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 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)); }