6.2f\n&quot;</span><span class=cF0>,facing,
<a name="l45"></a>          </span><span class=cF6>&quot;Front\0FrontSide\0RearSide\0Rear\0&quot;</span><span class=cF0>,100*d;
<a name="l46"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l47"></a>    d=1.0-range_factor;
<a name="l48"></a>    </span><span class=cF1>if</span><span class=cF0> (d&gt;0) {
<a name="l49"></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="l50"></a>      </span><span class=cF6>&quot;Range Adjust\t\t:%6.2f%%\n&quot;</span><span class=cF0>,100*d;
<a name="l51"></a>      res*=(tmpu-&gt;unarmored_attack/100.0)*d;
<a name="l52"></a>    } </span><span class=cF1>else</span><span class=cF0>
<a name="l53"></a>      res=0;
<a name="l54"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l55"></a>  </span><span class=cF6>&quot;Attack/Defense Adjusted\t:%6.2f Damage\n&quot;</span><span class=cF0>,res;
<a name="l56"></a>  </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Round</span><span class=cF0>(res);
<a name="l57"></a>}
<a name="l58"></a>
<a name="l59"></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="l60"></a>{
<a name="l61"></a>  </span><span class=cF1>if</span><span class=cF0> (damage&gt;0) </span><span class=cF7>{</span><span class=cF0>
<a name="l62"></a>    </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l63"></a>      </span><span class=cF6>&quot;Armor Hit Score %6.2f\t:&quot;</span><span class=cF0>,damage;
<a name="l64"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l65"></a>      </span><span class=cF6>&quot;%3d Life - %3f Damage\t=&quot;</span><span class=cF0>,target-&gt;life,damage;
<a name="l66"></a>    </span><span class=cF1>if</span><span class=cF0> (damage&gt;=target-&gt;life) {
<a name="l67"></a>      </span><span class=cF6>&quot;$RED$Killed$FG$\n&quot;</span><span class=cF0>;
<a name="l68"></a>      </span><span class=cF5>Noise</span><span class=cF0>(1000*animation_delay,74,98);
<a name="l69"></a>      </span><span class=cF5>Sleep</span><span class=cF0>(1000*animation_delay);
<a name="l70"></a>      target-&gt;life=0;
<a name="l71"></a>      VisRecalc(VR_FRIENDLY_UNIT_DIED,target);
<a name="l72"></a>      alive_cnt[target-&gt;player]--;
<a name="l73"></a>      </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l74"></a>    } </span><span class=cF1>else</span><span class=cF0> {
<a name="l75"></a>      </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor) </span><span class=cF7>{</span><span class=cF0>
<a name="l76"></a>        </span><span class=cF1>if</span><span class=cF0> (damage&gt;0.6*target-&gt;life) {
<a name="l77"></a>          target-&gt;movement=0;
<a name="l78"></a>          </span><span class=cF6>&quot;$RED$Immobilized$FG$\n&quot;</span><span class=cF0>;
<a name="l79"></a>        } </span><span class=cF1>else</span><span class=cF0>
<a name="l80"></a>          </span><span class=cF6>&quot;$GREEN$No Penetration$FG$\n&quot;</span><span class=cF0>;
<a name="l81"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l82"></a>        target-&gt;life-=damage;
<a name="l83"></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="l84"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l85"></a>      </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l86"></a>    }
<a name="l87"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l88"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l89"></a>}
<a name="l90"></a>
<a name="l91"></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="l92"></a>{
<a name="l93"></a>  IndirectOrders *tmpi;
<a name="l94"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life&lt;=0 || tmpu-&gt;range&lt;=0)
<a name="l95"></a>    </span><span class=cF1>return</span><span class=cF0>;
<a name="l96"></a>  tmpu-&gt;fired=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l97"></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="l98"></a>  tmpi-&gt;attacker=tmpu;
<a name="l99"></a>  tmpi-&gt;row=row;
<a name="l100"></a>  tmpi-&gt;col=col;
<a name="l101"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(tmpi,indirect_head.last);
<a name="l102"></a>}
<a name="l103"></a>
<a name="l104"></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="l105"></a>{
<a name="l106"></a>  fire_x=x; fire_y=y;
<a name="l107"></a>  firing=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l108"></a>  </span><span class=cF5>Sleep</span><span class=cF0>(3*animation_delay);
<a name="l109"></a>  </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l110"></a>}
<a name="l111"></a>
