Populous: The Beginning Script 3  1.0.0
Documentation for Populous Script 3 engine
Module_PopScript.h
Go to the documentation of this file.
1 /*
2  Populous: The Beginning - Script Language Header
3  Brandan Tyler Lasley 2019
4  INTERNAL USE ONLY --- DO NOT DISTRIBUTE
5 */
6 
8 
9 void import(enum modules); // (0x19AE1C)
10 void exit(); // (0x19B06B)
11 bool include(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >); // (0x19B07C)
12 void FLYBY_OPEN_DIALOG(short, short); // (0x797960)
13 void KILL_TEAM_IN_AREA(long, long, long); // (0x5912B0)
14 void CLEAR_ALL_MSG(); // (0x7904F0)
15 void SET_MSG_ID(short); // (0x7908E0)
16 long MSG_ID(); // (0x790500)
17 void TRIGGER_LEVEL_LOST(); // (0xF76320)
18 void TRIGGER_LEVEL_WON(); // (0xF76360)
19 void FLYBY_CREATE_NEW(); // (0x797950)
20 void FLYBY_START(); // (0x797AA0)
21 void FLYBY_STOP(); // (0x797AB0)
22 void FLYBY_ALLOW_INTERRUPT(unsigned char); // (0x797A80)
23 void ENABLE_USER_INPUTS(); // (0x19A3BA)
24 void DISABLE_USER_INPUTS(); // (0x19A397)
25 void OPEN_DIALOG(long); // (0x19A427)
26 void ZOOM_TO(long, long, short); // (0x19A426)
27 void AUTO_MESSAGES(long); // (0x19A425)
28 void CLEAR_SHAMAN_LEFT_CLICK(long); // (0x19A424)
29 void CLEAR_SHAMAN_RIGHT_CLICK(long); // (0x19A423)
30 int IS_SHAMAN_ICON_LEFT_CLICKED(long); // (0x19A422)
31 int IS_SHAMAN_ICON_RIGHT_CLICKED(long); // (0x19A421)
32 void TRACK_TO_MARKER(long); // (0x19A420)
33 long IS_PRISON_ON_LEVEL(); // (0x19A41F)
34 void GIVE_ONE_SHOT(long, long); // (0x19A41E)
35 void RESET_BASE_MARKER(long); // (0x19A41D)
36 void SET_BASE_MARKER(long, long); // (0x19A41C)
37 void TURN_PUSH(long); // (0x19A41B)
38 bool HAS_TIMER_REACHED_ZERO(); // (0x19A41A)
39 void SET_TIMER_GOING(long, long); // (0x19A419)
40 void FLYBY_SET_EVENT_POS(long, long, long, long); // (0x19A418)
41 void FLYBY_SET_EVENT_ANGLE(long, long, long); // (0x19A417)
42 void FLYBY_SET_EVENT_ZOOM(long, long, long); // (0x19A416)
43 void FLYBY_SET_EVENT_INT_POINT(long, long, long, long); // (0x19A415)
44 void FLYBY_SET_EVENT_TOOLTIP(long, long, long, long, long); // (0x19A414)
45 void FLYBY_SET_END_TARGET(long, long, long, long); // (0x19A413)
46 void REMOVE_TIMER(); // (0x19A412)
47 void KILL_ALL_MSG_ID(long); // (0x19A411)
48 void DELETE_SMOKE_STUFF(long, long, long); // (0x19A410)
49 void FORCE_TOOLTIP(long, long, long, long); // (0x19A40F)
50 long IS_SHAMAN_IN_AREA(long, long, long); // (0x19A40E)
51 short COUNT_ANGELS(long); // (0x19A40D)
52 long GET_NUM_PEOPLE_CONVERTED(long); // (0x19A40C)
53 void CREATE_MSG_NARRATIVE(long); // (0x19A40B)
54 void CREATE_MSG_OBJECTIVE(long); // (0x19A40A)
55 void CREATE_MSG_INFORMATION(long); // (0x19A409)
56 void CREATE_MSG_INFORMATION_ZOOM(long, long, long, long); // (0x19A408)
57 void SET_MSG_ZOOM(long, long, long); // (0x19A407)
58 void SET_MSG_TIMEOUT(long); // (0x19A406)
59 void SET_MSG_DELETE_ON_OK(); // (0x19A405)
60 void SET_MSG_RETURN_ON_OK(); // (0x19A404)
61 void SET_MSG_DELETE_ON_RMB_ZOOM(); // (0x19A403)
62 void SET_MSG_OPEN_DLG_ON_RMB_ZOOM(); // (0x19A402)
63 void SET_MSG_CREATE_RETURN_MSG_ON_RMB_ZOOM(); // (0x19A401)
64 void SET_MSG_OPEN_DLG_ON_RMB_DELETE(); // (0x19A400)
65 void SET_MSG_ZOOM_ON_LMB_OPEN_DLG(); // (0x19A3FF)
66 void FIX_WILD_IN_AREA(long, long, long); // (0x19A3FE)
67 void SET_MSG_OK_SAVE_EXIT_DLG(); // (0x19A3FD)
68 void SET_SPECIAL_NO_BLDG_PANEL(long); // (0x19A3FC)
69 void SET_MSG_AUTO_OPEN_DLG(); // (0x19A3FB)
70 void REMOVE_HEAD_AT_POS(long, long); // (0x19A3FA)
71 long GET_NUM_PEOPLE_BEING_PREACHED(long); // (0x19A3F9)
