void C4SLandscape::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(ExactLandscape, "ExactLandscape", false)); pComp->Value(mkNamingAdapt(Vegetation, "Vegetation", C4IDList())); pComp->Value(mkNamingAdapt(VegLevel, "VegetationLevel", C4SVal(50,30,0,100), true)); pComp->Value(mkNamingAdapt(InEarth, "InEarth", C4IDList())); pComp->Value(mkNamingAdapt(InEarthLevel, "InEarthLevel", C4SVal(50,0,0,100), true)); pComp->Value(mkNamingAdapt(mkStringAdaptMA(SkyDef), "Sky", "")); pComp->Value(mkNamingAdapt(mkArrayAdaptDM(SkyDefFade,0),"SkyFade" )); pComp->Value(mkNamingAdapt(BottomOpen, "BottomOpen", 0)); pComp->Value(mkNamingAdapt(TopOpen, "TopOpen", 1)); pComp->Value(mkNamingAdapt(LeftOpen, "LeftOpen", 0)); pComp->Value(mkNamingAdapt(RightOpen, "RightOpen", 0)); pComp->Value(mkNamingAdapt(AutoScanSideOpen, "AutoScanSideOpen", true)); pComp->Value(mkNamingAdapt(MapWdt, "MapWidth", C4SVal(100,0,64,250), true)); pComp->Value(mkNamingAdapt(MapHgt, "MapHeight", C4SVal(50,0,40,250), true)); pComp->Value(mkNamingAdapt(MapZoom, "MapZoom", C4SVal(8,0,5,15), true)); pComp->Value(mkNamingAdapt(Amplitude, "Amplitude", C4SVal(0))); pComp->Value(mkNamingAdapt(Phase, "Phase", C4SVal(50))); pComp->Value(mkNamingAdapt(Period, "Period", C4SVal(15))); pComp->Value(mkNamingAdapt(Random, "Random", C4SVal(0))); pComp->Value(mkNamingAdapt(mkStringAdaptMA(Material),"Material", "Earth")); pComp->Value(mkNamingAdapt(mkStringAdaptMA(Liquid), "Liquid", "Water")); pComp->Value(mkNamingAdapt(LiquidLevel, "LiquidLevel", C4SVal())); pComp->Value(mkNamingAdapt(MapPlayerExtend, "MapPlayerExtend", 0)); pComp->Value(mkNamingAdapt(Layers, "Layers", C4NameList())); pComp->Value(mkNamingAdapt(Gravity, "Gravity", C4SVal(100,0,10,200), true)); pComp->Value(mkNamingAdapt(NoScan, "NoScan", false)); pComp->Value(mkNamingAdapt(KeepMapCreator, "KeepMapCreator", false)); pComp->Value(mkNamingAdapt(SkyScrollMode, "SkyScrollMode", 0)); pComp->Value(mkNamingAdapt(MaterialZoom, "MaterialZoom", 4)); pComp->Value(mkNamingAdapt(FlatChunkShapes, "FlatChunkShapes", false)); }
void C4SGame::CompileFunc(StdCompiler *pComp, bool fSection) { pComp->Value(mkNamingAdapt(Mode, "Mode", C4S_Cooperative)); pComp->Value(mkNamingAdapt(Elimination, "Elimination", C4S_EliminateCrew)); pComp->Value(mkNamingAdapt(CooperativeGoal, "CooperativeGoal", C4S_NoGoal)); pComp->Value(mkNamingAdapt(CreateObjects, "CreateObjects", C4IDList())); pComp->Value(mkNamingAdapt(ClearObjects, "ClearObjects", C4IDList())); pComp->Value(mkNamingAdapt(ClearMaterial, "ClearMaterials", C4NameList())); pComp->Value(mkNamingAdapt(ValueGain, "ValueGain", 0)); pComp->Value(mkNamingAdapt(EnableRemoveFlag, "EnableRemoveFlag", FALSE)); pComp->Value(mkNamingAdapt(Realism.ConstructionNeedsMaterial, "StructNeedMaterial", FALSE)); pComp->Value(mkNamingAdapt(Realism.StructuresNeedEnergy, "StructNeedEnergy", TRUE)); if (!fSection) { pComp->Value(mkNamingAdapt(Realism.ValueOverloads, "ValueOverloads", C4IDList())); } pComp->Value(mkNamingAdapt(mkRuntimeValueAdapt(Realism.LandscapePushPull), "LandscapePushPull", FALSE)); pComp->Value(mkNamingAdapt(mkRuntimeValueAdapt(Realism.LandscapeInsertThrust), "LandscapeInsertThrust",TRUE)); const