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< / style >
< / head >
< body >
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< pre style = "font-family:monospace;font-size:12pt" >
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< a name = "l1" > < / a > < span class = cF0 > #< / span > < span class = cF1 > define< / span > < span class = cF0 > VR_ONE_FRIENDLY_UNIT < / span > < span class = cFE > 0< / span > < span class = cF0 >
< a name = "l2" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > VR_UPDATE_FRIENDLY_UNIT < / span > < span class = cFE > 1< / span > < span class = cF0 >
< a name = "l3" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > VR_FRIENDLY_UNIT_DIED < / span > < span class = cFE > 3< / span > < span class = cF0 >
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< a name = "l4" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > VR_ONE_ENEMY_UNIT < / span > < span class = cFE > 4< / span > < span class = cF0 >
< a name = "l5" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > VR_ALL_UNITS < / span > < span class = cFE > 5< / span > < span class = cF0 >
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< a name = "l6" > < / a >
< a name = "l7" > < / a > < / span > < span class = cF1 > class< / span > < span class = cF0 > MPCtrl1
< a name = "l8" > < / a > {
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< a name = "l9" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > mode, lo, hi;
< a name = "l10" > < / a > Unit *tmpu;
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< a name = "l11" > < / a > };
< a name = "l12" > < / a >
< a name = "l13" > < / a > < / span > < span class = cF1 > class< / span > < span class = cF0 > MPCtrl2
< a name = "l14" > < / a > {
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< a name = "l15" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > lo, hi, row, col;
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< a name = "l16" > < / a > };
< a name = "l17" > < / a >
< a name = "l18" > < / a >
< a name = "l19" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > VRSetUp(< / span > < span class = cF9 > I64< / span > < span class = cF0 > player)
< a name = "l20" > < / a > {
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< a name = "l21" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i;
< a name = "l22" > < / a > Unit *ut0, *ut1;
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< a name = "l23" > < / a >
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< a name = "l24" > < / a > ut0 = & units[player][< / span > < span class = cFE > 0< / span > < span class = cF0 > ];
< a name = "l25" > < / a > ut1 = & units[player ^ < / span > < span class = cFE > 1< / span > < span class = cF0 > ][< / span > < span class = cFE > 0< / span > < span class = cF0 > ];
< a name = "l26" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < UNITS_NUM; i++, ut0++, ut1++)
< a name = "l27" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l28" > < / a > < / span > < span class = cF5 > LBtr< / span > < span class = cF0 > (& ut1-> vis[player], < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l29" > < / a > < / span > < span class = cF5 > LBEqual< / span > < span class = cF0 > (& ut0-> vis[player], < / span > < span class = cFE > 0< / span > < span class = cF0 > , ut0-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l30" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l31" > < / a > }
< a name = "l32" > < / a >
< a name = "l33" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > VRMerge(< / span > < span class = cF9 > I64< / span > < span class = cF0 > player)
< a name = "l34" > < / a > {
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< a name = "l35" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i, j;
< a name = "l36" > < / a > Unit *ut1;
< a name = "l37" > < / a > < / span > < span class = cF1 > U8< / span > < span class = cF0 > *dst, *src, *mask = < / span > < span class = cF5 > CAlloc< / span > < span class = cF0 > (< / span > < span class = cF7 > (< / span > < span class = cF0 > UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > > > < / span > < span class = cFE > 3< / span > < span class = cF0 > );
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< a name = "l38" > < / a >
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< a name = "l39" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; j < UNITS_NUM; j++) < / span > < span class = cF7 > {< / span > < span class = cF2 > //p0< / span > < span class = cF0 >
< a name = "l40" > < / a > src = & vis_unit_bitmap[player][(< / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > *j) > > < / span > < span class = cFE > 3< / span > < span class = cF0 > ];
< a name = "l41" > < / a > dst = mask;
< a name = "l42" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < < / span > < span class = cF7 > (< / span > < span class = cF0 > UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > > > < / span > < span class = cFE > 3< / span > < span class = cF0 > ; i++) < / span > < span class = cF2 > //player1< / span > < span class = cF0 >
< a name = "l43" > < / a > *dst++ |= *src++;
< a name = "l44" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l45" > < / a > ut1 = & units[player ^ < / span > < span class = cFE > 1< / span > < span class = cF0 > ][< / span > < span class = cFE > 0< / span > < span class = cF0 > ];
< a name = "l46" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; j < UNITS_NUM; j++, ut1++)
