Populous: The Beginning Script 3  1.0.0
Documentation for Populous Script 3 engine
Module_PopScript.h File Reference

Go to the source code of this file.

Macros

#define INT_GAME_TURN   (0)
 
#define INT_MY_NUM_PEOPLE   (1)
 
#define INT_BLUE_PEOPLE   (2)
 
#define INT_RED_PEOPLE   (3)
 
#define INT_YELLOW_PEOPLE   (4)
 
#define INT_GREEN_PEOPLE   (5)
 
#define INT_MY_NUM_KILLED_BY_HUMAN   (6)
 
#define INT_RED_KILLED_BY_HUMAN   (7)
 
#define INT_YELLOW_KILLED_BY_HUMAN   (8)
 
#define INT_GREEN_KILLED_BY_HUMAN   (9)
 
#define INT_WILD_PEOPLE   (10)
 
#define INT_BLUE_MANA   (11)
 
#define INT_RED_MANA   (12)
 
#define INT_YELLOW_MANA   (13)
 
#define INT_GREEN_MANA   (14)
 
#define ATTR_EXPANSION   (0)
 
#define ATTR_PREF_SPY_TRAINS   (1)
 
#define ATTR_PREF_RELIGIOUS_TRAINS   (2)
 
#define ATTR_PREF_WARRIOR_TRAINS   (3)
 
#define ATTR_PREF_SUPER_WARRIOR_TRAINS   (4)
 
#define ATTR_PREF_SPY_PEOPLE   (5)
 
#define ATTR_PREF_RELIGIOUS_PEOPLE   (6)
 
#define ATTR_PREF_WARRIOR_PEOPLE   (7)
 
#define ATTR_PREF_SUPER_WARRIOR_PEOPLE   (8)
 
#define ATTR_MAX_BUILDINGS_ON_GO   (9)
 
#define ATTR_HOUSE_PERCENTAGE   (10)
 
#define ATTR_AWAY_BRAVE   (11)
 
#define ATTR_AWAY_WARRIOR   (12)
 
#define ATTR_AWAY_RELIGIOUS   (13)
 
#define ATTR_DEFENSE_RAD_INCR   (14)
 
#define ATTR_MAX_DEFENSIVE_ACTIONS   (15)
 
#define ATTR_AWAY_SPY   (16)
 
#define ATTR_AWAY_SUPER_WARRIOR   (17)
 
#define ATTR_ATTACK_PERCENTAGE   (18)
 
#define ATTR_AWAY_MEDICINE_MAN   (19)
 
#define ATTR_PEOPLE_PER_BOAT   (20)
 
#define ATTR_PEOPLE_PER_BALLOON   (21)
 
#define ATTR_DONT_USE_BOATS   (22)
 
#define ATTR_MAX_SPY_ATTACKS   (23)
 
#define ATTR_ENEMY_SPY_MAX_STAND   (24)
 
#define ATTR_MAX_ATTACKS   (25)
 
#define ATTR_EMPTY_AT_WAYPOINT   (26)
 
#define ATTR_SPY_CHECK_FREQUENCY   (27)
 
#define ATTR_RETREAT_VALUE   (28)
 
#define ATTR_BASE_UNDER_ATTACK_RETREAT   (29)
 
#define ATTR_RANDOM_BUILD_SIDE   (30)
 
#define ATTR_USE_PREACHER_FOR_DEFENCE   (31)
 
#define ATTR_SHAMEN_BLAST   (32)
 
#define ATTR_MAX_TRAIN_AT_ONCE   (33)
 
#define ATTR_GROUP_OPTION   (34)
 
#define ATTR_PREF_BOAT_HUTS   (35)
 
#define ATTR_PREF_BALLOON_HUTS   (36)
 
#define ATTR_PREF_BOAT_DRIVERS   (37)
 
#define ATTR_PREF_BALLOON_DRIVERS   (38)
 
#define ATTR_FIGHT_STOP_DISTANCE   (39)
 
#define ATTR_SPY_DISCOVER_CHANCE   (40)
 
