Functions Part 2

bool CreateZoneNearUnit(GAMEOBJ* DstZone,GAMEOBJ* Zone,GAMEOBJ* UnitType,byte Nat,int R);

 

Creates the dynamic zone “DstZone”, located most close to zone “Zone” near a unit of type “UnitType” of nation “Nat” in radius R (radius in pixels).

 

 

 

void SetLightSpot(GAMEOBJ* Zone,int R,byte index);

 

Open a map area in zone “Zone” in radius R (radius in standard units, equal to a review of units.) and assign to this area number “index”.

 

 

 

void ClearLightSpot(byte index);

 

Close the shined area number “index”.

 

 

 

int GetTopDst(GAMEOBJ* Z1,GAMEOBJ* Z2);

 

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void AttackEnemyInZone(GAMEOBJ* Grp,GAMEOBJ* Zone,byte EnmNation);

 

Attack by group “Grp” of enemies of nation “EnmNation” in zone “Zone”. (Its necessary to give constantly this comand).

 

 

 

void StartAI(byte Nat,char* Name,int Land,int Money,int ResOnMap,int Difficulty);

 

Start AI for nation “NAT”. Name – name of AI in quotation marks, from file “TEXT\AI.txt”. Land – type of terrain LAND_AI, MEDITERR_AI, WATER_AI. Money – starting resources: START_NORMAL, START_RICH, START_MILLION. ResOnMap – the quantity of resources on a map: RES_POOR, RES_NORMAL, RES_RICH. Difficulty – complexity(difficulty): from 0 to 3.

 

 

 

void DoNotUseSelInAI(byte Nat);

 

Not allow to use allocated units AI of nation “NAT”.

 

 

 

void SetAIProperty(byte NAT,int Prop,int Val);

 

Establish property AI of nation “NAT” in value “VAL” (0 –switch off, 1 – switch on, all inclusive by default).

 

Properties of AI:

 

DEVELOPMENT – development

 

WATER_BATTLE – fleet

 

LAND_BATTLE – land forces

 

MINES_CAPTURE – capture of mines

 

TOWN_DEFENCE – protection of own base

 

MINES_UPGRADE – improvement of own mines

 

FAST_DIVERSION - cavalry attacks

 

 

 

int AskComplexQuestion(int Nx,char* Name1,byte or1,char* Name2,byte or2,char* Quest);

 

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void SetTutorial(bool State);

 

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bool GetQuestPressed();

 

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void DisableUpgrade(byte Nat,GAMEOBJ* Upg);

 

Forbid upgrade “Upg” for nation “NAT”.

 

 

 

void EnableUnit(byte Nat,GAMEOBJ* Type,bool State);

 

Establish possibility of manufacture of unit of type “TYPE” for nation “NAT”. State 1 – allow, 0 – forbid.

 

 

 

int GetMyNation();

 

Returns number of nation, which player controls (basically for historical battles).

 

 

void SelErase(byte NI);
 

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