72 void REMOVE_PLAYER_THING(long, long); // (0x19A3F8)
73 void DONT_HOUSE_SPECIALISTS(long); // (0x19A3F7)
74 void SET_AUTO_HOUSE(long); // (0x19A3F6)
75 void STOP_CAMERA_ROTATION(); // (0x19A3F5)
76 void TRIGGER_THING(long); // (0x19A3F4)
77 void GIVE_PLAYER_SPELL(long, long); // (0x19A3F3)
78 void TURN_PANEL_ON(long); // (0x19A3F2)
79 void FLASH_BUTTON(long); // (0x19A3F1)
80 void DESELECT_ALL_PEOPLE(long); // (0x19A3F0)
81 void SET_AUTO_BUILD(long); // (0x19A3EF)
82 void GIVE_MANA_TO_PLAYER(long, long); // (0x19A3EE)
83 long GET_HEAD_TRIGGER_COUNT(long, long); // (0x19A3ED)
84 long COUNT_GUARD_POSTS(long, long, long); // (0x19A3EC)
85 short GET_HEIGHT_AT_POS(long); // (0x19A3EB)
86 long GET_MSG_ID(); // (0x19A3EA)
87 bool IS_PLAYER_IN_WORLD_VIEW(); // (0x19A3E9)
88 unsigned char READ_CP_ATTRIB(int, int); // (0x19A3E8)
89 void WRITE_CP_ATTRIB(int, int, unsigned char); // (0x19A3E7)
90 void GIVE_UP_AND_SULK(long, long); // (0x19A3E6)
91 void DELAY_MAIN_DRUM_TOWER(long, long); // (0x19A3E5)
92 long COUNT_PEOPLE_IN_HOUSES(long); // (0x19A3E4)
93 void START_REINC_NOW(long); // (0x19A3E3)
94 long ATTACK(signed char, signed char, long, long, long, long, long, long, long, long, long, long, signed char, signed char); // (0x19A3E2)
95 void SET_MARKER_ENTRY(long, long, long, long, long, long, long, long); // (0x19A3E1)
96 void SET_SPELL_ENTRY(long, long, long, long, long, long, long); // (0x19A3E0)
97 void MARKER_ENTRIES(long, long, long, long, long); // (0x19A3DF)
98 void CAMERA_ROTATION(long, long); // (0x19A3DE)
99 void CALL_TO_ARMS(long); // (0x19A3DD)
100 void MARVELLOUS_HOUSE_DEATH(long); // (0x19A3DC)
101 void SET_DEFENCE_RADIUS(long, long); // (0x19A3DB)
102 void SET_NO_REINC(long); // (0x19A3DA)
103 void CHECK_IF_PERSON_PREACHED_TO(long, long, long, long); // (0x19A3D9)
104 void SET_BUCKET_USAGE(long, long); // (0x19A3D8)
105 void EXTRA_WOOD_COLLECTION(long, long); // (0x19A3D7)
106 void SET_WOOD_COLLECTION_RADII(long, long, long, long, long); // (0x19A3D6)
107 void SET_BUCKET_COUNT_FOR_SPELL(long, long, long); // (0x19A3D5)
108 void SET_REINCARNATION(long, long); // (0x19A3D4)
109 void TARGET_PLAYER_DT_AND_S(long, long); // (0x19A3D3)
110 long COUNT_WITH_BUILD_COMMAND(long); // (0x19A3D2)
111 void CLEAR_HOUSE_INFO_FLAG(long); // (0x19A3D1)
112 long COUNT_SHAPES(long); // (0x19A3D0)
113 int IS_SHAMAN_SELECTED(long); // (0x19A3CF)
114 int HAS_PLAYER_BEEN_IN_ENCYC(long); // (0x19A3CE)
115 void SEND_PEOPLE_TO_MARKER(long, long); // (0x19A3CD)
116 void PARTIAL_BUILDING_COUNT(long); // (0x19A3CC)
117 long IS_SHAMAN_AVAILABLE_FOR_ATTACK(long); // (0x19A3CB)
118 void TRACK_SHAMAN_EXTRA_BOLLOCKS(long, long); // (0x19A3CA)
119 void TRACK_SHAMAN_TO_ANGLE(long, long); // (0x19A3C9)
120 void MOVE_SHAMAN_TO_MARKER(long, long); // (0x19A3C8)
121 unsigned long OH_LOOK_PLAYER_HAS_JUST_KILLED_HIS_FIRST_GHOST(long); // (0x19A3C7)
122 long NAV_CHECK(long, long, long, long, long); // (0x19A3C6)
123 void ONLY_STAND_AT_MARKERS(long); // (0x19A3C5)
124 void CLEAR_STANDING_PEOPLE(long); // (0x19A3C4)
125 void CLEAR_GUARDING_FROM(long, long, long, long, long); // (0x19A3C3)
126 long IS_BUILDING_NEAR(long, long, long, long, long); // (0x19A3C2)
127 void DEFEND_SHAMEN(long, long); // (0x19A3C1)
128 void SEND_SHAMEN_DEFENDERS_HOME(long); // (0x19A3C0)
129 void BOAT_PATROL(long, long, long, long, long, long, long); // (0x19A3BF)
130 void PRAY_AT_HEAD(long, long, long); // (0x19A3BE)
131 bool I_HAVE_ONE_SHOT(long, long, long); // (0x19A3BD)
132 void PUT_PERSON_IN_DT(long, long, long, long); // (0x19A3BC)
