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  • Committer: Renegade
  • Date: 2010-05-29 08:12:17 UTC
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<h1>Hooks.Update.cpp File Reference</h1><code>#include &quot;<a class="el" href="_s_w_type_2_body_8h.html">Body.h</a>&quot;</code><br>
80
 
<code>#include &quot;<a class="el" href="_house_2_body_8h.html">../House/Body.h</a>&quot;</code><br>
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<code>#include &quot;<a class="el" href="_techno_2_body_8h.html">../Techno/Body.h</a>&quot;</code><br>
82
 
<code>#include &lt;MouseClass.h&gt;</code><br>
83
 
<code>#include &lt;algorithm&gt;</code><br>
84
 
<code>#include &lt;functional&gt;</code><br>
85
 
<table border="0" cellpadding="0" cellspacing="0">
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<tr><td></td></tr>
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<tr><td colspan="2"><br><h2>Functions</h2></td></tr>
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<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="_hooks_8_update_8cpp.html#10a283250d888d86d95ad38bee01b5b5">__declspec</a> (dllexport) DWORD __cdecl HouseClass_CheckSWs(REGISTERS *R)</td></tr>
89
 
 
90
 
</table>
91
 
<hr><h2>Function Documentation</h2>
92
 
<a class="anchor" name="10a283250d888d86d95ad38bee01b5b5"></a><!-- doxytag: member="Hooks.Update.cpp::__declspec" ref="10a283250d888d86d95ad38bee01b5b5" args="(dllexport) DWORD __cdecl HouseClass_CheckSWs(REGISTERS *R)" -->
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<div class="memitem">
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<div class="memproto">
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      <table class="memname">
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        <tr>
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          <td class="memname">__declspec           </td>
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          <td>(</td>
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          <td class="paramtype">dllexport&nbsp;</td>
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          <td class="paramname">          </td>
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          <td>&nbsp;)&nbsp;</td>
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          <td></td>
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        </tr>
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      </table>
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</div>
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<div class="memdoc">
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108
 
<p>
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<div class="fragment"><pre class="fragment"><a name="l00015"></a>00015 {
110
 
<a name="l00016"></a>00016         GET(HouseClass *, pThis, ECX);
111
 
<a name="l00017"></a>00017 
112
 
<a name="l00018"></a>00018         <span class="comment">// cache all super weapon statuses</span>
113
 
<a name="l00019"></a>00019         <span class="keyword">struct </span>SWStatus {
114
 
<a name="l00020"></a>00020                 <span class="keywordtype">bool</span> Available;
115
 
<a name="l00021"></a>00021                 <span class="keywordtype">bool</span> PowerSourced;
116
 
<a name="l00022"></a>00022         };
117
 
<a name="l00023"></a>00023         SWStatus *Statuses = <span class="keyword">new</span> SWStatus[pThis-&gt;Supers.Count];
118
 
<a name="l00024"></a>00024         <span class="keywordflow">for</span>(<span class="keywordtype">int</span> i = 0; i &lt; pThis-&gt;Supers.Count; ++i) {
119
 
<a name="l00025"></a>00025                 Statuses[i].Available = <span class="keyword">false</span>;
120
 
<a name="l00026"></a>00026                 Statuses[i].PowerSourced = <span class="keyword">false</span>;
121
 
<a name="l00027"></a>00027         }
122
 
<a name="l00028"></a>00028 
123
 
<a name="l00029"></a>00029         <span class="comment">// look at every sane building this player owns, if it is not defeated already.</span>
124
 
<a name="l00030"></a>00030         <span class="keywordflow">if</span>(!pThis-&gt;Defeated) {
125
 
<a name="l00031"></a>00031                 <span class="keywordflow">for</span>(<span class="keywordtype">int</span> idxBld = 0; idxBld &lt; pThis-&gt;Buildings.Count; ++idxBld) {
126
 
<a name="l00032"></a>00032                         BuildingClass * pBld = pThis-&gt;Buildings.GetItem(idxBld);
127
 
<a name="l00033"></a>00033                         <span class="keywordflow">if</span>(pBld-&gt;IsAlive &amp;&amp; !pBld-&gt;InLimbo) {
128
 
<a name="l00034"></a>00034                                 <a class="code" href="class_techno_ext_1_1_ext_data.html">TechnoExt::ExtData</a> *pExt = <a class="code" href="class_techno_ext.html#3cdb7f8ccc49548f0b621ff80df0e8fb">TechnoExt::ExtMap</a>.<a class="code" href="class_container.html#90ddec0f8fb14f5a9894e128c2f938fc">Find</a>(pBld);
129
 
<a name="l00035"></a>00035 
130
 
<a name="l00036"></a>00036                                 <span class="comment">// the super weapon status update lambda.</span>
131
 
<a name="l00037"></a>00037                                 <span class="keyword">auto</span> UpdateStatus = [=](<span class="keywordtype">int</span> idxSW) {
132
 