#define ATTR_COUNT_PREACH_DAMAGE   (41)
 
#define ATTR_DONT_GROUP_AT_DT   (42)
 
#define ATTR_SPELL_DELAY   (43)
 
#define ATTR_DONT_DELETE_USELESS_BOAT_HOUSE   (44)
 
#define ATTR_BOAT_HOUSE_BROKEN   (45)
 
#define ATTR_DONT_AUTO_TRAIN_PREACHERS   (46)
 
#define ATTR_SPARE_6   (47)
 
#define INT_MY_MANA   (48+(1000))
 
#define INT_M_SPELL_BURN_COST   (49+(1000))
 
#define INT_M_SPELL_BLAST_COST   (50+(1000))
 
#define INT_M_SPELL_LIGHTNING_BOLT_COST   (51+(1000))
 
#define INT_M_SPELL_WHIRLWIND_COST   (52+(1000))
 
#define INT_M_SPELL_INSECT_PLAGUE_COST   (53+(1000))
 
#define INT_M_SPELL_INVISIBILITY_COST   (54+(1000))
 
#define INT_M_SPELL_HYPNOTISM_COST   (55+(1000))
 
#define INT_M_SPELL_FIRESTORM_COST   (56+(1000))
 
#define INT_M_SPELL_GHOST_ARMY_COST   (57+(1000))
 
#define INT_M_SPELL_EROSION_COST   (58+(1000))
 
#define INT_M_SPELL_SWAMP_COST   (59+(1000))
 
#define INT_M_SPELL_LAND_BRIDGE_COST   (60+(1000))
 
#define INT_M_SPELL_ANGEL_OF_DEATH_COST   (61+(1000))
 
#define INT_M_SPELL_EARTHQUAKE_COST   (62+(1000))
 
#define INT_M_SPELL_FLATTEN_COST   (63+(1000))
 
#define INT_M_SPELL_VOLCANO_COST   (64+(1000))
 
#define INT_M_SPELL_WRATH_OF_GOD_COST   (65+(1000))
 
#define INT_M_BUILDING_TEPEE   (66+(1000))
 
#define INT_M_BUILDING_HUT   (67+(1000))
 
#define INT_M_BUILDING_FARM   (68+(1000))
 
#define INT_M_BUILDING_DRUM_TOWER   (69+(1000))
 
#define INT_M_BUILDING_TEMPLE   (70+(1000))
 
#define INT_M_BUILDING_SPY_TRAIN   (71+(1000))
 
#define INT_M_BUILDING_WARRIOR_TRAIN   (72+(1000))
 
#define INT_M_BUILDING_SUPER_TRAIN   (73+(1000))
 
#define INT_M_BUILDING_RECONVERSION   (74+(1000))
 
#define INT_M_BUILDING_WALL_PIECE   (75+(1000))
 
#define INT_M_BUILDING_GATE   (76+(1000))
 
#define INT_M_BUILDING_CURR_OE_SLOT   (77+(1000))
 
#define INT_M_BUILDING_BOAT_HUT_1   (78+(1000))
 
#define INT_M_BUILDING_BOAT_HUT_2   (79+(1000))
 
#define INT_M_BUILDING_AIRSHIP_HUT_1   (80+(1000))
 
#define INT_M_BUILDING_AIRSHIP_HUT_2   (81+(1000))
 
#define INT_B_BUILDING_TEPEE   (82+(1000))
 
#define INT_B_BUILDING_HUT   (83+(1000))
 
#define INT_B_BUILDING_FARM   (84+(1000))
 
#define INT_B_BUILDING_DRUM_TOWER   (85+(1000))
 
#define INT_B_BUILDING_TEMPLE   (86+(1000))
 
#define INT_B_BUILDING_SPY_TRAIN   (87+(1000))
 
#define INT_B_BUILDING_WARRIOR_TRAIN   (88+(1000))
 
#define INT_B_BUILDING_SUPER_TRAIN   (89+(1000))
 
#define INT_B_BUILDING_RECONVERSION   (90+(1000))
 
#define INT_B_BUILDING_WALL_PIECE   (91+(1000))
 
