TempleOSCDV4.12.ISO
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@@ -0,0 +1,223 @@
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#define VR_ONE_FRIENDLY_UNIT 0
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#define VR_UPDATE_FRIENDLY_UNIT 1
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#define VR_FRIENDLY_UNIT_DIED 3
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#define VR_ONE_ENEMY_UNIT 4
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#define VR_ALL_UNITS 5
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class MPCtrl1
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{
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I64 mode,lo,hi;
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Unit *tmpu;
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};
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class MPCtrl2
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{
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I64 lo,hi,row,col;
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};
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U0 VRSetUp(I64 player)
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{
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I64 i;
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Unit *ut0,*ut1;
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ut0=&units[player][0];
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ut1=&units[player^1][0];
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for (i=0;i<MAX_UNITS;i++,ut0++,ut1++) {
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LBtr(&ut1->vis[player],0);
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LBEqu(&ut0->vis[player],0,ut0->life>0);
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}
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}
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U0 VRMerge(I64 player)
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{
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I64 i,j;
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Unit *ut1;
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U8 *dst,*src,*mask=CAlloc((MAX_UNITS+7)>>3);
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for (j=0;j<MAX_UNITS;j++) {//p0
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src=&vis_unit_bitmap[player][(((MAX_UNITS+7)&~7)*j)>>3];
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dst=mask;
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for (i=0;i<(MAX_UNITS+7)>>3;i++) //player1
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*dst++|=*src++;
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}
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ut1=&units[player^1][0];
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for (j=0;j<MAX_UNITS;j++,ut1++)
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LBEqu(&ut1->vis[player],0,Bt(mask,j) && ut1->life>0);
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Free(mask);
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}
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Bool MPVisRecalc(MPCtrl1 *job)
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{
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Bool res=FALSE,seen;
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I64 i,j,row,col;
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F64 x1,y1,x2,y2,dd,range;
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Unit *ut0,*ut1;
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ut0=&units[cur_player][job->lo];
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ut1=&units[enemy_player][job->lo];
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if (job->tmpu) {
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row=job->tmpu->row;
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col=job->tmpu->col;
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range=job->tmpu->range*2*HEX_RADIUS;
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range*=range;
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}
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switch (job->mode) {
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case VR_UPDATE_FRIENDLY_UNIT:
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case VR_ONE_FRIENDLY_UNIT:
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if (job->mode==VR_UPDATE_FRIENDLY_UNIT)
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range=MAX_F64;
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RowCol2XY(&x1,&y1,row,col);
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for (i=job->lo;i<job->hi;i++,ut1++) {
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seen=FALSE;
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if (ut1->life>0 &&
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LOS(row,col,ut1->row,ut1->col)) {
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RowCol2XY(&x2,&y2,ut1->row,ut1->col);
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dd=Sqr(x2-x1)+Sqr(y2-y1);
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if (dd<range) {
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seen=TRUE;
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LBts(&ut1->vis[cur_player],0);
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}
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}
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if (job->mode==VR_UPDATE_FRIENDLY_UNIT)
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LBEqu(&vis_unit_bitmap[cur_player],
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i+job->tmpu->num*((MAX_UNITS+7)&~7),seen);
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}
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break;
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case VR_ONE_ENEMY_UNIT:
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RowCol2XY(&x1,&y1,row,col);
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for (i=job->lo;i<job->hi;i++,ut1++)
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if (ut1->life>0 &&
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LOS(row,col,ut1->row,ut1->col)) {
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LBts(&vis_unit_bitmap[enemy_player],
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job->tmpu->num+i*((MAX_UNITS+7)&~7));
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res=TRUE;
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} else
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LBtr(&vis_unit_bitmap[enemy_player],
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job->tmpu->num+i*((MAX_UNITS+7)&~7));
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break;
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case VR_ALL_UNITS:
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ut0=&units[cur_player][0];
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for (i=0;i<MAX_UNITS;i++,ut0++)
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if (ut0->life>0) {
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RowCol2XY(&x1,&y1,ut0->row,ut0->col);
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ut1=&units[enemy_player][job->lo];
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for (j=job->lo;j<job->hi;j++,ut1++) {
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if (ut1->life>0 &&
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LOS(ut0->row,ut0->col,ut1->row,ut1->col)) {
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LBts(&ut1->vis[cur_player],0);
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LBts(&vis_unit_bitmap[cur_player],j+i*((MAX_UNITS+7)&~7));
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} else
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LBtr(&vis_unit_bitmap[cur_player],j+i*((MAX_UNITS+7)&~7));
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}
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} else
