コード例 #1
0
ファイル: C4Scenario.cpp プロジェクト: Rocket-Fish/openclonk
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));
}
コード例 #2
0
ファイル: C4Scenario.cpp プロジェクト: Rocket-Fish/openclonk
void C4SHead::CompileFunc(StdCompiler *pComp, bool fSection)
{
	if (!fSection)
	{
		pComp->Value(mkNamingAdapt(Icon,                      "Icon",                 18));
		pComp->Value(mkNamingAdapt(mkStringAdaptMA(Title),    "Title",                "Default Title"));
		pComp->Value(mkNamingAdapt(mkStringAdaptMA(Loader),   "Loader",               ""));
		pComp->Value(mkNamingAdapt(mkStringAdaptMA(Font),     "Font",                 ""));
		pComp->Value(mkNamingAdapt(mkArrayAdaptDM(C4XVer,0),  "Version"               ));
		pComp->Value(mkNamingAdapt(Difficulty,                "Difficulty",           0));
		pComp->Value(mkNamingAdapt(MaxPlayer,                 "MaxPlayer",            C4S_MaxPlayerDefault));
		pComp->Value(mkNamingAdapt(MaxPlayerLeague,           "MaxPlayerLeague",      MaxPlayer));
		pComp->Value(mkNamingAdapt(MinPlayer,                 "MinPlayer",            0));
		pComp->Value(mkNamingAdapt(SaveGame,                  "SaveGame",             false));
		pComp->Value(mkNamingAdapt(Replay,                    "Replay",               false));
		pComp->Value(mkNamingAdapt(Film,                      "Film",                 0));
	}
	pComp->Value(mkNamingAdapt(NoInitialize,              "NoInitialize",         false));
	pComp->Value(mkNamingAdapt(RandomSeed,                "RandomSeed",           0));
	if (!fSection)
	{
		pComp->Value(mkNamingAdapt(mkStringAdaptMA(Engine),   "Engine",               ""));
		pComp->Value(mkNamingAdapt(mkStringAdaptMA(MissionAccess), "MissionAccess", ""));
		pComp->Value(mkNamingAdapt(Secret,                    "Secret",               false));
		pComp->Value(mkNamingAdapt(NetworkGame,               "NetworkGame",          false));
		pComp->Value(mkNamingAdapt(NetworkRuntimeJoin,        "NetworkRuntimeJoin",   false));
		pComp->Value(mkNamingAdapt(mkStrValAdapt(mkParAdapt(Origin, StdCompiler::RCT_All), C4InVal::VAL_SubPathFilename),  "Origin",  StdCopyStrBuf()));
		// windows needs backslashes in Origin; other systems use forward slashes
		if (pComp->isCompiler()) Origin.ReplaceChar(AltDirectorySeparator, DirectorySeparator);
	}
}
コード例 #3
0
ファイル: C4Scenario.cpp プロジェクト: Rocket-Fish/openclonk
void C4SDefinitions::CompileFunc(StdCompiler *pComp)
{
	pComp->Value(mkNamingAdapt(LocalOnly,               "LocalOnly",             false));
	pComp->Value(mkNamingAdapt(AllowUserChange,         "AllowUserChange",       false));
	pComp->Value(mkNamingAdapt(mkStringAdaptMA(Definition[0]), "Definition1", "Objects.ocd"));
	for (int32_t i = 1; i < C4S_MaxDefinitions; i++)
		pComp->Value(mkNamingAdapt(mkStringAdaptMA(Definition[i]), FormatString("Definition%i", i+1).getData(), ""));
	pComp->Value(mkNamingAdapt(SkipDefs,                "SkipDefs",              C4IDList()));
}
コード例 #4
0
ファイル: C4Scenario.cpp プロジェクト: ev1313/yaC
void C4SHead::CompileFunc(StdCompiler *pComp, bool fSection) {
  if (!fSection) {
    pComp->Value(mkNamingAdapt(Icon, "Icon", 18));
    pComp->Value(
        mkNamingAdapt(mkStringAdaptMA(Title), "Title", "Default Title"));
    pComp->Value(mkNamingAdapt(mkStringAdaptMA(Loader), "Loader", ""));
    pComp->Value(mkNamingAdapt(mkStringAdaptMA(Font), "Font", ""));
    pComp->Value(mkNamingAdapt(mkArrayAdaptDM(C4XVer, 0), "Version"));
    pComp->Value(mkNamingAdapt(Difficulty, "Difficulty", 0));
    pComp->Value(mkNamingAdapt(EnableUnregisteredAccess, "Access", FALSE));
    pComp->Value(mkNamingAdapt(MaxPlayer, "MaxPlayer", C4S_MaxPlayerDefault));
    pComp->Value(mkNamingAdapt(MaxPlayerLeague, "MaxPlayerLeague", MaxPlayer));