133 void TRAIN_PEOPLE_NOW(long, long, long); // (0x19A3BB)
134 void SET_BUILDING_DIRECTION(long, long); // (0x19A3A8)
135 void SET_BASE_RADIUS(long, long); // (0x19A3B9)
136 long COUNT_PEOPLE_IN_MARKER(long, long, long, long); // (0x19A3B8)
137 void SET_DRUM_TOWER_POS(long, long, long); // (0x19A3B7)
138 void CONVERT_AT_MARKER(long, long); // (0x19A3B6)
139 void PREACH_AT_MARKER(long, long); // (0x19A3B5)
140 unsigned char GET_SPELLS_CAST(long, long); // (0x19A3B4)
141 long GET_NUM_ONE_OFF_SPELLS(long, long); // (0x19A3B3)
142 void SEND_ALL_PEOPLE_TO_MARKER(long, long); // (0x19A3B2)
143 void GUARD_BETWEEN_MARKERS(long, long, long, long, long, long, long, long); // (0x19A3B1)
144 void BUILD_DRUM_TOWER(long, long, long); // (0x19A3B0)
145 void SET_ATTACK_VARIABLE(long, long); // (0x19A3AF)
146 void SEND_GHOST_PEOPLE(long, long); // (0x19A3AE)
147 void SPELL_ATTACK(long, long, long, long); // (0x19A3AD)
148 void STATE_SET(long, long, long); // (0x19A3AC)
149 void SHAMAN_DEFEND(long, long, long, long); // (0x19A3AB)
150 unsigned long HAS_HOUSE_INFO_BEEN_SHOWN(long); // (0x19A3AA)
151 void DONT_TARGET_DRUM_TOWERS(long); // (0x19A3A9)
152 void TARGET_DRUM_TOWERS(long); // (0x19A396)
153 void TARGET_SHAMAN(long); // (0x19A3A7)
154 void DONT_TARGET_S_WARRIORS(long); // (0x19A3A6)
155 void TARGET_S_WARRIORS(long); // (0x19A3A5)
156 short PLAYERS_PEOPLE_OF_TYPE(long, long); // (0x19A3A4)
157 short PLAYERS_BUILDING_OF_TYPE(long, long); // (0x19A3A3)
158 short PLAYERS_ALL_BUILDING_OF_TYPE(long, long); // (0x19A3A2)
159 short PLAYERS_VEHICLE_OF_TYPE(long, long); // (0x19A3A1)
160 long SPELL_COST(long); // (0x19A3A0)
161 unsigned short PLAYERS_KILLED_BY_PLAYER(long, long); // (0x19A39F)
162 long FREE_ENTRIES(long); // (0x19A39E)
163 long NUM_SHAMEN_DEFENDERS(long); // (0x19A39D)
164 unsigned char CAMERA_X(); // (0x19A39C)
165 unsigned char CAMERA_Z(); // (0x19A39B)
166 long MANA(long); // (0x19A39A)
167 long GET_NUM_OF_AVAILABLE_BOATS(long); // (0x19A399)
168 long GET_NUM_PEOPLE(long); // (0x19A398)
169 
170 
172 
173 
174 
176 
177 
178 
180 
181 #define INT_GAME_TURN (0)
182 #define INT_MY_NUM_PEOPLE (1)
183 #define INT_BLUE_PEOPLE (2)
184 #define INT_RED_PEOPLE (3)
185 #define INT_YELLOW_PEOPLE (4)
186 #define INT_GREEN_PEOPLE (5)
187 #define INT_MY_NUM_KILLED_BY_HUMAN (6)
188 #define INT_RED_KILLED_BY_HUMAN (7)
189 #define INT_YELLOW_KILLED_BY_HUMAN (8)
190 #define INT_GREEN_KILLED_BY_HUMAN (9)
191 #define INT_WILD_PEOPLE (10)
192 #define INT_BLUE_MANA (11)
193 #define INT_RED_MANA (12)
194 #define INT_YELLOW_MANA (13)
195 #define INT_GREEN_MANA (14)
196 #define ATTR_EXPANSION (0)
197 #define ATTR_PREF_SPY_TRAINS (1)
198 #define ATTR_PREF_RELIGIOUS_TRAINS (2)
199 #define ATTR_PREF_WARRIOR_TRAINS (3)
200 #define ATTR_PREF_SUPER_WARRIOR_TRAINS (4)
201 #define ATTR_PREF_SPY_PEOPLE (5)
202 #define ATTR_PREF_RELIGIOUS_PEOPLE (6)
203 #define ATTR_PREF_WARRIOR_PEOPLE (7)
204 #define ATTR_PREF_SUPER_WARRIOR_PEOPLE (8)
205 #define ATTR_MAX_BUILDINGS_ON_GO (9)
206 #define ATTR_HOUSE_PERCENTAGE (10)
207 #define ATTR_AWAY_BRAVE (11)
208 #define ATTR_AWAY_WARRIOR (12)
209 #define ATTR_AWAY_RELIGIOUS (13)
210 #define ATTR_DEFENSE_RAD_INCR (14)
211 #define ATTR_MAX_DEFENSIVE_ACTIONS (15)
212 #define ATTR_AWAY_SPY (16)
213 #define ATTR_AWAY_SUPER_WARRIOR (17)
214 #define ATTR_ATTACK_PERCENTAGE (18)
215 #define ATTR_AWAY_MEDICINE_MAN (19)
216 #define ATTR_PEOPLE_PER_BOAT (20)
217 #define ATTR_PEOPLE_PER_BALLOON (21)
218 #define ATTR_DONT_USE_BOATS (22)
219 #define ATTR_MAX_SPY_ATTACKS (23)