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for (j=job->lo;j<job->hi;j++)
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LBtr(&vis_unit_bitmap[cur_player],j+i*((MAX_UNITS+7)&~7));
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ut0=&units[enemy_player][0];
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for (i=0;i<MAX_UNITS;i++,ut0++)
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if (ut0->life>0) {
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RowCol2XY(&x1,&y1,ut0->row,ut0->col);
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ut1=&units[cur_player][job->lo];
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for (j=job->lo;j<job->hi;j++,ut1++) {
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if (ut1->life>0 &&
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LOS(ut0->row,ut0->col,ut1->row,ut1->col)) {
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LBts(&ut1->vis[enemy_player],0);
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LBts(&vis_unit_bitmap[enemy_player],j+i*((MAX_UNITS+7)&~7));
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} else
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LBtr(&vis_unit_bitmap[enemy_player],j+i*((MAX_UNITS+7)&~7));
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}
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} else
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for (j=job->lo;j<job->hi;j++)
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LBtr(&vis_unit_bitmap[enemy_player],j+i*((MAX_UNITS+7)&~7));
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break;
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}
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return res;
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}
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Bool VisRecalc(I64 mode,Unit *tmpu=NULL)
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{
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I64 i,hi,k,cnt;
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Bool res;
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/*The compiler doesn't go out of it's way
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to know if something is const.;-) This
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just compiles with the val at compile
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time, an advantage of just-in-time over
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AOT binaries. TempleOS has a limited
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stk size, so don't get in the habit.
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$LK,"MAlloc",A="MN:MAlloc"$() would probably be the better choice.
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*/
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MPCtrl1 job[mp_cnt];
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CSrvCmd *cmd[mp_cnt];
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if (mode==VR_FRIENDLY_UNIT_DIED) {
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MemSet((&vis_unit_bitmap[enemy_player])(U8 *)+
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(tmpu->num*((MAX_UNITS+7)&~7))>>3,0,(MAX_UNITS+7)>>3);
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VRMerge(enemy_player);
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return 0; //Return any value--don't care
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}
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cnt=mp_cnt; //Cores
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hi=MAX_UNITS;
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if (mode==VR_ONE_ENEMY_UNIT) {
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for (hi--;hi>=0;hi--)
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if (units[enemy_player][hi].life>0)
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break;
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hi++;
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}
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k=hi;
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if (hi/mp_cnt<2)
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cnt=1;
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for (i=0;i<cnt;i++) {
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job[i].mode=mode;
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job[i].tmpu=tmpu;
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job[i].hi=k;
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k-=hi/cnt;
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if (k<0) k=0;
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if (i==cnt-1) k=0;
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job[i].lo=k;
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}
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res=FALSE;
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for (i=0;i<cnt;i++)
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cmd[i]=JobQue(&MPVisRecalc,&job[i],i,0);
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for (i=0;i<cnt;i++)
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if (JobResGet(cmd[i]))
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res=TRUE;
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if (mode==VR_UPDATE_FRIENDLY_UNIT)
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VRMerge(cur_player);
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return res;
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}
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U0 MPVisRecalcMap(MPCtrl2 *job)
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{
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I64 i,j;
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for (j=job->lo;j<job->hi;j++)
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for (i=0;i<map_cols;i++)
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if (LOS(job->row,job->col,j,i))
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vis_map[j][i]=TRUE;
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else
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vis_map[j][i]=FALSE;
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}
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U0 VisRecalcMap(I64 row,I64 col)
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{
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I64 i,hi,k,cnt;
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MPCtrl2 job[mp_cnt];
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CSrvCmd *cmd[mp_cnt];
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cnt=mp_cnt; //Cores
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hi=map_rows;
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k=hi;
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if (hi/mp_cnt<2)
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cnt=1;
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for (i=0;i<cnt;i++) {
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job[i].row=row;
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job[i].col=col;
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job[i].hi=k;
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k-=hi/cnt;
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if (k<0) k=0;
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if (i==cnt-1) k=0;
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job[i].lo=k;
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}
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for (i=0;i<cnt;i++)
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cmd[i]=JobQue(&MPVisRecalcMap,&job[i],i,0);
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for (i=0;i<cnt;i++)
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JobResGet(cmd[i]);
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}
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