#define INT_B_BUILDING_GATE   (92+(1000))
 
#define INT_B_BUILDING_CURR_OE_SLOT   (93+(1000))
 
#define INT_B_BUILDING_BOAT_HUT_1   (94+(1000))
 
#define INT_B_BUILDING_BOAT_HUT_2   (95+(1000))
 
#define INT_B_BUILDING_AIRSHIP_HUT_1   (96+(1000))
 
#define INT_B_BUILDING_AIRSHIP_HUT_2   (97+(1000))
 
#define INT_R_BUILDING_TEPEE   (98+(1000))
 
#define INT_R_BUILDING_HUT   (99+(1000))
 
#define INT_R_BUILDING_FARM   (100+(1000))
 
#define INT_R_BUILDING_DRUM_TOWER   (101+(1000))
 
#define INT_R_BUILDING_TEMPLE   (102+(1000))
 
#define INT_R_BUILDING_SPY_TRAIN   (103+(1000))
 
#define INT_R_BUILDING_WARRIOR_TRAIN   (104+(1000))
 
#define INT_R_BUILDING_SUPER_TRAIN   (105+(1000))
 
#define INT_R_BUILDING_RECONVERSION   (106+(1000))
 
#define INT_R_BUILDING_WALL_PIECE   (107+(1000))
 
#define INT_R_BUILDING_GATE   (108+(1000))
 
#define INT_R_BUILDING_CURR_OE_SLOT   (109+(1000))
 
#define INT_R_BUILDING_BOAT_HUT_1   (110+(1000))
 
#define INT_R_BUILDING_BOAT_HUT_2   (111+(1000))
 
#define INT_R_BUILDING_AIRSHIP_HUT_1   (112+(1000))
 
#define INT_R_BUILDING_AIRSHIP_HUT_2   (113+(1000))
 
#define INT_Y_BUILDING_TEPEE   (114+(1000))
 
#define INT_Y_BUILDING_HUT   (115+(1000))
 
#define INT_Y_BUILDING_FARM   (116+(1000))
 
#define INT_Y_BUILDING_DRUM_TOWER   (117+(1000))
 
#define INT_Y_BUILDING_TEMPLE   (118+(1000))
 
#define INT_Y_BUILDING_SPY_TRAIN   (119+(1000))
 
#define INT_Y_BUILDING_WARRIOR_TRAIN   (120+(1000))
 
#define INT_Y_BUILDING_SUPER_TRAIN   (121+(1000))
 
#define INT_Y_BUILDING_RECONVERSION   (122+(1000))
 
#define INT_Y_BUILDING_WALL_PIECE   (123+(1000))
 
#define INT_Y_BUILDING_GATE   (124+(1000))
 
#define INT_Y_BUILDING_CURR_OE_SLOT   (125+(1000))
 
#define INT_Y_BUILDING_BOAT_HUT_1   (126+(1000))
 
#define INT_Y_BUILDING_BOAT_HUT_2   (127+(1000))
 
#define INT_Y_BUILDING_AIRSHIP_HUT_1   (128+(1000))
 
#define INT_Y_BUILDING_AIRSHIP_HUT_2   (129+(1000))
 
#define INT_G_BUILDING_TEPEE   (130+(1000))
 
#define INT_G_BUILDING_HUT   (131+(1000))
 
#define INT_G_BUILDING_FARM   (132+(1000))
 
#define INT_G_BUILDING_DRUM_TOWER   (133+(1000))
 
#define INT_G_BUILDING_TEMPLE   (134+(1000))
 
#define INT_G_BUILDING_SPY_TRAIN   (135+(1000))
 
#define INT_G_BUILDING_WARRIOR_TRAIN   (136+(1000))
 
#define INT_G_BUILDING_SUPER_TRAIN   (137+(1000))
 
#define INT_G_BUILDING_RECONVERSION   (138+(1000))
 
#define INT_G_BUILDING_WALL_PIECE   (139+(1000))
 
#define INT_G_BUILDING_GATE   (140+(1000))
 