StdBitfieldEntry<int32_t> BaseFunctionalities[] = { { "BASEFUNC_AutoSellContents", BASEFUNC_AutoSellContents }, { "BASEFUNC_RegenerateEnergy", BASEFUNC_RegenerateEnergy }, { "BASEFUNC_Buy", BASEFUNC_Buy }, { "BASEFUNC_Sell", BASEFUNC_Sell }, { "BASEFUNC_RejectEntrance", BASEFUNC_RejectEntrance }, { "BASEFUNC_Extinguish", BASEFUNC_Extinguish }, { "BASEFUNC_Default", BASEFUNC_Default }, { NULL, 0 } }; pComp->Value(mkNamingAdapt(mkRuntimeValueAdapt(mkBitfieldAdapt<int32_t>(Realism.BaseFunctionality, BaseFunctionalities)), "BaseFunctionality", BASEFUNC_Default)); pComp->Value(mkNamingAdapt(mkRuntimeValueAdapt(Realism.BaseRegenerateEnergyPrice), "BaseRegenerateEnergyPrice",BASE_RegenerateEnergyPrice)); pComp->Value(mkNamingAdapt(Goals, "Goals", C4IDList())); pComp->Value(mkNamingAdapt(Rules, "Rules", C4IDList())); pComp->Value(mkNamingAdapt(FoWColor, "FoWColor", 0u)); }
void C4SDefinitions::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(LocalOnly, "LocalOnly", FALSE)); pComp->Value(mkNamingAdapt(AllowUserChange, "AllowUserChange", FALSE)); for(int32_t i = 0; i < C4S_MaxDefinitions; i++) pComp->Value(mkNamingAdapt(mkStringAdaptMA(Definition[i]), FormatString("Definition%i", i+1).getData(), "")); pComp->Value(mkNamingAdapt(SkipDefs, "SkipDefs", C4IDList())); }
void C4SPlrStart::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(mkC4IDAdapt(NativeCrew), "StandardCrew", C4ID_None)); pComp->Value(mkNamingAdapt(Crew, "Clonks", C4SVal(1, 0, 1, 10), true)); pComp->Value(mkNamingAdapt(Wealth, "Wealth", C4SVal(0, 0, 0,250), true)); pComp->Value(mkNamingAdapt(mkArrayAdaptDM(Position,-1), "Position" )); pComp->Value(mkNamingAdapt(EnforcePosition, "EnforcePosition", 0)); pComp->Value(mkNamingAdapt(ReadyCrew, "Crew", C4IDList())); pComp->Value(mkNamingAdapt(ReadyBase, "Buildings", C4IDList())); pComp->Value(mkNamingAdapt(ReadyVehic, "Vehicles", C4IDList())); pComp->Value(mkNamingAdapt(ReadyMaterial, "Material", C4IDList())); pComp->Value(mkNamingAdapt(BuildKnowledge, "Knowledge", C4IDList())); pComp->Value(mkNamingAdapt(HomeBaseMaterial, "HomeBaseMaterial", C4IDList())); pComp->Value(mkNamingAdapt(HomeBaseProduction, "HomeBaseProduction", C4IDList())); pComp->Value(mkNamingAdapt(Magic, "Magic", C4IDList())); }
void C4RoundResults::CompileFunc(StdCompiler *pComp) { bool fCompiler = pComp->isCompiler(); if (fCompiler) Clear(); pComp->Value(mkNamingAdapt(Goals, "Goals", C4IDList())); pComp->Value(mkNamingAdapt(iPlayingTime, "PlayingTime", 0u)); pComp->Value(mkNamingAdapt(fHideSettlementScore, "HideSettlementScore", Game.C4S.Game.IsMelee())); pComp->Value(mkNamingAdapt(sCustomEvaluationStrings, "CustomEvaluationStrings", StdCopyStrBuf())); pComp->Value(mkNamingAdapt(iLeaguePerformance, "LeaguePerformance", 0)); pComp->Value(mkNamingAdapt(Players, "PlayerInfos", C4RoundResultsPlayers())); pComp->Value(mkNamingAdapt(sNetResult, "NetResult", StdCopyStrBuf())); StdEnumEntry<NetResult> NetResultEntries[] = { { "", NR_None }, { "LeagueOK", NR_LeagueOK }, { "LeagueError", NR_LeagueError}, { "NetError", NR_NetError }, }; pComp->Value(mkNamingAdapt(mkEnumAdaptT<uint8_t>(eNetResult, NetResultEntries), "NetResult", NR_None)); }
