Arguments:
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player1, player2, priority, first_type, second_type, strid1, strid2, strid3
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Type:
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void
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As ConsiderNewProposal, probably doesn't make the first player just consider sending the proposal but send it immediately?
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Source:
// ----------------------------------------------------------------------------------------
//
// VOID SetNewProposal
// 1. sender
// 2. receiver
// 3. priority - int, the proposal's priority
// 4. first_type - int, ProposalDB index of first proposal
// [first_args] - if proposal has 'arg1' in ProposalDB, this is it
// 5. second_type - int, optional ProposalDB index of 'in addition' proposal
// [second_args] - if proposal has 'arg1' in ProposalDB, this is it
// 6. stringID1
// 7. stringID2
// 8. stringID3
// [tone] - int, 0 (Magnanimous/Kind) to 4 (Hostile/Angry)
//
// The type of first_arg and second_arg depends on first_type and second_type respectively.
// See ParseProposalDataSlicArgs
//
//-------------------------------------------------------------------------------------------
SFN_ERROR Slic_SetNewProposal::Call(SlicArgList *args)
{
if (args->Count() < 8)
return SFN_ERROR_NUM_ARGS;
sint32 argNum = 0;
NewProposal new_proposal;
if (!ParseNewProposalSlicArgs(args, argNum, new_proposal))
return SFN_ERROR_TYPE_ARGS;
// Diplomatic tone as optional argument
sint32 tone;
if ((static_cast(argNum) < args->Count()) && args->GetInt(argNum++, tone))
{
Assert((tone >= DIPLOMATIC_TONE_NOT_CHOSEN) && (tone < DIPLOMATIC_TONE_MAX));
new_proposal.detail.tone = static_cast(tone);
}
Diplomat::GetDiplomat(new_proposal.senderId).
SetMyLastNewProposal(new_proposal.receiverId, new_proposal);
return SFN_ERROR_OK;
} |
Information last updated by BureauBert on 26.06.2009
User Comments:
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