< a name = "l47" > < / a > < / span > < span class = cF5 > LBEqual< / span > < span class = cF0 > (& ut1-> vis[player], < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cF5 > Bt< / span > < span class = cF7 > (< / span > < span class = cF0 > mask, j< / span > < span class = cF7 > )< / span > < span class = cF0 > & & ut1-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l48" > < / a > < / span > < span class = cF5 > Free< / span > < span class = cF0 > (mask);
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< a name = "l49" > < / a > }
< a name = "l50" > < / a >
< a name = "l51" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > MPVisRecalc(MPCtrl1 *job)
< a name = "l52" > < / a > {
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< a name = "l53" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > res = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > , seen;
< a name = "l54" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i, j, row, col;
< a name = "l55" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > x1, y1, x2, y2, dd, range;
< a name = "l56" > < / a > Unit *ut0, *ut1;
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< a name = "l57" > < / a >
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< a name = "l58" > < / a > ut0 = & units[cur_player][job-> lo];
< a name = "l59" > < / a > ut1 = & units[enemy_player][job-> lo];
< a name = "l60" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (job-> tmpu) < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l61" > < / a > row = job-> tmpu-> row;
< a name = "l62" > < / a > col = job-> tmpu-> col;
< a name = "l63" > < / a > range = job-> tmpu-> range * < / span > < span class = cFE > 2< / span > < span class = cF0 > * HEX_RADIUS;
< a name = "l64" > < / a > range *= range;
< a name = "l65" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l66" > < / a > < / span > < span class = cF1 > switch< / span > < span class = cF0 > (job-> mode)
< a name = "l67" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l68" > < / a > < / span > < span class = cF1 > case< / span > < span class = cF0 > VR_UPDATE_FRIENDLY_UNIT:
< a name = "l69" > < / a > < / span > < span class = cF1 > case< / span > < span class = cF0 > VR_ONE_FRIENDLY_UNIT:
< a name = "l70" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (job-> mode == VR_UPDATE_FRIENDLY_UNIT)
< a name = "l71" > < / a > range = < / span > < span class = cF3 > F64_MAX< / span > < span class = cF0 > ;
< a name = "l72" > < / a > RowCol2XY(& x1, & y1, row, col);
< a name = "l73" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = job-> lo; i < job-> hi; i++, ut1++)
< a name = "l74" > < / a > {
< a name = "l75" > < / a > seen = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l76" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (ut1-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > & & LOS< / span > < span class = cF7 > (< / span > < span class = cF0 > row, col, ut1-> row, ut1-> col< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l77" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l78" > < / a > RowCol2XY(& x2, & y2, ut1-> row, ut1-> col);
< a name = "l79" > < / a > dd = < / span > < span class = cF5 > Sqr< / span > < span class = cF0 > (x2 - x1) + < / span > < span class = cF5 > Sqr< / span > < span class = cF0 > (y2 - y1);
< a name = "l80" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (dd < range)
< a name = "l81" > < / a > {
< a name = "l82" > < / a > seen = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l83" > < / a > < / span > < span class = cF5 > LBts< / span > < span class = cF0 > (& ut1-> vis[cur_player], < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l84" > < / a > }
< a name = "l85" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l86" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (job-> mode == VR_UPDATE_FRIENDLY_UNIT)
< a name = "l87" > < / a > < / span > < span class = cF5 > LBEqual< / span > < span class = cF0 > (& vis_unit_bitmap[cur_player], i + job-> tmpu-> num * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > , seen);
< a name = "l88" > < / a > }
< a name = "l89" > < / a > < / span > < span class = cF1 > break< / span > < span class = cF0 > ;
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< a name = "l90" > < / a >
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< a name = "l91" > < / a > < / span > < span class = cF1 > case< / span > < span class = cF0 > VR_ONE_ENEMY_UNIT:
< a name = "l92" > < / a > RowCol2XY(& x1, & y1, row, col);
< a name = "l93" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = job-> lo; i < job-> hi; i++, ut1++)
< a name = "l94" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (ut1-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > & & LOS< / span > < span class = cF7 > (< / span > < span class = cF0 > row, col, ut1-> row, ut1-> col< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l95" > < / a > {
< a name = "l96" > < / a > < / span > < span class = cF5 > LBts< / span > < span class = cF0 > (& vis_unit_bitmap[enemy_player], job-> tmpu-> num + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l97" > < / a > res = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l98" > < / a > }
< a name = "l99" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l100" > < / a > < / span > < span class = cF5 > LBtr< / span > < span class = cF0 > (& vis_unit_bitmap[enemy_player], job-> tmpu-> num + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l101" > < / a > < / span > < span class = cF1 > break< / span > < span class = cF0 > ;
