Functions Part 4

//--------------------------NEW!!!-----------------------//

DLLIMPORT

int AskMultilineQuestion(int Nx,char* Name1,byte or1,char* Quest);

DLLIMPORT

void TakeFood(GAMEOBJ* Units);

DLLIMPORT

void TakeWood(GAMEOBJ* Units);

DLLIMPORT

void TakeStone(GAMEOBJ* Units);

DLLIMPORT

void RepairBuildingsBySel(byte Nat,GAMEOBJ* Buildings);

DLLIMPORT

bool CheckBuildingsComplete(GAMEOBJ* Buildings);

DLLIMPORT

int GetKilled(GAMEOBJ* Units);

DLLIMPORT

int GetUnitsByNation(GAMEOBJ* Units,byte Nat);

DLLIMPORT

void ProduceUnit(GAMEOBJ* Units,GAMEOBJ* UnitType,GAMEOBJ* DestGroup);

DLLIMPORT

bool CreateBuilding(byte Nat,GAMEOBJ* Zone,GAMEOBJ* UnitType,GAMEOBJ* DestGroup);

DLLIMPORT

void SetDestPoint(GAMEOBJ* Units,GAMEOBJ* Zone);

DLLIMPORT

void RegisterDynGroup(GAMEOBJ* Units);

DLLIMPORT

bool NationIsErased(byte Nat);

DLLIMPORT

int GetNUnits(GAMEOBJ* Units);

struct OneUnit{

         word Index;

         word Serial;

         word Life;   //rw

         word MaxLife;

         byte AddDamage; //rw

         byte AddShield; //rw

         word Stage;

         word MaxStage;

         word Kills;

         word NIndex;

         byte Usage;

         byte Building;

         int  x,y;       //rw

         byte Reserved[16];

};

DLLIMPORT

bool GetUnitInfo(GAMEOBJ* Units,int Index,OneUnit* Uni);

DLLIMPORT

void SetUnitInfo(OneUnit* Uni);

DLLIMPORT

void RemoveGroup(GAMEOBJ* Source,GAMEOBJ* Dest);

/////////////////////////////////////////////////////////////

//                                                         //

//                       AAA     IIII                      //

//                      AA AA     II                       //

//                     AA   AA    II                       //

//                     AAAAAAA    II                       //

//                     AA   AA   IIII                      //

//                                                         //

/////////////////////////////////////////////////////////////

DLLIMPORT

int GetAINation();

DLLIMPORT

bool TryUnit(GAMEOBJ* UnitType,int Max,byte CostPercent,byte Probability);

DLLIMPORT

bool TryUpgrade(GAMEOBJ* Upgrade,int CostPercent,int Probability);

DLLIMPORT

void SetMineBalanse(int N,word* Bal);

DLLIMPORT

void SetPDistribution(int OnFood,int OnWood,int OnStone);

DLLIMPORT

void AssignAmountOfMineUpgrades(int MU);

DLLIMPORT

bool AssignMineUpgrade(word U,char* Str,word val);

DLLIMPORT

void SET_MINE_CAPTURE_RADIUS(int x);

DLLIMPORT

void SET_MINE_UPGRADE1_RADIUS(int x);

DLLIMPORT

void SET_MINE_UPGRADE2_RADIUS(int x);

DLLIMPORT

void SET_DEFAULT_MAX_WORKERS(int x);

DLLIMPORT

void SET_MIN_PEASANT_BRIGADE(int x);

DLLIMPORT

int GetMoney(byte id);

DLLIMPORT

int GetUnits(GAMEOBJ* UnitType);

DLLIMPORT

int GetReadyUnits(GAMEOBJ* UnitType);

DLLIMPORT

bool UpgIsDone(GAMEOBJ* Upgrade);

DLLIMPORT

bool UpgIsRun(GAMEOBJ* Upgrade);

DLLIMPORT

void AssignMine(char* Name);

DLLIMPORT

void AssignPeasant(char* Name);

DLLIMPORT

void AssignHouse(char* Name);

DLLIMPORT

void AssignWall(char* Name);

DLLIMPORT

bool FieldExist();

DLLIMPORT

int GetDifficulty();

DLLIMPORT

int GetStartRes();

DLLIMPORT

int GetResOnMap();

DLLIMPORT

int GetLandType();

DLLIMPORT

void SetStandartVictory();

DLLIMPORT

void SetPlayerName(byte Nat,char* ID);

inline int  GetTotalAmount(GAMEOBJ* Units){

         return GetTotalAmount0(Units);

};

inline int  GetTotalAmount(GAMEOBJ* UnitType,byte Nation){

         return GetTotalAmount1(UnitType,Nation);

};

#define REG(x)   RegisterVar(&##x,sizeof x)

#define WOOD  0

#define GOLD  1

#define STONE 2

#define FOOD  3

#define IRON  4

#define COAL  5

 

#define LAND_AI     0

#define MEDITERR_AI 1

#define WATER_AI    2

 

#define EASY               0

#define NORMAL                   1

#define HARD              2

#define VERY_HARD   3

 

#define START_NORMAL  0

#define START_RICH    1

#define START_MILLION 2

 

#define RES_POOR   0

#define RES_NORMAL 1

#define RES_RICH   2

 

#define DEVELOPMENT          0x1001

#define WATER_BATTLE   0x1002

#define LAND_BATTLE    0x1003

#define MINES_CAPTURE  0x1004

#define TOWN_DEFENCE   0x1005

#define MINES_UPGRADE  0x1006

#define FAST_DIVERSION 0x1007

//----------------------------------------------//

BOOL APIENTRY DllMain( HANDLE hModule,

                       DWORD  ul_reason_for_call,

                       LPVOID lpReserved

                                                  ){

         switch (ul_reason_for_call){

                            case DLL_PROCESS_ATTACH:{

                                      OnInit();

                                      break;

                            };

                            break;

         };

    return TRUE;

}
 

 
Previous Pages:
 
Page 1- 2- 3- 4