mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-30 17:26:31 +00:00
6b3fd2fecb
Update documentation/comments to rename addr, fun, var, stmt, blk, desc, reg, seg, ptr, dup, clus, val, and bttn, to address, function, variable, statement, block, description, register, segment, pointer, duplicate, cluster, value, and button, respectively.
278 lines
27 KiB
HTML
Executable file
278 lines
27 KiB
HTML
Executable file
<!DOCTYPE HTML>
|
|
<html>
|
|
<head>
|
|
<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
|
|
<meta name="generator" content="ZealOS V1.01">
|
|
<style type="text/css">
|
|
body {background-color:#fef1f0;}
|
|
.cF0{color:#000000;background-color:#fef1f0;}
|
|
.cF1{color:#0148a4;background-color:#fef1f0;}
|
|
.cF2{color:#3b7901;background-color:#fef1f0;}
|
|
.cF3{color:#057c7e;background-color:#fef1f0;}
|
|
.cF4{color:#bb2020;background-color:#fef1f0;}
|
|
.cF5{color:#9e42ae;background-color:#fef1f0;}
|
|
.cF6{color:#b57901;background-color:#fef1f0;}
|
|
.cF7{color:#b2b6af;background-color:#fef1f0;}
|
|
.cF8{color:#555753;background-color:#fef1f0;}
|
|
.cF9{color:#678fbb;background-color:#fef1f0;}
|
|
.cFA{color:#82bc49;background-color:#fef1f0;}
|
|
.cFB{color:#0097a2;background-color:#fef1f0;}
|
|
.cFC{color:#e26a6a;background-color:#fef1f0;}
|
|
.cFD{color:#c671bc;background-color:#fef1f0;}
|
|
.cFE{color:#c7ab00;background-color:#fef1f0;}
|
|
.cFF{color:#fef1f0;background-color:#fef1f0;}
|
|
</style>
|
|
</head>
|
|
<body>
|
|
<pre style="font-family:monospace;font-size:12pt">
|
|
<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 = &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>
|
|
<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> >> </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 < 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);
|
|
<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 = &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>;
|
|
<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(&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>;
|
|
<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 = &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>
|
|
<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 value 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>&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>
|
|
<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 >= </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>
|
|
<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 < 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);
|
|
<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->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>;
|
|
<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> < </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]);
|
|
<a name="l249"></a>}
|
|
</span></pre></body>
|
|
</html>
|