<a name="l112"></a></span><span class=cF1>U0</span><span class=cF0> UnitDirectFire(Unit *tmpu,Unit *target)
<a name="l113"></a>{
<a name="l114"></a>  </span><span class=cF9>I64</span><span class=cF0> r,c,facing,
<a name="l115"></a>        t1=terrain[tmpu-&gt;row][tmpu-&gt;col],t2=terrain[target-&gt;row][target-&gt;col];
<a name="l116"></a>  </span><span class=cF1>F64</span><span class=cF0> x1,y1,x2,y2,d,a,range_factor;
<a name="l117"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life&lt;=0 || target-&gt;life&lt;=0 || tmpu-&gt;range&lt;=0)
<a name="l118"></a>    </span><span class=cF1>return</span><span class=cF0>;
<a name="l119"></a>  AttackHeader(tmpu,</span><span class=cF6>&quot;DirectFire&quot;</span><span class=cF0>,target);
<a name="l120"></a>  RowCol2XY(&amp;x1,&amp;y1,tmpu-&gt;row,tmpu-&gt;col);
<a name="l121"></a>  RowCol2XY(&amp;x2,&amp;y2,target-&gt;row,target-&gt;col);
<a name="l122"></a>  d=100*</span><span class=cF5>Rand</span><span class=cF0>;
<a name="l123"></a>  </span><span class=cF6>&quot;+%5.2f  Roll\n&quot;</span><span class=cF0>,d;
<a name="l124"></a>  d+=tmpu-&gt;accuracy;
<a name="l125"></a>  </span><span class=cF6>&quot;+%2d.00  Accuracy\n&quot;</span><span class=cF0>,tmpu-&gt;accuracy;
<a name="l126"></a>
<a name="l127"></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*2*DSIN);
<a name="l128"></a>  </span><span class=cF6>&quot;-%5.2f%% of Range\n&quot;</span><span class=cF0>,100*range_factor;
<a name="l129"></a>  d-=100*range_factor;
<a name="l130"></a>  </span><span class=cF1>if</span><span class=cF0> (t2==TREES) </span><span class=cF7>{</span><span class=cF0>
<a name="l131"></a>    </span><span class=cF6>&quot;-30.00  Target in Trees Penalty\n&quot;</span><span class=cF0>;
<a name="l132"></a>    d-=30;
<a name="l133"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l134"></a>  </span><span class=cF1>if</span><span class=cF0> (t1==MOUNTAINS &amp;&amp; t2!=MOUNTAINS) </span><span class=cF7>{</span><span class=cF0>
<a name="l135"></a>    </span><span class=cF6>&quot;+30.00  High Ground Bonus\n&quot;</span><span class=cF0>;
<a name="l136"></a>    d+=30;
<a name="l137"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l138"></a>  </span><span class=cF6>&quot;_______\n&quot;</span><span class=cF0>;
<a name="l139"></a>  target_unit=target;
<a name="l140"></a>  </span><span class=cF1>if</span><span class=cF0> (d&gt;=0) </span><span class=cF7>{</span><span class=cF0>
<a name="l141"></a>    </span><span class=cF6>&quot;+%5.2f  Hit\n&quot;</span><span class=cF0>,d;
<a name="l142"></a>    target_hit=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l143"></a>    </span><span class=cF5>Noise</span><span class=cF0>(500*animation_delay,34,41);
<a name="l144"></a>    </span><span class=cF5>Sleep</span><span class=cF0>(500*animation_delay);
<a name="l145"></a>    </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>,x1,y1,0,x2,y2,0,&amp;BulletPlot);
<a name="l146"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l147"></a>    </span><span class=cF6>&quot;-%5.2f  Miss\n&quot;</span><span class=cF0>,-d;
<a name="l148"></a>    target_hit=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l149"></a>    </span><span class=cF5>Noise</span><span class=cF0>(1000*animation_delay,69,74);
<a name="l150"></a>    </span><span class=cF5>Sleep</span><span class=cF0>(1000*animation_delay);
<a name="l151"></a>    a=</span><span class=cF3>pi</span><span class=cF0>*2*</span><span class=cF5>Rand</span><span class=cF0>;
<a name="l152"></a>    d=(0.5-d/100)*HEX_SIDE;
<a name="l153"></a>    </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>,x1,y1,0,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>,0,&amp;BulletPlot);
<a name="l154"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l155"></a>  firing=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l156"></a>  tmpu-&gt;fired=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l157"></a>  </span><span class=cF1>if</span><span class=cF0> (target_hit) </span><span class=cF7>{</span><span class=cF0>
<a name="l158"></a>    r=target-&gt;row;c=target-&gt;col;
<a name="l159"></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;=0)
<a name="l160"></a>      facing=FacingChg(facing,target-&gt;facing);
<a name="l161"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l162"></a>      facing=0;
<a name="l163"></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="l164"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l165"></a>  </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>scrncast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="/Wb/Kernel/KMisc.HC.HTML#l179"><span class=cF4>Snd</span></a><span class=cF2>()</span><span class=cF0>
