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< ! DOCTYPE HTML >
< html >
< head >
< meta http - equiv = " Content-Type " content = " text/html;charset=US-ASCII " >
< meta name = " generator " content = " ZealOS V0.05 " >
< style type = " text/css " >
body { background - color : # 000000 ; }
. cF0 { color : # ffffff ; background - color : # 000000 ; }
. cF1 { color : # 3465 a4 ; background - color : # 000000 ; }
. cF2 { color : # 4e9 a06 ; background - color : # 000000 ; }
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. cF5 { color : # 75507 b ; background - color : # 000000 ; }
. cF6 { color : # ce982f ; background - color : # 000000 ; }
. cF7 { color : # bcc0b9 ; background - color : # 000000 ; }
. cF8 { color : # 555753 ; background - color : # 000000 ; }
. cF9 { color : # 729f cf ; background - color : # 000000 ; }
. cFA { color : # 82 bc49 ; background - color : # 000000 ; }
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. cFF { color : # 000000 ; background - color : # 000000 ; }
< / 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 = & amp ; units [ player ] [ < / span > < span class = cFE > 0 < / span > < span class = cF0 > ] ;
< a name = " l25 " > < / a > ut1 = & amp ; 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 & lt ; 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 > ( & amp ; ut1 - & gt ; vis [ player ] , < / span > < span class = cFE > 0 < / span > < span class = cF0 > ) ;
< a name = " l29 " > < / a > < / span > < span class = cF5 > LBEqual < / span > < span class = cF0 > ( & amp ; ut0 - & gt ; vis [ player ] , < / span > < span class = cFE > 0 < / span > < span class = cF0 > , ut0 - & gt ; life & gt ; < / 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 > & gt ; & gt ; < / 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 & lt ; UNITS_NUM ; j + + ) < / span > < span class = cF7 > { < / span > < span class = cF2 > //p0</span><span class=cF0>
< a name = " l40 " > < / a > src = & amp ; vis_unit_bitmap [ player ] [ ( < / span > < span class = cF7 > ( < / span > < span class = cF0 > ( UNITS_NUM + < / span > < span class = cFE > 7 < / span > < span class = cF0 > ) & amp ; ~ < / span > < span class = cFE > 7 < / span > < span class = cF7 > ) < / span > < span class = cF0 > * j ) & gt ; & gt ; < / 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 & lt ; < / span > < span class = cF7 > ( < / span > < span class = cF0 > UNITS_NUM + < / span > < span class = cFE > 7 < / span > < span class = cF7 > ) < / span > < span class = cF0 > & gt ; & gt ; < / 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 = & amp ; 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 & lt ; UNITS_NUM ; j + + , ut1 + + )
< a name = " l47 " > < / a > < / span > < span class = cF5 > LBEqual < / span > < span class = cF0 > ( & amp ; ut1 - & gt ; 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 > & amp ; & amp ; ut1 - & gt ; life & gt ; < / 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 = & amp ; units [ cur_player ] [ job - & gt ; lo ] ;
< a name = " l59 " > < / a > ut1 = & amp ; units [ enemy_player ] [ job - & gt ; lo ] ;
< a name = " l60 " > < / a > < / span > < span class = cF1 > if < / span > < span class = cF0 > ( job - & gt ; tmpu ) < / span > < span class = cF7 > { < / span > < span class = cF0 >
< a name = " l61 " > < / a > row = job - & gt ; tmpu - & gt ; row ;
< a name = " l62 " > < / a > col = job - & gt ; tmpu - & gt ; col ;
< a name = " l63 " > < / a > range = job - & gt ; tmpu - & gt ; 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 - & gt ; 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 - & gt ; 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 ( & amp ; x1 , & amp ; y1 , row , col ) ;
< a name = " l73 " > < / a > < / span > < span class = cF1 > for < / span > < span class = cF0 > ( i = job - & gt ; lo ; i & lt ; job - & gt ; 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 - & gt ; life & gt ; < / span > < span class = cFE > 0 < / span > < span class = cF0 > & amp ; & amp ; LOS < / span > < span class = cF7 > ( < / span > < span class = cF0 > row , col , ut1 - & gt ; row , ut1 - & gt ; 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 ( & amp ; x2 , & amp ; y2 , ut1 - & gt ; row , ut1 - & gt ; 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 & lt ; 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 > ( & amp ; ut1 - & gt ; 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 - & gt ; mode = = VR_UPDATE_FRIENDLY_UNIT )
< a name = " l87 " > < / a > < / span > < span class = cF5 > LBEqual < / span > < span class = cF0 > ( & amp ; vis_unit_bitmap [ cur_player ] , i + job - & gt ; tmpu - & gt ; num * < / span > < span class = cF7 > ( < / span > < span class = cF0 > ( UNITS_NUM + < / span > < span class = cFE > 7 < / span > < span class = cF0 > ) & amp ; ~ < / 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 ( & amp ; x1 , & amp ; y1 , row , col ) ;
< a name = " l93 " > < / a > < / span > < span class = cF1 > for < / span > < span class = cF0 > ( i = job - & gt ; lo ; i & lt ; job - & gt ; hi ; i + + , ut1 + + )
< a name = " l94 " > < / a > < / span > < span class = cF1 > if < / span > < span class = cF0 > ( ut1 - & gt ; life & gt ; < / span > < span class = cFE > 0 < / span > < span class = cF0 > & amp ; & amp ; LOS < / span > < span class = cF7 > ( < / span > < span class = cF0 > row , col , ut1 - & gt ; row , ut1 - & gt ; 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 > ( & amp ; vis_unit_bitmap [ enemy_player ] , job - & gt ; tmpu - & gt ; num + i * < / span > < span class = cF7 > ( < / span > < span class = cF0 > ( UNITS_NUM + < / span > < span class = cFE > 7 < / span > < span class = cF0 > ) & amp ; ~ < / 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 > ( & amp ; vis_unit_bitmap [ enemy_player ] , job - & gt ; tmpu - & gt ; num + i * < / span > < span class = cF7 > ( < / span > < span class = cF0 > ( UNITS_NUM + < / span > < span class = cFE > 7 < / span > < span class = cF0 > ) & amp ; ~ < / 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 = & amp ; 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 & lt ; UNITS_NUM ; i + + , ut0 + + )
