示例#1
0
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));
}
示例#2
0
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));
  }