<a name="l166"></a>    </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l167"></a>  target_unit=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l168"></a>}
<a name="l169"></a>
<a name="l170"></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="l171"></a>{
<a name="l172"></a>  </span><span class=cF9>I64</span><span class=cF0> t2=terrain[target-&gt;row][target-&gt;col];
<a name="l173"></a>  </span><span class=cF1>F64</span><span class=cF0> damage;
<a name="l174"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life&lt;=0 || target-&gt;life&lt;=0)
<a name="l175"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l176"></a>  </span><span class=cF1>if</span><span class=cF0> (overrun)
<a name="l177"></a>    AttackHeader(tmpu,</span><span class=cF6>&quot;OverRun&quot;</span><span class=cF0>,target);
<a name="l178"></a>  </span><span class=cF1>else</span><span class=cF0>
<a name="l179"></a>    AttackHeader(tmpu,</span><span class=cF6>&quot;CloseAssault&quot;</span><span class=cF0>,target);
<a name="l180"></a>  </span><span class=cF5>Noise</span><span class=cF0>(500*animation_delay,34,41);
<a name="l181"></a>  </span><span class=cF5>Sleep</span><span class=cF0>(500*animation_delay);
<a name="l182"></a>  tmpu-&gt;fired=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l183"></a>  target-&gt;fired=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l184"></a>  damage=HitDamage(tmpu,target);
<a name="l185"></a>  </span><span class=cF1>if</span><span class=cF0> (overrun) </span><span class=cF7>{</span><span class=cF0>
<a name="l186"></a>    damage*=2.0;
<a name="l187"></a>    </span><span class=cF6>&quot;x2 OverRun Bonus\t=%6.2f Damage\n&quot;</span><span class=cF0>,damage;
<a name="l188"></a>    </span><span class=cF1>if</span><span class=cF0> (t2!=PLAINS) {
<a name="l189"></a>      damage/=2.0;
<a name="l190"></a>      </span><span class=cF6>&quot;/2 Terrain Penalty\t=%6.2f Damage\n&quot;</span><span class=cF0>,damage;
<a name="l191"></a>    }
<a name="l192"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l193"></a>    damage*=3.0;
<a name="l194"></a>    </span><span class=cF6>&quot;x3 CloseAssault Bonus\t=%6.2f Damage\n&quot;</span><span class=cF0>,damage;
<a name="l195"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l196"></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>) </span><span class=cF7>{</span><span class=cF0>
<a name="l197"></a>    </span><span class=cF6>&quot;$RED$Success$FG$\n&quot;</span><span class=cF0>;
<a name="l198"></a>    </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>scrncast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="/Wb/Kernel/KMisc.HC.HTML#l179"><span class=cF4>Snd</span></a><span class=cF2>()</span><span class=cF0>
<a name="l199"></a>      </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l200"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l201"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l202"></a>    tmpu-&gt;life=0;
<a name="l203"></a>    VisRecalc(VR_FRIENDLY_UNIT_DIED,tmpu);
<a name="l204"></a>    alive_cnt[tmpu-&gt;player]--;
<a name="l205"></a>    </span><span class=cF6>&quot;$RED$Failure$FG$\n&quot;</span><span class=cF0>;
<a name="l206"></a>    </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>scrncast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="/Wb/Kernel/KMisc.HC.HTML#l179"><span class=cF4>Snd</span></a><span class=cF2>()</span><span class=cF0>
<a name="l207"></a>      </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l208"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l209"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l210"></a>}
<a name="l211"></a>
<a name="l212"></a></span><span class=cF1>U0</span><span class=cF0> IndirectResolveAll()
<a name="l213"></a>{
<a name="l214"></a>  </span><span class=cF9>I64</span><span class=cF0> i,r,c;
<a name="l215"></a>  </span><span class=cF1>F64</span><span class=cF0> x1,y1,x2,y2,d,range_factor;
<a name="l216"></a>  Unit *tmpu,*target;
<a name="l217"></a>  IndirectOrders *tmpi=indirect_head.next,*tmpi1;
<a name="l218"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpi!=*indirect_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l219"></a>    tmpi1=tmpi-&gt;next;
<a name="l220"></a>    tmpu=tmpi-&gt;attacker;
<a name="l221"></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="l222"></a>    RowCol2XY(&amp;x1,&amp;y1,tmpu-&gt;row,tmpu-&gt;col);