220 #define ATTR_ENEMY_SPY_MAX_STAND (24)
221 #define ATTR_MAX_ATTACKS (25)
222 #define ATTR_EMPTY_AT_WAYPOINT (26)
223 #define ATTR_SPY_CHECK_FREQUENCY (27)
224 #define ATTR_RETREAT_VALUE (28)
225 #define ATTR_BASE_UNDER_ATTACK_RETREAT (29)
226 #define ATTR_RANDOM_BUILD_SIDE (30)
227 #define ATTR_USE_PREACHER_FOR_DEFENCE (31)
228 #define ATTR_SHAMEN_BLAST (32)
229 #define ATTR_MAX_TRAIN_AT_ONCE (33)
230 #define ATTR_GROUP_OPTION (34)
231 #define ATTR_PREF_BOAT_HUTS (35)
232 #define ATTR_PREF_BALLOON_HUTS (36)
233 #define ATTR_PREF_BOAT_DRIVERS (37)
234 #define ATTR_PREF_BALLOON_DRIVERS (38)
235 #define ATTR_FIGHT_STOP_DISTANCE (39)
236 #define ATTR_SPY_DISCOVER_CHANCE (40)
237 #define ATTR_COUNT_PREACH_DAMAGE (41)
238 #define ATTR_DONT_GROUP_AT_DT (42)
239 #define ATTR_SPELL_DELAY (43)
240 #define ATTR_DONT_DELETE_USELESS_BOAT_HOUSE (44)
241 #define ATTR_BOAT_HOUSE_BROKEN (45)
242 #define ATTR_DONT_AUTO_TRAIN_PREACHERS (46)
243 #define ATTR_SPARE_6 (47)
244 #define INT_MY_MANA (48+(1000))
245 #define INT_M_SPELL_BURN_COST (49+(1000))
246 #define INT_M_SPELL_BLAST_COST (50+(1000))
247 #define INT_M_SPELL_LIGHTNING_BOLT_COST (51+(1000))
248 #define INT_M_SPELL_WHIRLWIND_COST (52+(1000))
249 #define INT_M_SPELL_INSECT_PLAGUE_COST (53+(1000))
250 #define INT_M_SPELL_INVISIBILITY_COST (54+(1000))
251 #define INT_M_SPELL_HYPNOTISM_COST (55+(1000))
252 #define INT_M_SPELL_FIRESTORM_COST (56+(1000))
253 #define INT_M_SPELL_GHOST_ARMY_COST (57+(1000))
254 #define INT_M_SPELL_EROSION_COST (58+(1000))
255 #define INT_M_SPELL_SWAMP_COST (59+(1000))
256 #define INT_M_SPELL_LAND_BRIDGE_COST (60+(1000))
257 #define INT_M_SPELL_ANGEL_OF_DEATH_COST (61+(1000))
258 #define INT_M_SPELL_EARTHQUAKE_COST (62+(1000))
259 #define INT_M_SPELL_FLATTEN_COST (63+(1000))
260 #define INT_M_SPELL_VOLCANO_COST (64+(1000))
261 #define INT_M_SPELL_WRATH_OF_GOD_COST (65+(1000))
262 #define INT_M_BUILDING_TEPEE (66+(1000))
263 #define INT_M_BUILDING_HUT (67+(1000))
264 #define INT_M_BUILDING_FARM (68+(1000))
265 #define INT_M_BUILDING_DRUM_TOWER (69+(1000))
266 #define INT_M_BUILDING_TEMPLE (70+(1000))
267 #define INT_M_BUILDING_SPY_TRAIN (71+(1000))
268 #define INT_M_BUILDING_WARRIOR_TRAIN (72+(1000))
269 #define INT_M_BUILDING_SUPER_TRAIN (73+(1000))
270 #define INT_M_BUILDING_RECONVERSION (74+(1000))
271 #define INT_M_BUILDING_WALL_PIECE (75+(1000))
272 #define INT_M_BUILDING_GATE (76+(1000))
273 #define INT_M_BUILDING_CURR_OE_SLOT (77+(1000))
274 #define INT_M_BUILDING_BOAT_HUT_1 (78+(1000))
275 #define INT_M_BUILDING_BOAT_HUT_2 (79+(1000))
276 #define INT_M_BUILDING_AIRSHIP_HUT_1 (80+(1000))
277 #define INT_M_BUILDING_AIRSHIP_HUT_2 (81+(1000))
278 #define INT_B_BUILDING_TEPEE (82+(1000))
279 #define INT_B_BUILDING_HUT (83+(1000))
280 #define INT_B_BUILDING_FARM (84+(1000))
281 #define INT_B_BUILDING_DRUM_TOWER (85+(1000))
282 #define INT_B_BUILDING_TEMPLE (86+(1000))
283 #define INT_B_BUILDING_SPY_TRAIN (87+(1000))
284 #define INT_B_BUILDING_WARRIOR_TRAIN (88+(1000))
285 #define INT_B_BUILDING_SUPER_TRAIN (89+(1000))
286 #define INT_B_BUILDING_RECONVERSION (90+(1000))
287 #define INT_B_BUILDING_WALL_PIECE (91+(1000))
288 #define INT_B_BUILDING_GATE (92+(1000))
289 #define INT_B_BUILDING_CURR_OE_SLOT (93+(1000))
290 #define INT_B_BUILDING_BOAT_HUT_1 (94+(1000))
291 #define INT_B_BUILDING_BOAT_HUT_2 (95+(1000))
292 #define INT_B_BUILDING_AIRSHIP_HUT_1 (96+(1000))
293 #define INT_B_BUILDING_AIRSHIP_HUT_2 (97+(1000))
294 #define INT_R_BUILDING_TEPEE (98+(1000))
295 #define INT_R_BUILDING_HUT (99+(1000))
