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<div class="navpath"><a class="el" href="dir_4f38a043d9972e86e8aa3f2d4f00b04c.html">Ext</a> » <a class="el" href="dir_8f7b7985954d5bf130d17768b9862b9d.html">SWType</a>
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<div class="contents">
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<h1>Hooks.Update.cpp File Reference</h1><code>#include "<a class="el" href="_s_w_type_2_body_8h.html">Body.h</a>"</code><br>
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<code>#include "<a class="el" href="_house_2_body_8h.html">../House/Body.h</a>"</code><br>
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<code>#include "<a class="el" href="_techno_2_body_8h.html">../Techno/Body.h</a>"</code><br>
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<code>#include <MouseClass.h></code><br>
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<code>#include <algorithm></code><br>
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<code>#include <functional></code><br>
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<table border="0" cellpadding="0" cellspacing="0">
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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"> </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>
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<hr><h2>Function Documentation</h2>
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<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="memproto">
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<table class="memname">
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<td class="memname">__declspec </td>
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<td class="paramtype">dllexport </td>
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<td class="paramname"> </td>
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<td> ) </td>
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<div class="fragment"><pre class="fragment"><a name="l00015"></a>00015 {
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<a name="l00016"></a>00016 GET(HouseClass *, pThis, ECX);
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<a name="l00017"></a>00017
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<a name="l00018"></a>00018 <span class="comment">// cache all super weapon statuses</span>
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<a name="l00019"></a>00019 <span class="keyword">struct </span>SWStatus {
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<a name="l00020"></a>00020 <span class="keywordtype">bool</span> Available;
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<a name="l00021"></a>00021 <span class="keywordtype">bool</span> PowerSourced;
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<a name="l00022"></a>00022 };
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<a name="l00023"></a>00023 SWStatus *Statuses = <span class="keyword">new</span> SWStatus[pThis->Supers.Count];
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<a name="l00024"></a>00024 <span class="keywordflow">for</span>(<span class="keywordtype">int</span> i = 0; i < pThis->Supers.Count; ++i) {
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<a name="l00025"></a>00025 Statuses[i].Available = <span class="keyword">false</span>;
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<a name="l00026"></a>00026 Statuses[i].PowerSourced = <span class="keyword">false</span>;
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<a name="l00027"></a>00027 }
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<a name="l00028"></a>00028
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<a name="l00029"></a>00029 <span class="comment">// look at every sane building this player owns, if it is not defeated already.</span>
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<a name="l00030"></a>00030 <span class="keywordflow">if</span>(!pThis->Defeated) {
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<a name="l00031"></a>00031 <span class="keywordflow">for</span>(<span class="keywordtype">int</span> idxBld = 0; idxBld < pThis->Buildings.Count; ++idxBld) {
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<a name="l00032"></a>00032 BuildingClass * pBld = pThis->Buildings.GetItem(idxBld);
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<a name="l00033"></a>00033 <span class="keywordflow">if</span>(pBld->IsAlive && !pBld->InLimbo) {
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<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);
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<a name="l00035"></a>00035
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<a name="l00036"></a>00036 <span class="comment">// the super weapon status update lambda.</span>
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<a name="l00037"></a>00037 <span class="keyword">auto</span> UpdateStatus = [=](<span class="keywordtype">int</span> idxSW) {
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<a name="l00038"></a>00038 <span class="keywordflow">if</span>(idxSW > -1) {
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<a name="l00039"></a>00039 Statuses[idxSW].Available = <span class="keyword">true</span>;
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<a name="l00040"></a>00040 <span class="keywordflow">if</span>(!Statuses[idxSW].PowerSourced) {
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<a name="l00041"></a>00041 Statuses[idxSW].PowerSourced = pBld->HasPower
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<a name="l00042"></a>00042 && pExt-><a class="code" href="class_techno_ext_1_1_ext_data.html#a58fe6e161408d0fb3e9146862a47b19">IsOperated</a>()
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<a name="l00043"></a>00043 && !pBld->IsUnderEMP();
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<a name="l00044"></a>00044 }
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<a name="l00045"></a>00045 }
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<a name="l00046"></a>00046 };
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<a name="l00047"></a>00047
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<a name="l00048"></a>00048 <span class="comment">// check for upgrades. upgrades can give super weapons, too.</span>
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<a name="l00049"></a>00049 <span class="keywordflow">for</span>(<span class="keywordtype">int</span> i = 0; i < 3; ++i) {
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<a name="l00050"></a>00050 <span class="keywordflow">if</span>(BuildingTypeClass *Upgrade = pBld->Upgrades[i]) {
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<a name="l00051"></a>00051 UpdateStatus(Upgrade->SuperWeapon);
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<a name="l00052"></a>00052 UpdateStatus(Upgrade->SuperWeapon2);
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<a name="l00053"></a>00053 }
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<a name="l00054"></a>00054 }