<a name="l223"></a>    RowCol2XY(&amp;x2,&amp;y2,tmpi-&gt;row,tmpi-&gt;col);
<a name="l224"></a>    d=100*</span><span class=cF5>Rand</span><span class=cF0>;
<a name="l225"></a>    </span><span class=cF6>&quot;+%5.2f  Roll\n&quot;</span><span class=cF0>,d;
<a name="l226"></a>    d+=tmpu-&gt;accuracy;
<a name="l227"></a>    </span><span class=cF6>&quot;+%2d.00  Accuracy\n&quot;</span><span class=cF0>,tmpu-&gt;accuracy;
<a name="l228"></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*2*DSIN);
<a name="l229"></a>    </span><span class=cF6>&quot;-%5.2f%% of Range\n&quot;</span><span class=cF0>,100*range_factor;
<a name="l230"></a>    d-=100*range_factor;
<a name="l231"></a>    </span><span class=cF6>'_______\n'</span><span class=cF0>;
<a name="l232"></a>
<a name="l233"></a>
<a name="l234"></a>    </span><span class=cF1>if</span><span class=cF0> (d&gt;=0) {
<a name="l235"></a>      </span><span class=cF6>&quot;+%5.2f  Hit\n&quot;</span><span class=cF0>,d;
<a name="l236"></a>      </span><span class=cF5>Noise</span><span class=cF0>(500*animation_delay,34,41);
<a name="l237"></a>      </span><span class=cF5>Sleep</span><span class=cF0>(500*animation_delay);
<a name="l238"></a>    } </span><span class=cF1>else</span><span class=cF0> {
<a name="l239"></a>      </span><span class=cF6>&quot;-%5.2f  Miss\n&quot;</span><span class=cF0>,-d;
<a name="l240"></a>      </span><span class=cF5>Noise</span><span class=cF0>(1000*animation_delay,69,74);
<a name="l241"></a>      </span><span class=cF5>Sleep</span><span class=cF0>(1000*animation_delay);
<a name="l242"></a>      i=</span><span class=cF5>RandU16</span><span class=cF0>%6;
<a name="l243"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpi-&gt;row&amp;1)
<a name="l244"></a>        tmpi-&gt;col+=col_offsets_odd[i];
<a name="l245"></a>      </span><span class=cF1>else</span><span class=cF0>
<a name="l246"></a>        tmpi-&gt;col+=col_offsets_even[i];
<a name="l247"></a>      tmpi-&gt;row+=row_offsets[i];
<a name="l248"></a>      RowCol2XY(&amp;x2,&amp;y2,tmpi-&gt;row,tmpi-&gt;col);
<a name="l249"></a>    }
<a name="l250"></a>
<a name="l251"></a>    </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>,x1,y1,0,x2,y2,0,&amp;BulletPlot);
<a name="l252"></a>    firing=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l253"></a>    tmpu-&gt;fired=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l254"></a>    indirect_row=tmpi-&gt;row;
<a name="l255"></a>    indirect_col=tmpi-&gt;col;
<a name="l256"></a>    indirect_explosion=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l257"></a>    </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;7;i++) {
<a name="l258"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpi-&gt;row&amp;1)
<a name="l259"></a>        c=tmpi-&gt;col+col_offsets_odd[i];
<a name="l260"></a>      </span><span class=cF1>else</span><span class=cF0>
<a name="l261"></a>        c=tmpi-&gt;col+col_offsets_even[i];
<a name="l262"></a>      r=tmpi-&gt;row+row_offsets[i];
<a name="l263"></a>      </span><span class=cF1>if</span><span class=cF0> (0&lt;=r&lt;map_rows &amp;&amp; 0&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>) </span><span class=cF7>{</span><span class=cF0>
<a name="l264"></a>        AttackHeader(tmpu,</span><span class=cF6>&quot;IndirectFire&quot;</span><span class=cF0>,target);
<a name="l265"></a>        DamageDo(target,HitDamage</span><span class=cF7>(</span><span class=cF0>tmpu,target</span><span class=cF7>)</span><span class=cF0>);
<a name="l266"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l267"></a>    }
<a name="l268"></a>    </span><span class=cF5>Noise</span><span class=cF0>(2000*animation_delay,70,74);
<a name="l269"></a>    </span><span class=cF5>Sleep</span><span class=cF0>(2000*animation_delay);
<a name="l270"></a>    </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>scrncast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="/Wb/Kernel/KMisc.HC.HTML#l179"><span class=cF4>Snd</span></a><span class=cF2>()</span><span class=cF0>
<a name="l271"></a>      </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l272"></a>    indirect_explosion=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l273"></a>
<a name="l274"></a>    </span><span class=cF5>QueRem</span><span class=cF0>(tmpi);
<a name="l275"></a>    </span><span class=cF5>Free</span><span class=cF0>(tmpi);
<a name="l276"></a>    tmpi=tmpi1;
<a name="l277"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l278"></a>}
</span></pre></body>
</html>