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(
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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,
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).