void C4RoundResults::EvaluateGoals(C4IDList &GoalList, C4IDList &FulfilledGoalList, int32_t iPlayerNumber)
{
	// clear prev
	GoalList.Clear(); FulfilledGoalList.Clear();
	// Items
	int32_t cnt; C4ID idGoal;
	for (cnt=0; (idGoal=::Objects.GetListID(C4D_Goal,cnt)); cnt++)
	{
		// determine if the goal is fulfilled - do the calls even if the menu is not to be opened to ensure synchronization
		bool fFulfilled = false;;
		C4Object *pObj = C4Id2Def(idGoal) ? ::Objects.Find(::Definitions.ID2Def(idGoal)) : NULL;
		if (pObj)
		{
			// Check fulfilled per player, this enables the possibility of rivalry.
			C4AulParSet pars(iPlayerNumber);
			fFulfilled = !!pObj->Call(PSF_IsFulfilled, &pars);
		}
		GoalList.SetIDCount(idGoal, cnt, true);
		if (fFulfilled) FulfilledGoalList.SetIDCount(idGoal, 1, true);
	}
}
Exemplo n.º 2
0
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()));
}