#define INT_G_BUILDING_CURR_OE_SLOT   (141+(1000))
 
#define INT_G_BUILDING_BOAT_HUT_1   (142+(1000))
 
#define INT_G_BUILDING_BOAT_HUT_2   (143+(1000))
 
#define INT_G_BUILDING_AIRSHIP_HUT_1   (144+(1000))
 
#define INT_G_BUILDING_AIRSHIP_HUT_2   (145+(1000))
 
#define INT_M_PERSON_BRAVE   (146+(1000))
 
#define INT_M_PERSON_WARRIOR   (147+(1000))
 
#define INT_M_PERSON_RELIGIOUS   (148+(1000))
 
#define INT_M_PERSON_SPY   (149+(1000))
 
#define INT_M_PERSON_SUPER_WARRIOR   (150+(1000))
 
#define INT_M_PERSON_MEDICINE_MAN   (151+(1000))
 
#define INT_B_PERSON_BRAVE   (152+(1000))
 
#define INT_B_PERSON_WARRIOR   (153+(1000))
 
#define INT_B_PERSON_RELIGIOUS   (154+(1000))
 
#define INT_B_PERSON_SPY   (155+(1000))
 
#define INT_B_PERSON_SUPER_WARRIOR   (156+(1000))
 
#define INT_B_PERSON_MEDICINE_MAN   (157+(1000))
 
#define INT_R_PERSON_BRAVE   (158+(1000))
 
#define INT_R_PERSON_WARRIOR   (159+(1000))
 
#define INT_R_PERSON_RELIGIOUS   (160+(1000))
 
#define INT_R_PERSON_SPY   (161+(1000))
 
#define INT_R_PERSON_SUPER_WARRIOR   (162+(1000))
 
#define INT_R_PERSON_MEDICINE_MAN   (163+(1000))
 
#define INT_Y_PERSON_BRAVE   (164+(1000))
 
#define INT_Y_PERSON_WARRIOR   (165+(1000))
 
#define INT_Y_PERSON_RELIGIOUS   (166+(1000))
 
#define INT_Y_PERSON_SPY   (167+(1000))
 
#define INT_Y_PERSON_SUPER_WARRIOR   (168+(1000))
 
#define INT_Y_PERSON_MEDICINE_MAN   (169+(1000))
 
#define INT_G_PERSON_BRAVE   (170+(1000))
 
#define INT_G_PERSON_WARRIOR   (171+(1000))
 
#define INT_G_PERSON_RELIGIOUS   (172+(1000))
 
#define INT_G_PERSON_SPY   (173+(1000))
 
#define INT_G_PERSON_SUPER_WARRIOR   (174+(1000))
 
#define INT_G_PERSON_MEDICINE_MAN   (175+(1000))
 
#define INT_BLUE_KILLED_BY_ME   (176+(1000))
 
#define INT_RED_KILLED_BY_ME   (177+(1000))
 
#define INT_YELLOW_KILLED_BY_ME   (178+(1000))
 
#define INT_GREEN_KILLED_BY_ME   (179+(1000))
 
#define INT_MY_NUM_KILLED_BY_BLUE   (180+(1000))
 
#define INT_MY_NUM_KILLED_BY_RED   (181+(1000))
 
#define INT_MY_NUM_KILLED_BY_YELLOW   (182+(1000))
 
#define INT_MY_NUM_KILLED_BY_GREEN   (183+(1000))
 
#define INT_BURN   (184+(1000))
 
#define INT_BLAST   (185+(1000))
 
#define INT_LIGHTNING_BOLT   (186+(1000))
 
#define INT_WHIRLWIND   (187+(1000))
 
#define INT_INSECT_PLAGUE   (188+(1000))
 
#define INT_INVISIBILITY   (189+(1000))
 
#define INT_HYPNOTISM   (190+(1000))
 
#define INT_FIRESTORM   (191+(1000))
 
#define INT_GHOST_ARMY   (192+(1000))
 
#define INT_EROSION   (193+MAX_INT_OFFSET)
 
#define INT_SWAMP   (194+(1000))
 
