#define VR_ONE_FRIENDLY_UNIT 0
#define VR_UPDATE_FRIENDLY_UNIT 1
#define VR_FRIENDLY_UNIT_DIED 3
#define VR_ONE_ENEMY_UNIT 4
#define VR_ALL_UNITS 5
class MPCtrl1
{
I64 mode,lo,hi;
Unit *tmpu;
};
class MPCtrl2
{
I64 lo,hi,row,col;
};
U0 VRSetUp(I64 player)
{
I64 i;
Unit *ut0,*ut1;
ut0=&units[player][0];
ut1=&units[player^1][0];
for (i=0;i<UNITS_NUM;i++,ut0++,ut1++) {
LBtr(&ut1->vis[player],0);
LBEqu(&ut0->vis[player],0,ut0->life>0);
}
}
U0 VRMerge(I64 player)
{
I64 i,j;
Unit *ut1;
U8 *dst,*src,*mask=CAlloc((UNITS_NUM+7)>>3);
for (j=0;j<UNITS_NUM;j++) {//p0
src=&vis_unit_bitmap[player][(((UNITS_NUM+7)&~7)*j)>>3];
dst=mask;
for (i=0;i<(UNITS_NUM+7)>>3;i++) //player1
*dst++|=*src++;
}
ut1=&units[player^1][0];
for (j=0;j<UNITS_NUM;j++,ut1++)
LBEqu(&ut1->vis[player],0,Bt(mask,j) && ut1->life>0);
Free(mask);
}
Bool MPVisRecalc(MPCtrl1 *job)
{
Bool res=FALSE,seen;
I64 i,j,row,col;
F64 x1,y1,x2,y2,dd,range;
Unit *ut0,*ut1;
ut0=&units[cur_player][job->lo];
ut1=&units[enemy_player][job->lo];
if (job->tmpu) {
row=job->tmpu->row;
col=job->tmpu->col;
range=job->tmpu->range*2*HEX_RADIUS;
range*=range;
}
switch (job->mode) {
case VR_UPDATE_FRIENDLY_UNIT:
case VR_ONE_FRIENDLY_UNIT:
if (job->mode==VR_UPDATE_FRIENDLY_UNIT)
range=F64_MAX;
RowCol2XY(&x1,&y1,row,col);
for (i=job->lo;i<job->hi;i++,ut1++) {
seen=FALSE;
if (ut1->life>0 &&
LOS(row,col,ut1->row,ut1->col)) {
RowCol2XY(&x2,&y2,ut1->row,ut1->col);
dd=Sqr(x2-x1)+Sqr(y2-y1);
if (dd<range) {
seen=TRUE;
LBts(&ut1->vis[cur_player],0);
}
}
if (job->mode==VR_UPDATE_FRIENDLY_UNIT)
LBEqu(&vis_unit_bitmap[cur_player],
i+job->tmpu->num*((UNITS_NUM+7)&~7),seen);
}
break;
case VR_ONE_ENEMY_UNIT:
RowCol2XY(&x1,&y1,row,col);
for (i=job->lo;i<job->hi;i++,ut1++)
if (ut1->life>0 &&
LOS(row,col,ut1->row,ut1->col)) {
LBts(&vis_unit_bitmap[enemy_player],
job->tmpu->num+i*((UNITS_NUM+7)&~7));
res=TRUE;
} else
LBtr(&vis_unit_bitmap[enemy_player],
job->tmpu->num+i*((UNITS_NUM+7)&~7));
break;
case VR_ALL_UNITS:
ut0=&units[cur_player][0];
for (i=0;i<UNITS_NUM;i++,ut0++)
if (ut0->life>0) {
RowCol2XY(&x1,&y1,ut0->row,ut0->col);
ut1=&units[enemy_player][job->lo];
for (j=job->lo;j<job->hi;j++,ut1++) {
if (ut1->life>0 &&
LOS(ut0->row,ut0->col,ut1->row,ut1->col)) {
LBts(&ut1->vis[cur_player],0);
LBts(&vis_unit_bitmap[cur_player],j+i*((UNITS_NUM+7)&~7));
} else
