Functions Part 2

void SelChangeNation(byte SrcNat,byte DstNat);

 

establish to the allocated units of nation SrcNat new nation DstNat

 

 

void SetStandGround(byte Nat,byte val);

 

For the allocated group of nation “Nat” at “val=1” - establish “Stand Ground”, “0” - to remove.

 

 

void AllowAttack(byte Nat,byte val);

 

For the allocated group of nation “Nat” at the “val=1” – allow the attack, 0 – forbid.

 

 

 

void SelAutoKill(byte Nat);

 

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void HINT(GAMEOBJ* Hint,int time);

 

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void DisableMission(char MISSID);

 

Not to show an inscription marked with the Latin letter in file “Miss*.txt”, given out on F1. “MISSID” - the Latin letter in apostrophes.

 

 

 

void EnableMission(char MISSID);

 

To show an inscription marked with the Latin letter in the file “Miss*.txt” , given out on F1. “MISSSID – the Latin letter in apostrophes

 

 

void SetVictoryText(char* ID);

 

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void SetLooseText(char* ID);

 

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void ShowVictory();

 

Give out a message on a victory.

 

 

 

void LooseGame();

 

Give out a message on a defeat.

 

 

 

void ShowCentralText(char* ID,int time);

 

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void ShowPage(char* Name);

 

Show the text from file “Miss*.txt”. Its identifier, for example “#PAGE1” specified in quotation marks.

 

 

bool AskQuestion(char* Name);

 

Returns the answer to a question from file “Miss*.txt”. Its identifier, “#PAGE1” specified in quotation marks.

Yes – 1, No – 0.

 

 

 

int GetResource(byte Nat,byte ID);

 

Returns quantity of resource ID at nation “NAT”.

 

ID for resources can be:

 

FOOD

 

GOLD

 

WOOD

 

STONE

 

IRON

 

COAL

 

 

 

void AddResource(byte Nat,byte ID,int Amount);

 

Add for nation “NAT” quantity of resource ID, equal “AMOUNT”.

 

 

void SetResource(byte Nat,byte ID,int Amount);

 

Establish for nation “NAT” quantity of resource ID, equal “AMOUNT”.

 

 

 

int GetUnitCost(byte Nat,GAMEOBJ* UnitType,byte ResID);

 

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int GetUpgradeCost(byte Nat,GAMEOBJ* Upgrade,byte ResID);

 

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void RunTimer(byte ID,int Long);

 

Start the timer number ID for the “LONG” period.

 

Time specified in the standard units, minute is approximately equal 1000.

 

 

 

bool TimerDone(byte ID);

 

Returns “true” if the timer has com to the end.

 

 

 

bool TimerDoneFirst(byte ID);

 

Returns “true” if the timer has com to the end. (1 time, after that “false” again).

 

 

 

bool TimerIsEmpty(byte ID);

 

Returns “true” if the timer is not started.

 

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void FreeTimer(byte ID);

 

To null value of the timer. (As though it did not start).

 

 

int GetTime(byte ID);

 

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int GetGlobalTime();

 

Returns global game time (its readout is conducted in same units, as the timer, readout begins with mission start).

 

 

 

byte Trigg(byte ID);

 

Returns a value of the trigger ID.

 

 

 

void SetTrigg(byte ID,byte Val);

 

Establishes to trigger ID value “VAL”.

 

 

 

void RunAI(byte Nat);

 

Not to use.

 

 

 

void RunAIWithPeasants(byte Nat,char* P_Name);

 

Not to use.

 

 

 

void SetStartPoint(GAMEOBJ* Zone);

 

Establish the screen in zone “ZONE”.

 

 

 

bool UnitsCenter(GAMEOBJ* DstZone,GAMEOBJ* Units,word R);

 

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bool SelCenter(GAMEOBJ* DstZone,byte Nat,int R);

 

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