296 #define INT_R_BUILDING_FARM (100+(1000))
297 #define INT_R_BUILDING_DRUM_TOWER (101+(1000))
298 #define INT_R_BUILDING_TEMPLE (102+(1000))
299 #define INT_R_BUILDING_SPY_TRAIN (103+(1000))
300 #define INT_R_BUILDING_WARRIOR_TRAIN (104+(1000))
301 #define INT_R_BUILDING_SUPER_TRAIN (105+(1000))
302 #define INT_R_BUILDING_RECONVERSION (106+(1000))
303 #define INT_R_BUILDING_WALL_PIECE (107+(1000))
304 #define INT_R_BUILDING_GATE (108+(1000))
305 #define INT_R_BUILDING_CURR_OE_SLOT (109+(1000))
306 #define INT_R_BUILDING_BOAT_HUT_1 (110+(1000))
307 #define INT_R_BUILDING_BOAT_HUT_2 (111+(1000))
308 #define INT_R_BUILDING_AIRSHIP_HUT_1 (112+(1000))
309 #define INT_R_BUILDING_AIRSHIP_HUT_2 (113+(1000))
310 #define INT_Y_BUILDING_TEPEE (114+(1000))
311 #define INT_Y_BUILDING_HUT (115+(1000))
312 #define INT_Y_BUILDING_FARM (116+(1000))
313 #define INT_Y_BUILDING_DRUM_TOWER (117+(1000))
314 #define INT_Y_BUILDING_TEMPLE (118+(1000))
315 #define INT_Y_BUILDING_SPY_TRAIN (119+(1000))
316 #define INT_Y_BUILDING_WARRIOR_TRAIN (120+(1000))
317 #define INT_Y_BUILDING_SUPER_TRAIN (121+(1000))
318 #define INT_Y_BUILDING_RECONVERSION (122+(1000))
319 #define INT_Y_BUILDING_WALL_PIECE (123+(1000))
320 #define INT_Y_BUILDING_GATE (124+(1000))
321 #define INT_Y_BUILDING_CURR_OE_SLOT (125+(1000))
322 #define INT_Y_BUILDING_BOAT_HUT_1 (126+(1000))
323 #define INT_Y_BUILDING_BOAT_HUT_2 (127+(1000))
324 #define INT_Y_BUILDING_AIRSHIP_HUT_1 (128+(1000))
325 #define INT_Y_BUILDING_AIRSHIP_HUT_2 (129+(1000))
326 #define INT_G_BUILDING_TEPEE (130+(1000))
327 #define INT_G_BUILDING_HUT (131+(1000))
328 #define INT_G_BUILDING_FARM (132+(1000))
329 #define INT_G_BUILDING_DRUM_TOWER (133+(1000))
330 #define INT_G_BUILDING_TEMPLE (134+(1000))
331 #define INT_G_BUILDING_SPY_TRAIN (135+(1000))
332 #define INT_G_BUILDING_WARRIOR_TRAIN (136+(1000))
333 #define INT_G_BUILDING_SUPER_TRAIN (137+(1000))
334 #define INT_G_BUILDING_RECONVERSION (138+(1000))
335 #define INT_G_BUILDING_WALL_PIECE (139+(1000))
336 #define INT_G_BUILDING_GATE (140+(1000))
337 #define INT_G_BUILDING_CURR_OE_SLOT (141+(1000))
338 #define INT_G_BUILDING_BOAT_HUT_1 (142+(1000))
339 #define INT_G_BUILDING_BOAT_HUT_2 (143+(1000))
340 #define INT_G_BUILDING_AIRSHIP_HUT_1 (144+(1000))
341 #define INT_G_BUILDING_AIRSHIP_HUT_2 (145+(1000))
342 #define INT_M_PERSON_BRAVE (146+(1000))
343 #define INT_M_PERSON_WARRIOR (147+(1000))
344 #define INT_M_PERSON_RELIGIOUS (148+(1000))
345 #define INT_M_PERSON_SPY (149+(1000))
346 #define INT_M_PERSON_SUPER_WARRIOR (150+(1000))
347 #define INT_M_PERSON_MEDICINE_MAN (151+(1000))
348 #define INT_B_PERSON_BRAVE (152+(1000))
349 #define INT_B_PERSON_WARRIOR (153+(1000))
350 #define INT_B_PERSON_RELIGIOUS (154+(1000))
351 #define INT_B_PERSON_SPY (155+(1000))
352 #define INT_B_PERSON_SUPER_WARRIOR (156+(1000))
353 #define INT_B_PERSON_MEDICINE_MAN (157+(1000))
354 #define INT_R_PERSON_BRAVE (158+(1000))
355 #define INT_R_PERSON_WARRIOR (159+(1000))
356 #define INT_R_PERSON_RELIGIOUS (160+(1000))
357 #define INT_R_PERSON_SPY (161+(1000))
358 #define INT_R_PERSON_SUPER_WARRIOR (162+(1000))
359 #define INT_R_PERSON_MEDICINE_MAN (163+(1000))
360 #define INT_Y_PERSON_BRAVE (164+(1000))
361 #define INT_Y_PERSON_WARRIOR (165+(1000))
362 #define INT_Y_PERSON_RELIGIOUS (166+(1000))
363 #define INT_Y_PERSON_SPY (167+(1000))
364 #define INT_Y_PERSON_SUPER_WARRIOR (168+(1000))
365 #define INT_Y_PERSON_MEDICINE_MAN (169+(1000))
366 #define INT_G_PERSON_BRAVE (170+(1000))
367 #define INT_G_PERSON_WARRIOR (171+(1000))