<a name="l00038"></a>00038                                         <span class="keywordflow">if</span>(idxSW &gt; -1) {
133
 
<a name="l00039"></a>00039                                                 Statuses[idxSW].Available = <span class="keyword">true</span>;
134
 
<a name="l00040"></a>00040                                                 <span class="keywordflow">if</span>(!Statuses[idxSW].PowerSourced) {
135
 
<a name="l00041"></a>00041                                                         Statuses[idxSW].PowerSourced = pBld-&gt;HasPower
136
 
<a name="l00042"></a>00042                                                                 &amp;&amp; pExt-&gt;<a class="code" href="class_techno_ext_1_1_ext_data.html#a58fe6e161408d0fb3e9146862a47b19">IsOperated</a>()
137
 
<a name="l00043"></a>00043                                                                 &amp;&amp; !pBld-&gt;IsUnderEMP();
138
 
<a name="l00044"></a>00044                                                 }
139
 
<a name="l00045"></a>00045                                         }
140
 
<a name="l00046"></a>00046                                 };
141
 
<a name="l00047"></a>00047 
142
 
<a name="l00048"></a>00048                                 <span class="comment">// check for upgrades. upgrades can give super weapons, too.</span>
143
 
<a name="l00049"></a>00049                                 <span class="keywordflow">for</span>(<span class="keywordtype">int</span> i = 0; i &lt; 3; ++i) {
144
 
<a name="l00050"></a>00050                                         <span class="keywordflow">if</span>(BuildingTypeClass *Upgrade = pBld-&gt;Upgrades[i]) {
145
 
<a name="l00051"></a>00051                                                 UpdateStatus(Upgrade-&gt;SuperWeapon);
146
 
<a name="l00052"></a>00052                                                 UpdateStatus(Upgrade-&gt;SuperWeapon2);
147
 
<a name="l00053"></a>00053                                         }
148
 
<a name="l00054"></a>00054                                 }
149
 
<a name="l00055"></a>00055 
150
 
<a name="l00056"></a>00056                                 <span class="comment">// look for the main building.</span>
151
 
<a name="l00057"></a>00057                                 UpdateStatus(pBld-&gt;FirstActiveSWIdx());
152
 
<a name="l00058"></a>00058                                 UpdateStatus(pBld-&gt;SecondActiveSWIdx());
153
 
<a name="l00059"></a>00059                         }
154
 
<a name="l00060"></a>00060                 }
155
 
<a name="l00061"></a>00061         }
156
 
<a name="l00062"></a>00062 
157
 
<a name="l00063"></a>00063         <span class="comment">// now update every super weapon that is valid.</span>
158
 
<a name="l00064"></a>00064         <span class="keywordflow">for</span>(<span class="keywordtype">int</span> idxSW = 0; idxSW &lt; pThis-&gt;Supers.Count; ++idxSW) {
159
 
<a name="l00065"></a>00065                 SuperClass *pSW = pThis-&gt;Supers[idxSW];
160
 
<a name="l00066"></a>00066                 SuperWeaponTypeClass * pSWType = pSW-&gt;Type;
161
 
<a name="l00067"></a>00067 
162
 
<a name="l00068"></a>00068                 <span class="comment">// if this weapon has not been granted there's no need to update</span>
163
 
<a name="l00069"></a>00069                 <span class="keywordflow">if</span>(pSW-&gt;Granted) {
164
 
<a name="l00070"></a>00070 
165
 
<a name="l00071"></a>00071                         <span class="comment">// is this a super weapon to be updated?</span>
166
 
<a name="l00072"></a>00072                         <span class="comment">// sw is bound to a building and no single-shot =&gt; create goody otherwise</span>
167
 
<a name="l00073"></a>00073                         <span class="keywordtype">bool</span> isCreateGoody = (!pSW-&gt;unknown_bool_60 || pSW-&gt;Quantity);
168
 
<a name="l00074"></a>00074                         <span class="keywordtype">bool</span> needsUpdate = !isCreateGoody || pThis-&gt;Defeated;
169
 
<a name="l00075"></a>00075                         <span class="keywordflow">if</span>(needsUpdate) {
170
 
<a name="l00076"></a>00076 
171
 
<a name="l00077"></a>00077                                 <span class="comment">// super weapons of defeated players are removed.</span>
172
 
<a name="l00078"></a>00078                                 <span class="keywordflow">if</span>(!pThis-&gt;Defeated) {
173
 
<a name="l00079"></a>00079 
174
 
<a name="l00080"></a>00080                                         <span class="comment">// turn off super weapons that are disallowed.</span>
175
 
<a name="l00081"></a>00081                                         <span class="keywordflow">if</span>(!Unsorted::SWAllowed) {
176
 
<a name="l00082"></a>00082                                                 <span class="keywordflow">if</span>(pSWType-&gt;DisableableFromShell) {
177
 