#define INT_LAND_BRIDGE   (195+(1000))
 
#define INT_ANGEL_OF_DEATH   (196+(1000))
 
#define INT_EARTHQUAKE   (197+MAX_INT_OFFSET)
 
#define INT_FLATTEN   (198+(1000))
 
#define INT_VOLCANO   (199+(1000))
 
#define INT_WRATH_OF_GOD   (200+(1000))
 
#define INT_BRAVE   (201+(1000))
 
#define INT_WARRIOR   (202+(1000))
 
#define INT_RELIGIOUS   (203+(1000))
 
#define INT_SPY   (204+(1000))
 
#define INT_SUPER_WARRIOR   (205+(1000))
 
#define INT_MEDICINE_MAN   (206+(1000))
 
#define INT_TEPEE   (207+(1000))
 
#define INT_HUT   (208+(1000))
 
#define INT_FARM   (209+(1000))
 
#define INT_DRUM_TOWER   (210+(1000))
 
#define INT_TEMPLE   (211+(1000))
 
#define INT_SPY_TRAIN   (212+(1000))
 
#define INT_WARRIOR_TRAIN   (213+(1000))
 
#define INT_SUPER_TRAIN   (214+(1000))
 
#define INT_RECONVERSION   (215+(1000))
 
#define INT_WALL_PIECE   (216+(1000))
 
#define INT_GATE   (217+(1000))
 
#define INT_BOAT_HUT_1   (218+(1000))
 
#define INT_BOAT_HUT_2   (219+(1000))
 
#define INT_AIRSHIP_HUT_1   (220+(1000))
 
#define INT_AIRSHIP_HUT_2   (221+(1000))
 
#define INT_NO_SPECIFIC_PERSON   (222+(1000))
 
#define INT_NO_SPECIFIC_BUILDING   (223+(1000))
 
#define INT_NO_SPECIFIC_SPELL   (224+(1000))
 
#define INT_TARGET_MEDICINE_MAN   (225+(1000))
 
#define INT_M_VEHICLE_BOAT_1   (226+(1000))
 
#define INT_M_VEHICLE_AIRSHIP_1   (227+(1000))
 
#define INT_B_VEHICLE_BOAT_1   (228+(1000))
 
#define INT_B_VEHICLE_AIRSHIP_1   (229+(1000))
 
#define INT_R_VEHICLE_BOAT_1   (230+(1000))
 
#define INT_R_VEHICLE_AIRSHIP_1   (231+(1000))
 
#define INT_Y_VEHICLE_BOAT_1   (232+(1000))
 
#define INT_Y_VEHICLE_AIRSHIP_1   (233+(1000))
 
#define INT_G_VEHICLE_BOAT_1   (234+(1000))
 
#define INT_G_VEHICLE_AIRSHIP_1   (235+(1000))
 
#define INT_CP_FREE_ENTRIES   (236+(1000))
 
#define INT_RANDOM_100   (237+(1000))
 
#define INT_NUM_SHAMEN_DEFENDERS   (238+(1000))
 
#define INT_CAMERA_ANGLE   (239+(1000))
 
#define INT_CAMERA_X   (240+(1000))
 
#define INT_CAMERA_Z   (241+(1000))
 
#define INT_M_SPELL_SHIELD_COST   (242+(1000))
 
#define INT_SHIELD   (243+(1000))
 
#define INT_CONVERT   (244+(1000))
 
#define INT_TELEPORT   (245+(1000))
 
#define INT_BLOODLUST   (246+(1000))
 
#define ATTACK_MARKER   (0)
 
#define ATTACK_BUILDING   (1)
 
#define ATTACK_PERSON   (2)
 
#define ATTACK_NORMAL   (0)
 
#define ATTACK_BY_BOAT   (1)
 
#define ATTACK_BY_BALLOON   (2)
 
#define GUARD_NORMAL   (0)
 
#define GUARD_WITH_GHOSTS   (1)
 
#define CP_AT_TYPE_CONSTRUCT_BUILDING   (0)
 
#define CP_AT_TYPE_FETCH_WOOD   (1)
 