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<a name="l00055"></a>00055
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<a name="l00056"></a>00056 <span class="comment">// look for the main building.</span>
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<a name="l00057"></a>00057 UpdateStatus(pBld->FirstActiveSWIdx());
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<a name="l00058"></a>00058 UpdateStatus(pBld->SecondActiveSWIdx());
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<a name="l00059"></a>00059 }
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<a name="l00060"></a>00060 }
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<a name="l00061"></a>00061 }
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<a name="l00062"></a>00062
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<a name="l00063"></a>00063 <span class="comment">// now update every super weapon that is valid.</span>
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<a name="l00064"></a>00064 <span class="keywordflow">for</span>(<span class="keywordtype">int</span> idxSW = 0; idxSW < pThis->Supers.Count; ++idxSW) {
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<a name="l00065"></a>00065 SuperClass *pSW = pThis->Supers[idxSW];
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<a name="l00066"></a>00066 SuperWeaponTypeClass * pSWType = pSW->Type;
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<a name="l00067"></a>00067
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<a name="l00068"></a>00068 <span class="comment">// if this weapon has not been granted there's no need to update</span>
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<a name="l00069"></a>00069 <span class="keywordflow">if</span>(pSW->Granted) {
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<a name="l00070"></a>00070
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<a name="l00071"></a>00071 <span class="comment">// is this a super weapon to be updated?</span>
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<a name="l00072"></a>00072 <span class="comment">// sw is bound to a building and no single-shot => create goody otherwise</span>
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<a name="l00073"></a>00073 <span class="keywordtype">bool</span> isCreateGoody = (!pSW->unknown_bool_60 || pSW->Quantity);
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<a name="l00074"></a>00074 <span class="keywordtype">bool</span> needsUpdate = !isCreateGoody || pThis->Defeated;
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<a name="l00075"></a>00075 <span class="keywordflow">if</span>(needsUpdate) {
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<a name="l00076"></a>00076
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<a name="l00077"></a>00077 <span class="comment">// super weapons of defeated players are removed.</span>
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<a name="l00078"></a>00078 <span class="keywordflow">if</span>(!pThis->Defeated) {
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<a name="l00079"></a>00079
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<a name="l00080"></a>00080 <span class="comment">// turn off super weapons that are disallowed.</span>
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<a name="l00081"></a>00081 <span class="keywordflow">if</span>(!Unsorted::SWAllowed) {
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<a name="l00082"></a>00082 <span class="keywordflow">if</span>(pSWType->DisableableFromShell) {
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<a name="l00083"></a>00083 Statuses[idxSW].Available = <span class="keyword">false</span>;
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<a name="l00084"></a>00084 }
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<a name="l00085"></a>00085 }
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<a name="l00086"></a>00086
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<a name="l00087"></a>00087 <span class="comment">// there is at least one available and powered building,</span>
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<a name="l00088"></a>00088 <span class="comment">// but the house is generally on low power.</span>
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<a name="l00089"></a>00089 <span class="keywordflow">if</span>(pThis->PowerOutput < pThis->PowerDrain) {
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<a name="l00090"></a>00090 Statuses[idxSW].PowerSourced = <span class="keyword">false</span>;
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<a name="l00091"></a>00091 }
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<a name="l00092"></a>00092 } <span class="keywordflow">else</span> {
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<a name="l00093"></a>00093 <span class="comment">// remove. owner is defeated.</span>
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<a name="l00094"></a>00094 Statuses[idxSW].Available = <span class="keyword">false</span>;
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<a name="l00095"></a>00095 }
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<a name="l00096"></a>00096
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<a name="l00097"></a>00097 <span class="comment">// shut down or power up super weapon and decide whether</span>
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<a name="l00098"></a>00098 <span class="comment">// a sidebar tab update is needed.</span>
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<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->Defeated) {
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<a name="l00101"></a>00101 update = (pSW->Lose() && HouseClass::Player);
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<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->IsPowered() && pSW->SetOnHold(<span class="keyword">true</span>));
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<a name="l00104"></a>00104 } <span class="keywordflow">else</span> {
199
<a name="l00105"></a>00105 update = (Statuses[idxSW].PowerSourced && pSW->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>
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<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->GetArrayIndex(), 0);
210
<a name="l00116"></a>00116 MouseClass::Instance->RepaintSidebar(idxTab);
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<a name="l00117"></a>00117 }
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<a name="l00118"></a>00118 pThis->ShouldRecheckTechTree = <span class="keyword">true</span>;
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<a name="l00119"></a>00119 }
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<a name="l00120"></a>00120 }
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<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;
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<a name="l00129"></a>00129 }
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