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

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<a name="l1"></a><span class=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>
<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>
<a name="l6"></a>
<a name="l7"></a></span><span class=cF1>class</span><span class=cF0> MPCtrl1
<a name="l8"></a>{
<a name="l9"></a> </span><span class=cF9>I64</span><span class=cF0> mode, lo, hi;
<a name="l10"></a> Unit *tmpu;
<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>{
<a name="l15"></a> </span><span class=cF9>I64</span><span class=cF0> lo, hi, row, col;
<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>{
<a name="l21"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l22"></a> Unit *ut0, *ut1;
<a name="l23"></a>
<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>
<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>{
<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>);
<a name="l38"></a>
<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);
<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>{
<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;
<a name="l57"></a>
<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>;
<a name="l90"></a>
<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>;
<a name="l102"></a>
<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>
<a name="l146"></a>
<a name="l147"></a> </span><span class=cF1>return</span><span class=cF0> res;
<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>{
<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;
<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>
<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>
<a name="l162"></a></span><span class=cF2>*/</span><span class=cF0>
<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>];
<a name="l165"></a>
<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>
<a name="l172"></a>
<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>
<a name="l197"></a>
<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);
<a name="l206"></a>
<a name="l207"></a> </span><span class=cF1>return</span><span class=cF0> res;
<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>{
<a name="l212"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l213"></a>
<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>;
<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>{
<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>];
<a name="l227"></a>
<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]);
<a name="l249"></a>}
</span></pre></body>
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