#define CP_AT_TYPE_MED_MAN_GET_WILD_PEEPS   (2)
 
#define CP_AT_TYPE_HOUSE_A_PERSON   (3)
 
#define CP_AT_TYPE_SEND_GHOSTS   (4)
 
#define CP_AT_TYPE_BRING_NEW_PEOPLE_BACK   (5)
 
#define CP_AT_TYPE_TRAIN_PEOPLE   (6)
 
#define CP_AT_TYPE_POPULATE_DRUM_TOWER   (7)
 
#define CP_AT_TYPE_DEFEND   (8)
 
#define CP_AT_TYPE_DEFEND_BASE   (9)
 
#define CP_AT_TYPE_SPELL_DEFENCE   (10)
 
#define CP_AT_TYPE_PREACH   (11)
 
#define CP_AT_TYPE_BUILD_WALLS   (12)
 
#define CP_AT_TYPE_SABOTAGE   (13)
 
#define CP_AT_TYPE_SPELL_OFFENSIVE   (14)
 
#define CP_AT_TYPE_SUPER_DEFEND   (15)
 
#define CP_AT_TYPE_BUILD_VEHICLE   (16)
 
#define CP_AT_TYPE_FETCH_LOST_PEOPLE   (17)
 
#define CP_AT_TYPE_FETCH_LOST_VEHICLE   (18)
 
#define CP_AT_TYPE_FETCH_FAR_VEHICLE   (19)
 
#define CP_AT_TYPE_AUTO_ATTACK   (20)
 
#define CP_AT_TYPE_MED_MAN_DEFEND   (21)
 
#define CP_AT_TYPE_FLATTEN_BASE   (22)
 
#define CP_AT_TYPE_BUILD_OUTER_DEFENCES   (23)
 
#define CP_AT_TYPE_GUARD_AT_MARKER   (24)
 
#define CP_AT_TYPE_SEND_ALL_TO_MARKER   (25)
 
#define CP_AT_TYPE_PRAY_AT_HEAD   (26)
 
#define CP_AT_TYPE_BOAT_PATROL   (27)
 
#define CP_AT_TYPE_DEFEND_SHAMEN   (28)
 

Functions

void import (enum modules)
 
void exit ()
 
bool include (class std::basic_string< char, struct std::char_traits< char >, class std::allocator< char > >)
 
void FLYBY_OPEN_DIALOG (short, short)
 
void KILL_TEAM_IN_AREA (long, long, long)
 
void CLEAR_ALL_MSG ()
 
void SET_MSG_ID (short)
 
long MSG_ID ()
 
void TRIGGER_LEVEL_LOST ()
 
void TRIGGER_LEVEL_WON ()
 
void FLYBY_CREATE_NEW ()
 
void FLYBY_START ()
 
void FLYBY_STOP ()
 
void FLYBY_ALLOW_INTERRUPT (unsigned char)
 
void ENABLE_USER_INPUTS ()
 
void DISABLE_USER_INPUTS ()
 
void OPEN_DIALOG (long)
 
void ZOOM_TO (long, long, short)
 
void AUTO_MESSAGES (long)
 
void CLEAR_SHAMAN_LEFT_CLICK (long)
 
void CLEAR_SHAMAN_RIGHT_CLICK (long)
 
int IS_SHAMAN_ICON_LEFT_CLICKED (long)
 
int IS_SHAMAN_ICON_RIGHT_CLICKED (long)
 
void TRACK_TO_MARKER (long)
 
long IS_PRISON_ON_LEVEL ()
 
void GIVE_ONE_SHOT (long, long)
 
void RESET_BASE_MARKER (long)
 
void SET_BASE_MARKER (long, long)
 
void TURN_PUSH (long)
 
bool HAS_TIMER_REACHED_ZERO ()
 
void SET_TIMER_GOING (long, long)
 
void FLYBY_SET_EVENT_POS (long, long, long, long)
 
void FLYBY_SET_EVENT_ANGLE (long, long, long)
 
void FLYBY_SET_EVENT_ZOOM (long, long, long)
 