LBtr(&vis_unit_bitmap[cur_player],j+i*((UNITS_NUM+7)&~7));
}
} else
for (j=job->lo;j<job->hi;j++)
LBtr(&vis_unit_bitmap[cur_player],j+i*((UNITS_NUM+7)&~7));
ut0=&units[enemy_player][0];
for (i=0;i<UNITS_NUM;i++,ut0++)
if (ut0->life>0) {
RowCol2XY(&x1,&y1,ut0->row,ut0->col);
ut1=&units[cur_player][job->lo];
for (j=job->lo;j<job->hi;j++,ut1++) {
if (ut1->life>0 &&
LOS(ut0->row,ut0->col,ut1->row,ut1->col)) {
LBts(&ut1->vis[enemy_player],0);
LBts(&vis_unit_bitmap[enemy_player],j+i*((UNITS_NUM+7)&~7));
} else
LBtr(&vis_unit_bitmap[enemy_player],j+i*((UNITS_NUM+7)&~7));
}
} else
for (j=job->lo;j<job->hi;j++)
LBtr(&vis_unit_bitmap[enemy_player],j+i*((UNITS_NUM+7)&~7));
break;
}
return res;
}
Bool VisRecalc(I64 mode,Unit *tmpu=NULL)
{
I64 i,hi,k,cnt;
Bool res;
/*The compiler doesn't go out of it's way
to know if something is const.;-)This
just compiles with the val at compile
time, an advantage of just-in-time over
AOT binaries.TempleOS has a limited
stk size, so don't get in the habit.
MAlloc() would probably be the better choice.
*/
MPCtrl1 job[mp_cnt];
CJob *cmd[mp_cnt];
if (mode==VR_FRIENDLY_UNIT_DIED) {
MemSet((&vis_unit_bitmap[enemy_player])(U8 *)+
(tmpu->num*((UNITS_NUM+7)&~7))>>3,0,(UNITS_NUM+7)>>3);
VRMerge(enemy_player);
return 0; //Return any value--don't care
}
cnt=mp_cnt; //Cores
hi=UNITS_NUM;
if (mode==VR_ONE_ENEMY_UNIT) {
for (hi--;hi>=0;hi--)
if (units[enemy_player][hi].life>0)
break;
hi++;
}
k=hi;
if (hi/mp_cnt<2)
cnt=1;
for (i=0;i<cnt;i++) {
job[i].mode=mode;
job[i].tmpu=tmpu;
job[i].hi=k;
k-=hi/cnt;
if (k<0) k=0;
if (i==cnt-1) k=0;
job[i].lo=k;
}
res=FALSE;
for (i=0;i<cnt;i++)
cmd[i]=JobQue(&MPVisRecalc,&job[i],i,0);
for (i=0;i<cnt;i++)
if (JobResGet(cmd[i]))
res=TRUE;
if (mode==VR_UPDATE_FRIENDLY_UNIT)
VRMerge(cur_player);
return res;
}
U0 MPVisRecalcMap(MPCtrl2 *job)
{
I64 i,j;
for (j=job->lo;j<job->hi;j++)
for (i=0;i<map_cols;i++)
if (LOS(job->row,job->col,j,i))
vis_map[j][i]=TRUE;
else
vis_map[j][i]=FALSE;
}
U0 VisRecalcMap(I64 row,I64 col)
{
I64 i,hi,k,cnt;
MPCtrl2 job[mp_cnt];
CJob *cmd[mp_cnt];
cnt=mp_cnt; //Cores
hi=map_rows;
k=hi;
if (hi/mp_cnt<2)
cnt=1;
for (i=0;i<cnt;i++) {
job[i].row=row;
job[i].col=col;
job[i].hi=k;
k-=hi/cnt;
if (k<0) k=0;
if (i==cnt-1) k=0;
job[i].lo=k;
}
for (i=0;i<cnt;i++)
cmd[i]=JobQue(&MPVisRecalcMap,&job[i],i,0);
for (i=0;i<cnt;i++)
JobResGet(cmd[i]);
}