    pComp->Value(mkNamingAdapt(MinPlayer, "MinPlayer", 0));
    pComp->Value(mkNamingAdapt(SaveGame, "SaveGame", FALSE));
    pComp->Value(mkNamingAdapt(Replay, "Replay", FALSE));
    pComp->Value(mkNamingAdapt(Film, "Film", FALSE));
    pComp->Value(mkNamingAdapt(DisableMouse, "DisableMouse", FALSE));
    pComp->Value(mkNamingAdapt(IgnoreSyncChecks, "IgnoreSyncChecks", FALSE));
  }
  pComp->Value(mkNamingAdapt(NoInitialize, "NoInitialize", FALSE));
  pComp->Value(mkNamingAdapt(RandomSeed, "RandomSeed", 0));
  if (!fSection) {
    pComp->Value(mkNamingAdapt(mkStringAdaptMA(Engine), "Engine", ""));
    pComp->Value(
        mkNamingAdapt(mkStringAdaptMA(MissionAccess), "MissionAccess", ""));
    pComp->Value(mkNamingAdapt(NetworkGame, "NetworkGame", false));
    pComp->Value(
        mkNamingAdapt(NetworkRuntimeJoin, "NetworkRuntimeJoin", false));
    pComp->Value(mkNamingAdapt(ForcedGfxMode, "ForcedGfxMode", 0));
    pComp->Value(mkNamingAdapt(ForcedFairCrew, "ForcedNoCrew", 0));
    pComp->Value(mkNamingAdapt(FairCrewStrength, "DefCrewStrength", 0));
    pComp->Value(
        mkNamingAdapt(ForcedAutoContextMenu, "ForcedAutoContextMenu", -1));
    pComp->Value(
        mkNamingAdapt(ForcedControlStyle, "ForcedAutoStopControl", -1));
    pComp->Value(
        mkNamingAdapt(mkStrValAdapt(mkParAdapt(Origin, StdCompiler::RCT_All),
                                    C4InVal::VAL_SubPathFilename),
                      "Origin", StdCopyStrBuf()));
    // windows needs backslashes in Origin; other systems use forward slashes
    if (pComp->isCompiler())
      Origin.ReplaceChar(AltDirectorySeparator, DirectorySeparator);
  }
}
コード例 #5
0
ファイル: C4Scenario.cpp プロジェクト: lluchs/clonk-rage
void C4SWeather::CompileFunc(StdCompiler *pComp)
  {
  pComp->Value(mkNamingAdapt(Climate,                 "Climate",               C4SVal(50,10), true));
  pComp->Value(mkNamingAdapt(StartSeason,             "StartSeason",           C4SVal(50,50), true));
  pComp->Value(mkNamingAdapt(YearSpeed,               "YearSpeed",               C4SVal(50)));
  pComp->Value(mkNamingAdapt(Rain,                    "Rain",                  C4SVal()));
  pComp->Value(mkNamingAdapt(Wind,                    "Wind",                  C4SVal(0,70,-100,+100), true));
  pComp->Value(mkNamingAdapt(Lightning,               "Lightning",             C4SVal()));
  pComp->Value(mkNamingAdapt(mkStringAdaptMA(Precipitation),"Precipitation",   "Water"));
  pComp->Value(mkNamingAdapt(NoGamma,                 "NoGamma",               TRUE));
  }
コード例 #6
0
ファイル: C4Teams.cpp プロジェクト: sarah-russell12/openclonk
void C4Team::CompileFunc(StdCompiler *pComp)
{
	if (pComp->isCompiler()) Clear();
	pComp->Value(mkNamingAdapt(iID,                  "id",             0));
	pComp->Value(mkNamingAdapt(mkStringAdaptMA(Name), "Name",          ""));
	pComp->Value(mkNamingAdapt(iPlrStartIndex,       "PlrStartIndex",  0));
	pComp->Value(mkNamingAdapt(iPlayerCount,         "PlayerCount", 0));
	if (pComp->isCompiler()) { delete [] piPlayers; piPlayers = new int32_t [iPlayerCapacity = iPlayerCount]; ZeroMem(piPlayers, sizeof(*piPlayers) * iPlayerCount); }
	pComp->Value(mkNamingAdapt(mkArrayAdapt(piPlayers, iPlayerCount, -1), "Players"));
	pComp->Value(mkNamingAdapt(dwClr,                "Color",        0u));
	pComp->Value(mkNamingAdapt(mkParAdapt(sIconSpec, StdCompiler::RCT_All),
	                                                 "IconSpec",     StdCopyStrBuf()));
	pComp->Value(mkNamingAdapt(iMaxPlayer,           "MaxPlayer",    0));
}
コード例 #7
0
ファイル: C4Folder.cpp プロジェクト: ev1313/yaC
void C4FolderHead::CompileFunc(StdCompiler *pComp) {
  pComp->Value(mkNamingAdapt(Index, "Index", 0));
  pComp->Value(mkNamingAdapt(mkStringAdaptMA(Sort), "Sort", ""));
}