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< a name = "l102" > < / a >
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< a name = "l103" > < / a > < / span > < span class = cF1 > case< / span > < span class = cF0 > VR_ALL_UNITS:
< a name = "l104" > < / a > ut0 = & units[cur_player][< / span > < span class = cFE > 0< / span > < span class = cF0 > ];
< a name = "l105" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < UNITS_NUM; i++, ut0++)
< a name = "l106" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (ut0-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l107" > < / a > {
< a name = "l108" > < / a > RowCol2XY(& x1, & y1, ut0-> row, ut0-> col);
< a name = "l109" > < / a > ut1 = & units[enemy_player][job-> lo];
< a name = "l110" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = job-> lo; j < job-> hi; j++, ut1++)
< a name = "l111" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l112" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (ut1-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > & & LOS< / span > < span class = cF7 > (< / span > < span class = cF0 > ut0-> row, ut0-> col, ut1-> row, ut1-> col< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l113" > < / a > {
< a name = "l114" > < / a > < / span > < span class = cF5 > LBts< / span > < span class = cF0 > (& ut1-> vis[cur_player], < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l115" > < / a > < / span > < span class = cF5 > LBts< / span > < span class = cF0 > (& vis_unit_bitmap[cur_player], j + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l116" > < / a > }
< a name = "l117" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l118" > < / a > < / span > < span class = cF5 > LBtr< / span > < span class = cF0 > (& vis_unit_bitmap[cur_player], j + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l119" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l120" > < / a > }
< a name = "l121" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l122" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = job-> lo; j < job-> hi ;j++)
< a name = "l123" > < / a > < / span > < span class = cF5 > LBtr< / span > < span class = cF0 > (& vis_unit_bitmap[cur_player], j + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l124" > < / a > ut0 = & units[enemy_player][< / span > < span class = cFE > 0< / span > < span class = cF0 > ];
< a name = "l125" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < UNITS_NUM; i++, ut0++)
< a name = "l126" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (ut0-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l127" > < / a > {
< a name = "l128" > < / a > RowCol2XY(& x1, & y1, ut0-> row, ut0-> col);
< a name = "l129" > < / a > ut1 = & units[cur_player][job-> lo];
< a name = "l130" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = job-> lo; j < job-> hi; j++, ut1++)
< a name = "l131" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l132" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (ut1-> life > < / span > < span class = cFE > 0< / span > < span class = cF0 > & & LOS< / span > < span class = cF7 > (< / span > < span class = cF0 > ut0-> row, ut0-> col, ut1-> row, ut1-> col< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l133" > < / a > {
< a name = "l134" > < / a > < / span > < span class = cF5 > LBts< / span > < span class = cF0 > (& ut1-> vis[enemy_player], < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l135" > < / a > < / span > < span class = cF5 > LBts< / span > < span class = cF0 > (& vis_unit_bitmap[enemy_player], j + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l136" > < / a > }
< a name = "l137" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l138" > < / a > < / span > < span class = cF5 > LBtr< / span > < span class = cF0 > (& vis_unit_bitmap[enemy_player], j + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l139" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l140" > < / a > }
< a name = "l141" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l142" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = job-> lo; j < job-> hi; j++)
< a name = "l143" > < / a > < / span > < span class = cF5 > LBtr< / span > < span class = cF0 > (& vis_unit_bitmap[enemy_player], j + i * < / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l144" > < / a > < / span > < span class = cF1 > break< / span > < span class = cF0 > ;
< a name = "l145" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l146" > < / a >
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< a name = "l147" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > res;
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< a name = "l148" > < / a > }
< a name = "l149" > < / a >
< a name = "l150" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > VisRecalc(< / span > < span class = cF9 > I64< / span > < span class = cF0 > mode, Unit *tmpu=< / span > < span class = cF3 > NULL< / span > < span class = cF0 > )
< a name = "l151" > < / a > {
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< a name = "l152" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i, hi, k, count;
< a name = "l153" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > res;
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< a name = "l154" > < / a > < / span > < span class = cF2 > /*< / span > < span class = cF0 >