368 #define INT_G_PERSON_RELIGIOUS (172+(1000))
369 #define INT_G_PERSON_SPY (173+(1000))
370 #define INT_G_PERSON_SUPER_WARRIOR (174+(1000))
371 #define INT_G_PERSON_MEDICINE_MAN (175+(1000))
372 #define INT_BLUE_KILLED_BY_ME (176+(1000))
373 #define INT_RED_KILLED_BY_ME (177+(1000))
374 #define INT_YELLOW_KILLED_BY_ME (178+(1000))
375 #define INT_GREEN_KILLED_BY_ME (179+(1000))
376 #define INT_MY_NUM_KILLED_BY_BLUE (180+(1000))
377 #define INT_MY_NUM_KILLED_BY_RED (181+(1000))
378 #define INT_MY_NUM_KILLED_BY_YELLOW (182+(1000))
379 #define INT_MY_NUM_KILLED_BY_GREEN (183+(1000))
380 #define INT_BURN (184+(1000))
381 #define INT_BLAST (185+(1000))
382 #define INT_LIGHTNING_BOLT (186+(1000))
383 #define INT_WHIRLWIND (187+(1000))
384 #define INT_INSECT_PLAGUE (188+(1000))
385 #define INT_INVISIBILITY (189+(1000))
386 #define INT_HYPNOTISM (190+(1000))
387 #define INT_FIRESTORM (191+(1000))
388 #define INT_GHOST_ARMY (192+(1000))
389 #define INT_EROSION (193+MAX_INT_OFFSET)
390 #define INT_SWAMP (194+(1000))
391 #define INT_LAND_BRIDGE (195+(1000))
392 #define INT_ANGEL_OF_DEATH (196+(1000))
393 #define INT_EARTHQUAKE (197+MAX_INT_OFFSET)
394 #define INT_FLATTEN (198+(1000))
395 #define INT_VOLCANO (199+(1000))
396 #define INT_WRATH_OF_GOD (200+(1000))
397 #define INT_BRAVE (201+(1000))
398 #define INT_WARRIOR (202+(1000))
399 #define INT_RELIGIOUS (203+(1000))
400 #define INT_SPY (204+(1000))
401 #define INT_SUPER_WARRIOR (205+(1000))
402 #define INT_MEDICINE_MAN (206+(1000))
403 #define INT_TEPEE (207+(1000))
404 #define INT_HUT (208+(1000))
405 #define INT_FARM (209+(1000))
406 #define INT_DRUM_TOWER (210+(1000))
407 #define INT_TEMPLE (211+(1000))
408 #define INT_SPY_TRAIN (212+(1000))
409 #define INT_WARRIOR_TRAIN (213+(1000))
410 #define INT_SUPER_TRAIN (214+(1000))
411 #define INT_RECONVERSION (215+(1000))
412 #define INT_WALL_PIECE (216+(1000))
413 #define INT_GATE (217+(1000))
414 #define INT_BOAT_HUT_1 (218+(1000))
415 #define INT_BOAT_HUT_2 (219+(1000))
416 #define INT_AIRSHIP_HUT_1 (220+(1000))
417 #define INT_AIRSHIP_HUT_2 (221+(1000))
418 #define INT_NO_SPECIFIC_PERSON (222+(1000))
419 #define INT_NO_SPECIFIC_BUILDING (223+(1000))
420 #define INT_NO_SPECIFIC_SPELL (224+(1000))
421 #define INT_TARGET_MEDICINE_MAN (225+(1000))
422 #define INT_M_VEHICLE_BOAT_1 (226+(1000))
423 #define INT_M_VEHICLE_AIRSHIP_1 (227+(1000))
424 #define INT_B_VEHICLE_BOAT_1 (228+(1000))
425 #define INT_B_VEHICLE_AIRSHIP_1 (229+(1000))
426 #define INT_R_VEHICLE_BOAT_1 (230+(1000))
427 #define INT_R_VEHICLE_AIRSHIP_1 (231+(1000))
428 #define INT_Y_VEHICLE_BOAT_1 (232+(1000))
429 #define INT_Y_VEHICLE_AIRSHIP_1 (233+(1000))
430 #define INT_G_VEHICLE_BOAT_1 (234+(1000))
431 #define INT_G_VEHICLE_AIRSHIP_1 (235+(1000))
432 #define INT_CP_FREE_ENTRIES (236+(1000))
433 #define INT_RANDOM_100 (237+(1000))
434 #define INT_NUM_SHAMEN_DEFENDERS (238+(1000))
435 #define INT_CAMERA_ANGLE (239+(1000))
436 #define INT_CAMERA_X (240+(1000))
437 #define INT_CAMERA_Z (241+(1000))
438 #define INT_M_SPELL_SHIELD_COST (242+(1000))
439 #define INT_SHIELD (243+(1000))
440 #define INT_CONVERT (244+(1000))
441 #define INT_TELEPORT (245+(1000))
442 #define INT_BLOODLUST (246+(1000))
443 #define ATTACK_MARKER (0)
444 #define ATTACK_BUILDING (1)
445 #define ATTACK_PERSON (2)
446 #define ATTACK_NORMAL (0)
447 #define ATTACK_BY_BOAT (1)
448 #define ATTACK_BY_BALLOON (2)
449 #define GUARD_NORMAL (0)
450 #define GUARD_WITH_GHOSTS (1)
451 #define CP_AT_TYPE_CONSTRUCT_BUILDING (0)
