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”, “
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);