< a name = "l155" > < / a > < / span > < span class = cF2 > The compiler doesn't go out of it's way< / span > < span class = cF0 >
< a name = "l156" > < / a > < / span > < span class = cF2 > to know if something is const.;-) This< / span > < span class = cF0 >
< a name = "l157" > < / a > < / span > < span class = cF2 > just compiles with the val at compile< / span > < span class = cF0 >
< a name = "l158" > < / a > < / span > < span class = cF2 > time, an advantage of just-in-time over< / span > < span class = cF0 >
< a name = "l159" > < / a > < / span > < span class = cF2 > AOT binaries. ZealOS has a limited< / span > < span class = cF0 >
< a name = "l160" > < / a > < / span > < span class = cF2 > stack size, so don't get in the habit.< / span > < span class = cF4 >
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< a name = "l161" > < / a > < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Kernel/Memory/MAllocFree.CC.html#l391" > < span class = cF4 > MAlloc< / span > < / a > < span class = cF2 > () would probably be the better choice.< / span > < span class = cF0 >
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< a name = "l162" > < / a > < / span > < span class = cF2 > */< / span > < span class = cF0 >
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< a name = "l163" > < / a > MPCtrl1 job[< / span > < span class = cFB > mp_count< / span > < span class = cF0 > ];
< a name = "l164" > < / a > < / span > < span class = cF9 > CJob< / span > < span class = cF0 > *cmd[< / span > < span class = cFB > mp_count< / span > < span class = cF0 > ];
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< a name = "l165" > < / a >
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< a name = "l166" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (mode == VR_FRIENDLY_UNIT_DIED)
< a name = "l167" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l168" > < / a > < / span > < span class = cF5 > MemSet< / span > < span class = cF0 > (< / span > < span class = cF7 > (< / span > < span class = cF0 > & vis_unit_bitmap[enemy_player]< / span > < span class = cF7 > )(< / span > < span class = cF1 > U8< / span > < span class = cF0 > *< / span > < span class = cF7 > )< / span > < span class = cF0 > + < / span > < span class = cF7 > (< / span > < span class = cF0 > tmpu-> num * (< / span > < span class = cF7 > (< / span > < span class = cF0 > UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > & ~< / span > < span class = cFE > 7< / span > < span class = cF0 > )< / span > < span class = cF7 > )< / span > < span class = cF0 > > > < / span > < span class = cFE > 3< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cF7 > (< / span > < span class = cF0 > UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > > > < / span > < span class = cFE > 3< / span > < span class = cF0 > );
< a name = "l169" > < / a > VRMerge(enemy_player);
< a name = "l170" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > < / span > < span class = cFE > 0< / span > < span class = cF0 > ; < / span > < span class = cF2 > //Return any value--don't care< / span > < span class = cF0 >
< a name = "l171" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l172" > < / a >
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< a name = "l173" > < / a > count = < / span > < span class = cFB > mp_count< / span > < span class = cF0 > ; < / span > < span class = cF2 > //Cores< / span > < span class = cF0 >
< a name = "l174" > < / a > hi = UNITS_NUM;
< a name = "l175" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (mode == VR_ONE_ENEMY_UNIT)
< a name = "l176" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l177" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (hi--; hi > = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; hi--)
< a name = "l178" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (units[enemy_player][hi].life > < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l179" > < / a > < / span > < span class = cF1 > break< / span > < span class = cF0 > ;
< a name = "l180" > < / a > hi++;
< a name = "l181" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l182" > < / a > k = hi;
< a name = "l183" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (hi / < / span > < span class = cFB > mp_count< / span > < span class = cF0 > < < / span > < span class = cFE > 2< / span > < span class = cF0 > )
< a name = "l184" > < / a > count = < / span > < span class = cFE > 1< / span > < span class = cF0 > ;
< a name = "l185" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < count; i++)
< a name = "l186" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l187" > < / a > job[i].mode = mode;
< a name = "l188" > < / a > job[i].tmpu = tmpu;
< a name = "l189" > < / a > job[i].hi = k;
< a name = "l190" > < / a > k -= hi / count;
< a name = "l191" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (k < < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l192" > < / a > k = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l193" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (i == count - < / span > < span class = cFE > 1< / span > < span class = cF0 > )
< a name = "l194" > < / a > k = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l195" > < / a > job[i].lo = k;
< a name = "l196" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
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< a name = "l197" > < / a >
