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)); }