void FLYBY_SET_EVENT_INT_POINT (long, long, long, long)
 
void FLYBY_SET_EVENT_TOOLTIP (long, long, long, long, long)
 
void FLYBY_SET_END_TARGET (long, long, long, long)
 
void REMOVE_TIMER ()
 
void KILL_ALL_MSG_ID (long)
 
void DELETE_SMOKE_STUFF (long, long, long)
 
void FORCE_TOOLTIP (long, long, long, long)
 
long IS_SHAMAN_IN_AREA (long, long, long)
 
short COUNT_ANGELS (long)
 
long GET_NUM_PEOPLE_CONVERTED (long)
 
void CREATE_MSG_NARRATIVE (long)
 
void CREATE_MSG_OBJECTIVE (long)
 
void CREATE_MSG_INFORMATION (long)
 
void CREATE_MSG_INFORMATION_ZOOM (long, long, long, long)
 
void SET_MSG_ZOOM (long, long, long)
 
void SET_MSG_TIMEOUT (long)
 
void SET_MSG_DELETE_ON_OK ()
 
void SET_MSG_RETURN_ON_OK ()
 
void SET_MSG_DELETE_ON_RMB_ZOOM ()
 
void SET_MSG_OPEN_DLG_ON_RMB_ZOOM ()
 
void SET_MSG_CREATE_RETURN_MSG_ON_RMB_ZOOM ()
 
void SET_MSG_OPEN_DLG_ON_RMB_DELETE ()
 
void SET_MSG_ZOOM_ON_LMB_OPEN_DLG ()
 
void FIX_WILD_IN_AREA (long, long, long)
 
void SET_MSG_OK_SAVE_EXIT_DLG ()
 
void SET_SPECIAL_NO_BLDG_PANEL (long)
 
void SET_MSG_AUTO_OPEN_DLG ()
 
void REMOVE_HEAD_AT_POS (long, long)
 
long GET_NUM_PEOPLE_BEING_PREACHED (long)
 
void REMOVE_PLAYER_THING (long, long)
 
void DONT_HOUSE_SPECIALISTS (long)
 
void SET_AUTO_HOUSE (long)
 
void STOP_CAMERA_ROTATION ()
 
void TRIGGER_THING (long)
 
void GIVE_PLAYER_SPELL (long, long)
 
void TURN_PANEL_ON (long)
 
void FLASH_BUTTON (long)
 
void DESELECT_ALL_PEOPLE (long)
 
void SET_AUTO_BUILD (long)
 
void GIVE_MANA_TO_PLAYER (long, long)
 
long GET_HEAD_TRIGGER_COUNT (long, long)
 
long COUNT_GUARD_POSTS (long, long, long)
 
short GET_HEIGHT_AT_POS (long)
 
long GET_MSG_ID ()
 
bool IS_PLAYER_IN_WORLD_VIEW ()
 
unsigned char READ_CP_ATTRIB (int, int)
 
void WRITE_CP_ATTRIB (int, int, unsigned char)
 
void GIVE_UP_AND_SULK (long, long)
 
void DELAY_MAIN_DRUM_TOWER (long, long)
 
long COUNT_PEOPLE_IN_HOUSES (long)
 
void START_REINC_NOW (long)
 
long ATTACK (signed char, signed char, long, long, long, long, long, long, long, long, long, long, signed char, signed char)
 
void SET_MARKER_ENTRY (long, long, long, long, long, long, long, long)
 
void SET_SPELL_ENTRY (long, long, long, long, long, long, long)
 
void MARKER_ENTRIES (long, long, long, long, long)
 
void CAMERA_ROTATION (long, long)
 
void CALL_TO_ARMS (long)
 
void MARVELLOUS_HOUSE_DEATH (long)
 
void SET_DEFENCE_RADIUS (long, long)
 
void SET_NO_REINC (long)
 
void CHECK_IF_PERSON_PREACHED_TO (long, long, long, long)
 
void SET_BUCKET_USAGE (long, long)
 
void EXTRA_WOOD_COLLECTION (long, long)
 