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< a name = "l198" > < / a > res = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l199" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < count; i++)
< a name = "l200" > < / a > cmd[i] = < / span > < span class = cF5 > JobQueue< / span > < span class = cF0 > (& MPVisRecalc, & job[i], i, < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l201" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < count; i++)
< a name = "l202" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (< / span > < span class = cF5 > JobResGet< / span > < span class = cF7 > (< / span > < span class = cF0 > cmd[i]< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l203" > < / a > res = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l204" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (mode == VR_UPDATE_FRIENDLY_UNIT)
< a name = "l205" > < / a > VRMerge(cur_player);
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< a name = "l206" > < / a >
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< a name = "l207" > < / a > < / span > < span class = cF1 > return< / span > < span class = cF0 > res;
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< a name = "l208" > < / a > }
< a name = "l209" > < / a >
< a name = "l210" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > MPVisRecalcMap(MPCtrl2 *job)
< a name = "l211" > < / a > {
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< a name = "l212" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i, j;
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< a name = "l213" > < / a >
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< a name = "l214" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (j = job-> lo; j < job-> hi; j++)
< a name = "l215" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < map_cols; i++)
< a name = "l216" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (LOS< / span > < span class = cF7 > (< / span > < span class = cF0 > job-> row, job-> col, j, i< / span > < span class = cF7 > )< / span > < span class = cF0 > )
< a name = "l217" > < / a > vis_map[j][i] = < / span > < span class = cF3 > TRUE< / span > < span class = cF0 > ;
< a name = "l218" > < / a > < / span > < span class = cF1 > else< / span > < span class = cF0 >
< a name = "l219" > < / a > vis_map[j][i] = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
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< a name = "l220" > < / a > }
< a name = "l221" > < / a >
< a name = "l222" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > VisRecalcMap(< / span > < span class = cF9 > I64< / span > < span class = cF0 > row, < / span > < span class = cF9 > I64< / span > < span class = cF0 > col)
< a name = "l223" > < / a > {
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< a name = "l224" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i, hi, k, count;
< a name = "l225" > < / a > MPCtrl2 job[< / span > < span class = cFB > mp_count< / span > < span class = cF0 > ];
< a name = "l226" > < / a > < / span > < span class = cF9 > CJob< / span > < span class = cF0 > *cmd[< / span > < span class = cFB > mp_count< / span > < span class = cF0 > ];
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< a name = "l227" > < / a >
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< a name = "l228" > < / a > count = < / span > < span class = cFB > mp_count< / span > < span class = cF0 > ; < / span > < span class = cF2 > //Cores< / span > < span class = cF0 >
< a name = "l229" > < / a > hi = map_rows;
< a name = "l230" > < / a > k = hi;
< a name = "l231" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (hi / < / span > < span class = cFB > mp_count< / span > < span class = cF0 > < < / span > < span class = cFE > 2< / span > < span class = cF0 > )
< a name = "l232" > < / a > count = < / span > < span class = cFE > 1< / span > < span class = cF0 > ;
< a name = "l233" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < count; i++)
< a name = "l234" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l235" > < / a > job[i].row = row;
< a name = "l236" > < / a > job[i].col = col;
< a name = "l237" > < / a > job[i].hi = k;
< a name = "l238" > < / a > k -= hi/count;
< a name = "l239" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (k < < / span > < span class = cFE > 0< / span > < span class = cF0 > )
< a name = "l240" > < / a > k = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l241" > < / a > < / span > < span class = cF1 > if< / span > < span class = cF0 > (i == count - < / span > < span class = cFE > 1< / span > < span class = cF0 > )
< a name = "l242" > < / a > k = < / span > < span class = cFE > 0< / span > < span class = cF0 > ;
< a name = "l243" > < / a > job[i].lo=k;
< a name = "l244" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l245" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < count; i++)
< a name = "l246" > < / a > cmd[i] = < / span > < span class = cF5 > JobQueue< / span > < span class = cF0 > (& MPVisRecalcMap, & job[i], i, < / span > < span class = cFE > 0< / span > < span class = cF0 > );
< a name = "l247" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < count; i++)
< a name = "l248" > < / a > < / span > < span class = cF5 > JobResGet< / span > < span class = cF0 > (cmd[i]);
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< a name = "l249" > < / a > }
< / span > < / pre > < / body >
< / html >