452 #define CP_AT_TYPE_FETCH_WOOD (1)
453 #define CP_AT_TYPE_MED_MAN_GET_WILD_PEEPS (2)
454 #define CP_AT_TYPE_HOUSE_A_PERSON (3)
455 #define CP_AT_TYPE_SEND_GHOSTS (4)
456 #define CP_AT_TYPE_BRING_NEW_PEOPLE_BACK (5)
457 #define CP_AT_TYPE_TRAIN_PEOPLE (6)
458 #define CP_AT_TYPE_POPULATE_DRUM_TOWER (7)
459 #define CP_AT_TYPE_DEFEND (8)
460 #define CP_AT_TYPE_DEFEND_BASE (9)
461 #define CP_AT_TYPE_SPELL_DEFENCE (10)
462 #define CP_AT_TYPE_PREACH (11)
463 #define CP_AT_TYPE_BUILD_WALLS (12)
464 #define CP_AT_TYPE_SABOTAGE (13)
465 #define CP_AT_TYPE_SPELL_OFFENSIVE (14)
466 #define CP_AT_TYPE_SUPER_DEFEND (15)
467 #define CP_AT_TYPE_BUILD_VEHICLE (16)
468 #define CP_AT_TYPE_FETCH_LOST_PEOPLE (17)
469 #define CP_AT_TYPE_FETCH_LOST_VEHICLE (18)
470 #define CP_AT_TYPE_FETCH_FAR_VEHICLE (19)
471 #define CP_AT_TYPE_AUTO_ATTACK (20)
472 #define CP_AT_TYPE_MED_MAN_DEFEND (21)
473 #define CP_AT_TYPE_FLATTEN_BASE (22)
474 #define CP_AT_TYPE_BUILD_OUTER_DEFENCES (23)
475 #define CP_AT_TYPE_GUARD_AT_MARKER (24)
476 #define CP_AT_TYPE_SEND_ALL_TO_MARKER (25)
477 #define CP_AT_TYPE_PRAY_AT_HEAD (26)
478 #define CP_AT_TYPE_BOAT_PATROL (27)
479 #define CP_AT_TYPE_DEFEND_SHAMEN (28)
void SET_MSG_ZOOM_ON_LMB_OPEN_DLG()
void CAMERA_ROTATION(long, long)
void REMOVE_PLAYER_THING(long, long)
void TURN_PANEL_ON(long)
void SET_MSG_TIMEOUT(long)
short PLAYERS_ALL_BUILDING_OF_TYPE(long, long)
void DONT_TARGET_S_WARRIORS(long)
void TRIGGER_THING(long)
void CLEAR_ALL_MSG()
void FLYBY_START()
void MARKER_ENTRIES(long, long, long, long, long)
unsigned long HAS_HOUSE_INFO_BEEN_SHOWN(long)
short PLAYERS_VEHICLE_OF_TYPE(long, long)
void TARGET_SHAMAN(long)
bool I_HAVE_ONE_SHOT(long, long, long)
long IS_SHAMAN_IN_AREA(long, long, long)
long COUNT_PEOPLE_IN_MARKER(long, long, long, long)
void KILL_TEAM_IN_AREA(long, long, long)
void TRACK_SHAMAN_TO_ANGLE(long, long)
void CONVERT_AT_MARKER(long, long)
long MSG_ID()
unsigned long OH_LOOK_PLAYER_HAS_JUST_KILLED_HIS_FIRST_GHOST(long)
void FORCE_TOOLTIP(long, long, long, long)
void SET_MSG_RETURN_ON_OK()
long NAV_CHECK(long, long, long, long, long)
void FLYBY_ALLOW_INTERRUPT(unsigned char)
void CLEAR_HOUSE_INFO_FLAG(long)
void SEND_SHAMEN_DEFENDERS_HOME(long)
void FLYBY_SET_EVENT_INT_POINT(long, long, long, long)
void TARGET_S_WARRIORS(long)
void BUILD_DRUM_TOWER(long, long, long)
void WRITE_CP_ATTRIB(int, int, unsigned char)
void PARTIAL_BUILDING_COUNT(long)
void FLYBY_STOP()
void SET_ATTACK_VARIABLE(long, long)
long GET_NUM_ONE_OFF_SPELLS(long, long)
void FLYBY_CREATE_NEW()
long MANA(long)
void DONT_TARGET_DRUM_TOWERS(long)
void CLEAR_SHAMAN_LEFT_CLICK(long)
long NUM_SHAMEN_DEFENDERS(long)
void START_REINC_NOW(long)
unsigned short PLAYERS_KILLED_BY_PLAYER(long, long)
void PUT_PERSON_IN_DT(long, long, long, long)
void PRAY_AT_HEAD(long, long, long)
int HAS_PLAYER_BEEN_IN_ENCYC(long)
void FLYBY_SET_EVENT_POS(long, long, long, long)
void SEND_GHOST_PEOPLE(long, long)
void SET_BUCKET_COUNT_FOR_SPELL(long, long, long)
void DESELECT_ALL_PEOPLE(long)
bool HAS_TIMER_REACHED_ZERO()
long GET_NUM_PEOPLE_BEING_PREACHED(long)
long FREE_ENTRIES(long)
void SHAMAN_DEFEND(long, long, long, long)
void SET_MSG_ID(short)
long COUNT_PEOPLE_IN_HOUSES(long)
void SET_SPECIAL_NO_BLDG_PANEL(long)
void CLEAR_GUARDING_FROM(long, long, long, long, long)
short PLAYERS_BUILDING_OF_TYPE(long, long)
void TARGET_DRUM_TOWERS(long)
long GET_NUM_PEOPLE(long)
long ATTACK(signed char, signed char, long, long, long, long, long, long, long, long, long, long, signed char, signed char)