void C4SPlrStart::CompileFunc(StdCompiler *pComp) { C4IDList crewDefault; crewDefault.SetIDCount(C4ID::Clonk,1,true); pComp->Value(mkNamingAdapt(Wealth, "Wealth", C4SVal(0, 0, 0,250), true)); pComp->Value(mkNamingAdapt(mkArrayAdaptDM(Position,-1), "Position" )); pComp->Value(mkNamingAdapt(EnforcePosition, "EnforcePosition", 0)); pComp->Value(mkNamingAdapt(ReadyCrew, "Crew", crewDefault)); pComp->Value(mkNamingAdapt(ReadyBase, "Buildings", C4IDList())); pComp->Value(mkNamingAdapt(ReadyVehic, "Vehicles", C4IDList())); pComp->Value(mkNamingAdapt(ReadyMaterial, "Material", C4IDList())); pComp->Value(mkNamingAdapt(BuildKnowledge, "Knowledge", C4IDList())); pComp->Value(mkNamingAdapt(BaseMaterial, "BaseMaterial", C4IDList())); pComp->Value(mkNamingAdapt(BaseProduction, "BaseProduction", C4IDList())); }
void C4SEnvironment::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(Objects, "Objects", C4IDList())); }
void C4SAnimals::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(FreeLife, "Animal", C4IDList())); pComp->Value(mkNamingAdapt(EarthNest, "Nest", C4IDList())); }
void C4SGame::CompileFunc(StdCompiler *pComp, bool fSection) { if (!fSection) { pComp->Value(mkNamingAdapt(Realism.ValueOverloads, "ValueOverloads", C4IDList())); } pComp->Value(mkNamingAdapt(mkRuntimeValueAdapt(Realism.LandscapePushPull), "LandscapePushPull", false)); pComp->Value(mkNamingAdapt(mkRuntimeValueAdapt(Realism.LandscapeInsertThrust), "LandscapeInsertThrust",true)); pComp->Value(mkNamingAdapt(mkParAdapt(Mode, StdCompiler::RCT_IdtfAllowEmpty), "Mode", StdCopyStrBuf())); pComp->Value(mkNamingAdapt(Goals, "Goals", C4IDList())); pComp->Value(mkNamingAdapt(Rules, "Rules", C4IDList())); pComp->Value(mkNamingAdapt(FoWEnabled, "FoWEnabled", true)); }
void C4Def::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(id, "id", C4ID::None )); pComp->Value(mkNamingAdapt(toC4CArr(rC4XVer), "Version" )); pComp->Value(mkNamingAdapt(mkParAdapt(RequireDef, false), "RequireDef", C4IDList() )); const StdBitfieldEntry<int32_t> Categories[] = { { "C4D_None", C4D_None }, { "C4D_StaticBack", C4D_StaticBack }, { "C4D_Structure", C4D_Structure }, { "C4D_Vehicle", C4D_Vehicle }, { "C4D_Living", C4D_Living }, { "C4D_Object", C4D_Object }, { "C4D_Goal", C4D_Goal }, { "C4D_Rule", C4D_Rule }, { "C4D_Environment", C4D_Environment }, { "C4D_Background", C4D_Background }, { "C4D_Parallax", C4D_Parallax }, { "C4D_MouseSelect", C4D_MouseSelect }, { "C4D_Foreground", C4D_Foreground }, { "C4D_MouseIgnore", C4D_MouseIgnore }, { "C4D_IgnoreFoW", C4D_IgnoreFoW }, { NULL, 0 } }; pComp->Value(mkNamingAdapt(mkBitfieldAdapt<int32_t>(Category, Categories), "Category", 0 )); pComp->Value(mkParAdapt(Shape, static_cast<C4Shape*>(NULL))); pComp->Value(mkNamingAdapt(Value, "Value", 0 )); pComp->Value(mkNamingAdapt(Mass, "Mass", 0 )); pComp->Value(mkNamingAdapt(SolidMask, "SolidMask", TargetRect0 )); pComp->Value(mkNamingAdapt(TopFace, "TopFace", TargetRect0 )); pComp->Value(mkNamingAdapt(PictureRect, "Picture", Rect0 )); pComp->Value(mkNamingAdapt(Entrance, "Entrance", Rect0 )); pComp->Value(mkNamingAdapt(Collection, "Collection", Rect0 )); pComp->Value(mkNamingAdapt(Exclusive, "Exclusive", 0 )); pComp->Value(mkNamingAdapt(Line, "Line", 0 )); // <Newton> undocumented, but obsolete? I don't understand the sense of this value. pComp->Value(mkNamingAdapt(LineIntersect, "LineIntersect", 0 )); pComp->Value(mkNamingAdapt(CrewMember, "CrewMember", 0 )); pComp->Value(mkNamingAdapt(NativeCrew, "NoStandardCrew", 0 )); pComp->Value(mkNamingAdapt(Constructable, "Construction", 0 )); const StdBitfieldEntry<int32_t> GrabPutGetTypes[] = { { "C4D_GrabGet" ,C4D_Grab_Get}, { "C4D_GrabPut" ,C4D_Grab_Put}, { NULL, 0} }; pComp->Value(mkNamingAdapt(mkBitfieldAdapt(GrabPutGet, GrabPutGetTypes), "GrabPutGet", 0 )); pComp->Value(mkNamingAdapt(Rotateable, "Rotate", 0 )); pComp->Value(mkNamingAdapt(RotatedEntrance, "RotatedEntrance", 0 )); pComp->Value(mkNamingAdapt(Float, "Float", 0 )); pComp->Value(mkNamingAdapt(ColorByOwner, "ColorByOwner", 0 )); pComp->Value(mkNamingAdapt(NoHorizontalMove, "HorizontalFix", 0 )); pComp->Value(mkNamingAdapt(LiftTop, "LiftTop", 0 )); pComp->Value(mkNamingAdapt(UprightAttach, "UprightAttach", 0 )); pComp->Value(mkNamingAdapt(GrowthType, "StretchGrowth", 0 )); pComp->Value(mkNamingAdapt(IncompleteActivity, "IncompleteActivity", 0 )); pComp->Value(mkNamingAdapt(AttractLightning, "AttractLightning", 0 )); pComp->Value(mkNamingAdapt(Oversize, "Oversize", 0 )); // <Newton> Fragile and Projectile are kinda obsolete. // Only used at one point in the command system. Should rather be solved with properties if at all pComp->Value(mkNamingAdapt(Fragile, "Fragile", 0 )); pComp->Value(mkNamingAdapt(Projectile, "Projectile", 0 )); pComp->Value(mkNamingAdapt(NoPushEnter, "NoPushEnter", 0 )); pComp->Value(mkNamingAdapt(VehicleControl, "VehicleControl", 0 )); pComp->Value(mkNamingAdapt(Pathfinder, "Pathfinder", 0 )); pComp->Value(mkNamingAdapt(MoveToRange, "MoveToRange", 0 )); pComp->Value(mkNamingAdapt(NoMassFromContents, "NoMassFromContents", 0 )); pComp->Value(mkNamingAdapt(NoStabilize, "NoStabilize", 0 )); pComp->Value(mkNamingAdapt(ClosedContainer, "ClosedContainer", 0 )); pComp->Value(mkNamingAdapt(SilentCommands, "SilentCommands", 0 )); pComp->Value(mkNamingAdapt(TemporaryCrew, "TemporaryCrew", 0 )); pComp->Value(mkNamingAdapt(BlitMode, "BlitMode", C4D_Blit_Normal )); pComp->Value(mkNamingAdapt(NoBreath, "NoBreath", 0 )); pComp->Value(mkNamingAdapt(ConSizeOff, "ConSizeOff", 0 )); pComp->Value(mkNamingAdapt(NoGet, "NoGet", 0 )); pComp->Value(mkNamingAdapt(NoTransferZones, "NoTransferZones", 0 )); const StdBitfieldEntry<int32_t> AllowPictureStackModes[] = { { "APS_Color", APS_Color }, { "APS_Graphics", APS_Graphics }, { "APS_Name", APS_Name }, { "APS_Overlay", APS_Overlay }, { NULL, 0 } }; pComp->Value(mkNamingAdapt(mkBitfieldAdapt<int32_t>(AllowPictureStack, AllowPictureStackModes), //undocumented "AllowPictureStack", 0 )); }