< a name = " l106 " > < / a > < / span > < span class = cF1 > if < / span > < span class = cF0 > ( ut0 - & gt ; life & gt ; < / span > < span class = cFE > 0 < / span > < span class = cF0 > )
< a name = " l107 " > < / a > {
< a name = " l108 " > < / a > RowCol2XY ( & amp ; x1 , & amp ; y1 , ut0 - & gt ; row , ut0 - & gt ; col ) ;
< a name = " l109 " > < / a > ut1 = & amp ; units [ enemy_player ] [ job - & gt ; lo ] ;
< a name = " l110 " > < / a > < / span > < span class = cF1 > for < / span > < span class = cF0 > ( j = job - & gt ; lo ; j & lt ; job - & gt ; 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 - & gt ; life & gt ; < / span > < span class = cFE > 0 < / span > < span class = cF0 > & amp ; & amp ; LOS < / span > < span class = cF7 > ( < / span > < span class = cF0 > ut0 - & gt ; row , ut0 - & gt ; col , ut1 - & gt ; row , ut1 - & gt ; 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 > ( & amp ; ut1 - & gt ; 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 > ( & amp ; 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 > ) & amp ; ~ < / 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 > ( & amp ; 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 > ) & amp ; ~ < / 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 - & gt ; lo ; j & lt ; job - & gt ; hi ; j + + )
< a name = " l123 " > < / a > < / span > < span class = cF5 > LBtr < / span > < span class = cF0 > ( & amp ; 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 > ) & amp ; ~ < / span > < span class = cFE > 7 < / span > < span class = cF7 > ) < / span > < span class = cF0 > ) ;
< a name = " l124 " > < / a > ut0 = & amp ; 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 & lt ; UNITS_NUM ; i + + , ut0 + + )
< a name = " l126 " > < / a > < / span > < span class = cF1 > if < / span > < span class = cF0 > ( ut0 - & gt ; life & gt ; < / span > < span class = cFE > 0 < / span > < span class = cF0 > )
< a name = " l127 " > < / a > {
< a name = " l128 " > < / a > RowCol2XY ( & amp ; x1 , & amp ; y1 , ut0 - & gt ; row , ut0 - & gt ; col ) ;
< a name = " l129 " > < / a > ut1 = & amp ; units [ cur_player ] [ job - & gt ; lo ] ;
< a name = " l130 " > < / a > < / span > < span class = cF1 > for < / span > < span class = cF0 > ( j = job - & gt ; lo ; j & lt ; job - & gt ; 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 - & gt ; life & gt ; < / span > < span class = cFE > 0 < / span > < span class = cF0 > & amp ; & amp ; LOS < / span > < span class = cF7 > ( < / span > < span class = cF0 > ut0 - & gt ; row , ut0 - & gt ; col , ut1 - & gt ; row , ut1 - & gt ; 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 > ( & amp ; ut1 - & gt ; 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 > ( & amp ; 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 > ) & amp ; ~ < / 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 > ( & amp ; 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 > ) & amp ; ~ < / 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 - & gt ; lo ; j & lt ; job - & gt ; hi ; j + + )
< a name = " l143 " > < / a > < / span > < span class = cF5 > LBtr < / span > < span class = cF0 > ( & amp ; 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 > ) & amp ; ~ < / 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://tomawezome.github.io/ZealOS/Kernel/Memory/MAllocFree.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 > & amp ; 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 - & gt ; num * ( < / span > < span class = cF7 > ( < / span > < span class = cF0 > UNITS_NUM + < / span > < span class = cFE > 7 < / span > < span class = cF7 > ) < / span > < span class = cF0 > & amp ; ~ < / span > < span class = cFE > 7 < / span > < span class = cF0 > ) < / span > < span class = cF7 > ) < / span > < span class = cF0 > & gt ; & gt ; < / 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 > & gt ; & gt ; < / 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 & gt ; = < / 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 & gt ; < / 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 > & lt ; < / 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 & lt ; 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 & lt ; < / 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 & lt ; count ; i + + )
< a name = " l200 " > < / a > cmd [ i ] = < / span > < span class = cF5 > JobQueue < / span > < span class = cF0 > ( & amp ; MPVisRecalc , & amp ; 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 & lt ; 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 - & gt ; lo ; j & lt ; job - & gt ; 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 & lt ; 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 - & gt ; row , job - & gt ; 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 > & lt ; < / 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 & lt ; 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 & lt ; < / 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 & lt ; count ; i + + )
< a name = " l246 " > < / a > cmd [ i ] = < / span > < span class = cF5 > JobQueue < / span > < span class = cF0 > ( & amp ; MPVisRecalcMap , & amp ; 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 & lt ; 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 >