<a name="l00083"></a>00083                                                         Statuses[idxSW].Available = <span class="keyword">false</span>;
178
 
<a name="l00084"></a>00084                                                 }
179
 
<a name="l00085"></a>00085                                         }
180
 
<a name="l00086"></a>00086 
181
 
<a name="l00087"></a>00087                                         <span class="comment">// there is at least one available and powered building,</span>
182
 
<a name="l00088"></a>00088                                         <span class="comment">// but the house is generally on low power.</span>
183
 
<a name="l00089"></a>00089                                         <span class="keywordflow">if</span>(pThis-&gt;PowerOutput &lt; pThis-&gt;PowerDrain) {
184
 
<a name="l00090"></a>00090                                                 Statuses[idxSW].PowerSourced = <span class="keyword">false</span>;
185
 
<a name="l00091"></a>00091                                         }
186
 
<a name="l00092"></a>00092                                 } <span class="keywordflow">else</span> {
187
 
<a name="l00093"></a>00093                                         <span class="comment">// remove. owner is defeated.</span>
188
 
<a name="l00094"></a>00094                                         Statuses[idxSW].Available = <span class="keyword">false</span>;
189
 
<a name="l00095"></a>00095                                 }
190
 
<a name="l00096"></a>00096 
191
 
<a name="l00097"></a>00097                                 <span class="comment">// shut down or power up super weapon and decide whether</span>
192
 
<a name="l00098"></a>00098                                 <span class="comment">// a sidebar tab update is needed.</span>
193
 
<a name="l00099"></a>00099                                 <span class="keywordtype">bool</span> update = <span class="keyword">false</span>;
194
 
<a name="l00100"></a>00100                                 <span class="keywordflow">if</span>(!Statuses[idxSW].Available || pThis-&gt;Defeated) {
195
 
<a name="l00101"></a>00101                                         update = (pSW-&gt;Lose() &amp;&amp; HouseClass::Player);
196
 
<a name="l00102"></a>00102                                 } <span class="keywordflow">else</span> <span class="keywordflow">if</span>(!Statuses[idxSW].PowerSourced) {
197
 
<a name="l00103"></a>00103                                         update = (pSW-&gt;IsPowered() &amp;&amp; pSW-&gt;SetOnHold(<span class="keyword">true</span>));
198
 
<a name="l00104"></a>00104                                 } <span class="keywordflow">else</span> {
199
 
<a name="l00105"></a>00105                                         update = (Statuses[idxSW].PowerSourced &amp;&amp; pSW-&gt;SetOnHold(<span class="keyword">false</span>));
200
 
<a name="l00106"></a>00106                                 }
201
 
<a name="l00107"></a>00107 
202
 
<a name="l00108"></a>00108                                 <span class="comment">// update only if needed.</span>
203
 
<a name="l00109"></a>00109                                 <span class="keywordflow">if</span>(update) {
204
 
<a name="l00110"></a>00110                                         <span class="comment">// only the human player can see the sidebar.</span>
205
 
<a name="l00111"></a>00111                                         <span class="keywordflow">if</span>(pThis == HouseClass::Player) {
206
 
<a name="l00112"></a>00112                                                 <span class="keywordflow">if</span>(Unsorted::CurrentSWType == idxSW) {
207
 
<a name="l00113"></a>00113                                                         Unsorted::CurrentSWType = -1;
208
 
<a name="l00114"></a>00114                                                 }
209
 
<a name="l00115"></a>00115                                                 <span class="keywordtype">int</span> idxTab = SidebarClass::GetObjectTabIdx(SuperClass::AbsID, pSWType-&gt;GetArrayIndex(), 0);
210
 
<a name="l00116"></a>00116                                                 MouseClass::Instance-&gt;RepaintSidebar(idxTab);
211
 
<a name="l00117"></a>00117                                         }
212
 
<a name="l00118"></a>00118                                         pThis-&gt;ShouldRecheckTechTree = <span class="keyword">true</span>;
213
 
<a name="l00119"></a>00119                                 }
214
 
<a name="l00120"></a>00120                         }
215
 
<a name="l00121"></a>00121                 }
216
 
<a name="l00122"></a>00122         }
217
 
<a name="l00123"></a>00123 
218
 
<a name="l00124"></a>00124         <span class="comment">// clean up.</span>
219
 
<a name="l00125"></a>00125         <span class="keyword">delete</span> [] Statuses;
220
 
<a name="l00126"></a>00126         Statuses = NULL;
221
 
<a name="l00127"></a>00127 
222
 
<a name="l00128"></a>00128         <span class="keywordflow">return</span> 0x50B1CA;
223
 
<a name="l00129"></a>00129 }
224
 
</pre></div>
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<p>
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227
 
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<hr size="1"><address style="text-align: right;"><small>Generated on Tue May 18 03:51:08 2010 for Ares by&nbsp;
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