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); } }
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())); }