void SET_WOOD_COLLECTION_RADII (long, long, long, long, long)
 
void SET_BUCKET_COUNT_FOR_SPELL (long, long, long)
 
void SET_REINCARNATION (long, long)
 
void TARGET_PLAYER_DT_AND_S (long, long)
 
long COUNT_WITH_BUILD_COMMAND (long)
 
void CLEAR_HOUSE_INFO_FLAG (long)
 
long COUNT_SHAPES (long)
 
int IS_SHAMAN_SELECTED (long)
 
int HAS_PLAYER_BEEN_IN_ENCYC (long)
 
void SEND_PEOPLE_TO_MARKER (long, long)
 
void PARTIAL_BUILDING_COUNT (long)
 
long IS_SHAMAN_AVAILABLE_FOR_ATTACK (long)
 
void TRACK_SHAMAN_EXTRA_BOLLOCKS (long, long)
 
void TRACK_SHAMAN_TO_ANGLE (long, long)
 
void MOVE_SHAMAN_TO_MARKER (long, long)
 
unsigned long OH_LOOK_PLAYER_HAS_JUST_KILLED_HIS_FIRST_GHOST (long)
 
long NAV_CHECK (long, long, long, long, long)
 
void ONLY_STAND_AT_MARKERS (long)
 
void CLEAR_STANDING_PEOPLE (long)
 
void CLEAR_GUARDING_FROM (long, long, long, long, long)
 
long IS_BUILDING_NEAR (long, long, long, long, long)
 
void DEFEND_SHAMEN (long, long)
 
void SEND_SHAMEN_DEFENDERS_HOME (long)
 
void BOAT_PATROL (long, long, long, long, long, long, long)
 
void PRAY_AT_HEAD (long, long, long)
 
bool I_HAVE_ONE_SHOT (long, long, long)
 
void PUT_PERSON_IN_DT (long, long, long, long)
 
void TRAIN_PEOPLE_NOW (long, long, long)
 
void SET_BUILDING_DIRECTION (long, long)
 
void SET_BASE_RADIUS (long, long)
 
long COUNT_PEOPLE_IN_MARKER (long, long, long, long)
 
void SET_DRUM_TOWER_POS (long, long, long)
 
void CONVERT_AT_MARKER (long, long)
 
void PREACH_AT_MARKER (long, long)
 
unsigned char GET_SPELLS_CAST (long, long)
 
long GET_NUM_ONE_OFF_SPELLS (long, long)
 
void SEND_ALL_PEOPLE_TO_MARKER (long, long)
 
void GUARD_BETWEEN_MARKERS (long, long, long, long, long, long, long, long)
 
void BUILD_DRUM_TOWER (long, long, long)
 
void SET_ATTACK_VARIABLE (long, long)
 
void SEND_GHOST_PEOPLE (long, long)
 
void SPELL_ATTACK (long, long, long, long)
 
void STATE_SET (long, long, long)
 
void SHAMAN_DEFEND (long, long, long, long)
 
unsigned long HAS_HOUSE_INFO_BEEN_SHOWN (long)
 
void DONT_TARGET_DRUM_TOWERS (long)
 
void TARGET_DRUM_TOWERS (long)
 
void TARGET_SHAMAN (long)
 
void DONT_TARGET_S_WARRIORS (long)
 
void TARGET_S_WARRIORS (long)
 
short PLAYERS_PEOPLE_OF_TYPE (long, long)
 
short PLAYERS_BUILDING_OF_TYPE (long, long)
 
short PLAYERS_ALL_BUILDING_OF_TYPE (long, long)
 
short PLAYERS_VEHICLE_OF_TYPE (long, long)
 
long SPELL_COST (long)
 
unsigned short PLAYERS_KILLED_BY_PLAYER (long, long)
 
long FREE_ENTRIES (long)
 
long NUM_SHAMEN_DEFENDERS (long)
 
unsigned char CAMERA_X ()
 
unsigned char CAMERA_Z ()
 
long MANA (long)
 
long GET_NUM_OF_AVAILABLE_BOATS (long)
 
long GET_NUM_PEOPLE (long)