void SET_BUILDING_DIRECTION(long, long)
short PLAYERS_PEOPLE_OF_TYPE(long, long)
void GIVE_PLAYER_SPELL(long, long)
void SET_MSG_AUTO_OPEN_DLG()
long GET_HEAD_TRIGGER_COUNT(long, long)
void AUTO_MESSAGES(long)
void DELAY_MAIN_DRUM_TOWER(long, long)
void TURN_PUSH(long)
long IS_PRISON_ON_LEVEL()
void DONT_HOUSE_SPECIALISTS(long)
void SET_MARKER_ENTRY(long, long, long, long, long, long, long, long)
void SET_AUTO_BUILD(long)
void KILL_ALL_MSG_ID(long)
void FLYBY_SET_EVENT_ZOOM(long, long, long)
void SET_BUCKET_USAGE(long, long)
void SET_MSG_OPEN_DLG_ON_RMB_ZOOM()
void SET_SPELL_ENTRY(long, long, long, long, long, long, long)
void SET_BASE_RADIUS(long, long)
void CREATE_MSG_INFORMATION_ZOOM(long, long, long, long)
void SPELL_ATTACK(long, long, long, long)
void SET_DEFENCE_RADIUS(long, long)
void OPEN_DIALOG(long)
void CALL_TO_ARMS(long)
void ZOOM_TO(long, long, short)
void ONLY_STAND_AT_MARKERS(long)
short GET_HEIGHT_AT_POS(long)
void GIVE_ONE_SHOT(long, long)
void SET_MSG_CREATE_RETURN_MSG_ON_RMB_ZOOM()
void TRAIN_PEOPLE_NOW(long, long, long)
void SEND_ALL_PEOPLE_TO_MARKER(long, long)
void SET_TIMER_GOING(long, long)
void SEND_PEOPLE_TO_MARKER(long, long)
void SET_BASE_MARKER(long, long)
long COUNT_GUARD_POSTS(long, long, long)
void FLYBY_SET_EVENT_TOOLTIP(long, long, long, long, long)
void SET_MSG_DELETE_ON_RMB_ZOOM()
long GET_NUM_PEOPLE_CONVERTED(long)
void FLYBY_SET_EVENT_ANGLE(long, long, long)
bool include(class std::basic_string< char, struct std::char_traits< char >, class std::allocator< char > >)
bool IS_PLAYER_IN_WORLD_VIEW()
void CHECK_IF_PERSON_PREACHED_TO(long, long, long, long)
void TRIGGER_LEVEL_WON()
void REMOVE_HEAD_AT_POS(long, long)
long IS_SHAMAN_AVAILABLE_FOR_ATTACK(long)
long IS_BUILDING_NEAR(long, long, long, long, long)
void SET_REINCARNATION(long, long)
void STATE_SET(long, long, long)
void FLYBY_SET_END_TARGET(long, long, long, long)
short COUNT_ANGELS(long)
unsigned char READ_CP_ATTRIB(int, int)
void CREATE_MSG_OBJECTIVE(long)
void BOAT_PATROL(long, long, long, long, long, long, long)
long COUNT_SHAPES(long)
void DELETE_SMOKE_STUFF(long, long, long)
void SET_WOOD_COLLECTION_RADII(long, long, long, long, long)
void FLASH_BUTTON(long)
void DEFEND_SHAMEN(long, long)
void STOP_CAMERA_ROTATION()
void FIX_WILD_IN_AREA(long, long, long)
int IS_SHAMAN_SELECTED(long)
void SET_MSG_OK_SAVE_EXIT_DLG()
void GUARD_BETWEEN_MARKERS(long, long, long, long, long, long, long, long)
unsigned char CAMERA_Z()
long GET_NUM_OF_AVAILABLE_BOATS(long)
void SET_MSG_OPEN_DLG_ON_RMB_DELETE()
void CLEAR_STANDING_PEOPLE(long)
long COUNT_WITH_BUILD_COMMAND(long)
void FLYBY_OPEN_DIALOG(short, short)
void REMOVE_TIMER()
void ENABLE_USER_INPUTS()
long SPELL_COST(long)
void TRACK_TO_MARKER(long)
void CREATE_MSG_NARRATIVE(long)
void EXTRA_WOOD_COLLECTION(long, long)
void SET_NO_REINC(long)
void exit()
void GIVE_MANA_TO_PLAYER(long, long)
void TARGET_PLAYER_DT_AND_S(long, long)
void SET_DRUM_TOWER_POS(long, long, long)
void PREACH_AT_MARKER(long, long)
unsigned char GET_SPELLS_CAST(long, long)
long GET_MSG_ID()
void SET_MSG_DELETE_ON_OK()
void MOVE_SHAMAN_TO_MARKER(long, long)
void CLEAR_SHAMAN_RIGHT_CLICK(long)
void SET_MSG_ZOOM(long, long, long)
int IS_SHAMAN_ICON_LEFT_CLICKED(long)
unsigned char CAMERA_X()
void CREATE_MSG_INFORMATION(long)
void TRACK_SHAMAN_EXTRA_BOLLOCKS(long, long)
int IS_SHAMAN_ICON_RIGHT_CLICKED(long)
void RESET_BASE_MARKER(long)
void MARVELLOUS_HOUSE_DEATH(long)
void DISABLE_USER_INPUTS()
void GIVE_UP_AND_SULK(long, long)
void TRIGGER_LEVEL_LOST()
void SET_AUTO_HOUSE(long)