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script.h
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script.h
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/*
Alacn
http://alacn.dnsalias.org:8080/
*/
#define SCRIPT_VERSION 12
#define NO_COMMANDS 27
#define TOKEN_OFFSET (1000)
#define TOKEN_IF ( 0+TOKEN_OFFSET)
#define TOKEN_ELSE ( 1+TOKEN_OFFSET)
#define TOKEN_ENDIF ( 2+TOKEN_OFFSET)
#define TOKEN_BEGIN ( 3+TOKEN_OFFSET)
#define TOKEN_END ( 4+TOKEN_OFFSET)
#define TOKEN_EVERY ( 5+TOKEN_OFFSET)
#define TOKEN_DO ( 6+TOKEN_OFFSET)
#define TOKEN_SET ( 7+TOKEN_OFFSET)
#define TOKEN_INCREMENT ( 8+TOKEN_OFFSET)
#define TOKEN_DECREMENT ( 9+TOKEN_OFFSET)
#define TOKEN_EXP_START (10+TOKEN_OFFSET)
#define TOKEN_EXP_END (11+TOKEN_OFFSET)
#define TOKEN_GREATER_THAN (12+TOKEN_OFFSET)
#define TOKEN_LESS_THAN (13+TOKEN_OFFSET)
#define TOKEN_EQUAL_TO (14+TOKEN_OFFSET)
#define TOKEN_NOT_EQUAL_TO (15+TOKEN_OFFSET)
#define TOKEN_GREATER_THAN_EQUAL_TO (16+TOKEN_OFFSET)
#define TOKEN_LESS_THAN_EQUAL_TO (17+TOKEN_OFFSET)
#define TOKEN_SCRIPT_END (19+TOKEN_OFFSET)
#define TOKEN_AND (20+TOKEN_OFFSET)
#define TOKEN_OR (21+TOKEN_OFFSET)
#define TOKEN_ON (22+TOKEN_OFFSET)
#define TOKEN_OFF (23+TOKEN_OFFSET)
#define TOKEN_COMPUTER_PLAYER (24+TOKEN_OFFSET)
#define TOKEN_MULTIPLY (25+TOKEN_OFFSET)
#define TOKEN_DIVIDE (26+TOKEN_OFFSET)
//#define TOKEN_COMMENT (27+TOKEN_OFFSET) // This token is never written
#define SZ_TOKEN_IF "IF"
#define SZ_TOKEN_ELSE "ELSE"
#define SZ_TOKEN_ENDIF "ENDIF"
#define SZ_TOKEN_BEGIN "{"
#define SZ_TOKEN_END "}"
#define SZ_TOKEN_EVERY "EVERY"
#define SZ_TOKEN_DO "DO"
#define SZ_TOKEN_SET "SET"
#define SZ_TOKEN_INCREMENT "INCREMENT"
#define SZ_TOKEN_DECREMENT "DECREMENT"
//#define SZ_TOKEN_EXP_START "EXP_START"
//#define SZ_TOKEN_EXP_END "EXP_END"
#define SZ_TOKEN_GREATER_THAN ">"
#define SZ_TOKEN_LESS_THAN "<"
#define SZ_TOKEN_EQUAL_TO "=="
#define SZ_TOKEN_NOT_EQUAL_TO "!="
#define SZ_TOKEN_GREATER_THAN_EQUAL_TO ">="
#define SZ_TOKEN_LESS_THAN_EQUAL_TO "<="
#define SZ_TOKEN_SCRIPT_END "SCRIPT_END"
#define SZ_TOKEN_AND "&&"
#define SZ_TOKEN_OR "||"
#define SZ_TOKEN_ON "ON"
#define SZ_TOKEN_OFF "OFF"
#define SZ_TOKEN_COMPUTER_PLAYER "COMPUTER_PLAYER"
#define SZ_TOKEN_MULTIPLY "MULTIPLY"
#define SZ_TOKEN_DIVIDE "DIVIDE"
//#define SZ_TOKEN_COMMENT "COMMENT"
// 1 parameter - TOKEN_ON or TOKEN_OFF
// need state tokens in same order as state defines
#define TOKEN_CONSTRUCT_BUILDING ( 1+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FETCH_WOOD ( 2+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SHAMAN_GET_WILDS ( 3+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_HOUSE_A_PERSON ( 4+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SEND_GHOSTS ( 5+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BRING_NEW_PEOPLE_BACK ( 6+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRAIN_PEOPLE ( 7+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_POPULATE_DRUM_TOWER ( 8+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DEFEND ( 9+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DEFEND_BASE (10+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPELL_DEFENCE (11+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_PREACH (12+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILD_WALLS (13+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SABOTAGE (14+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPELL_OFFENSIVE (15+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FIREWARRIOR_DEFEND (16+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILD_VEHICLE (17+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FETCH_LOST_PEOPLE (18+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FETCH_LOST_VEHICLE (19+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FETCH_FAR_VEHICLE (20+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_AUTO_ATTACK (21+NO_COMMANDS+TOKEN_OFFSET)
#define SZ_TOKEN_CONSTRUCT_BUILDING "STATE_CONSTRUCT_BUILDING"
#define SZ_TOKEN_FETCH_WOOD "STATE_FETCH_WOOD"
#define SZ_TOKEN_SHAMAN_GET_WILDS "STATE_SHAMAN_GET_WILDS"
#define SZ_TOKEN_HOUSE_A_PERSON "STATE_HOUSE_A_PERSON"
#define SZ_TOKEN_SEND_GHOSTS "STATE_SEND_GHOSTS"
#define SZ_TOKEN_BRING_NEW_PEOPLE_BACK "STATE_STATE_BRING_NEW_PEOPLE_BACK"
#define SZ_TOKEN_TRAIN_PEOPLE "STATE_TRAIN_PEOPLE"
#define SZ_TOKEN_POPULATE_DRUM_TOWER "STATE_POPULATE_DRUM_TOWER"
#define SZ_TOKEN_DEFEND "STATE_DEFEND"
#define SZ_TOKEN_DEFEND_BASE "STATE_DEFEND_BASE"
#define SZ_TOKEN_SPELL_DEFENCE "STATE_SPELL_DEFENCE"
#define SZ_TOKEN_PREACH "STATE_PREACH"
#define SZ_TOKEN_BUILD_WALLS "STATE_BUILD_WALLS"
#define SZ_TOKEN_SABOTAGE "STATE_SABOTAGE"
#define SZ_TOKEN_SPELL_OFFENSIVE "STATE_SPELL_OFFENSIVE"
#define SZ_TOKEN_FIREWARRIOR_DEFEND "STATE_FIREWARRIOR_DEFEND"
#define SZ_TOKEN_BUILD_VEHICLE "STATE_BUILD_VEHICLE"
#define SZ_TOKEN_FETCH_LOST_PEOPLE "STATE_FETCH_LOST_PEOPLE"
#define SZ_TOKEN_FETCH_LOST_VEHICLE "STATE_FETCH_LOST_VEHICLE"
#define SZ_TOKEN_FETCH_FAR_VEHICLE "STATE_FETCH_FAR_VEHICLE"
#define SZ_TOKEN_AUTO_ATTACK "STATE_AUTO_ATTACK"
#define TOKEN_SHAMAN_DEFEND (22+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FLATTEN_BASE (23+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILD_OUTER_DEFENCES (24+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPARE5 (25+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPARE6 (26+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPARE7 (27+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPARE8 (28+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPARE9 (29+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPARE10 (30+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_WILD (31+NO_COMMANDS+TOKEN_OFFSET)
#define SZ_TOKEN_SHAMAN_DEFEND "STATE_SHAMAN_DEFEND"
#define SZ_TOKEN_FLATTEN_BASE "STATE_FLATTEN_BASE"
#define SZ_TOKEN_BUILD_OUTER_DEFENCES "STATE_BUILD_OUTER_DEFENCES"
#define SZ_TOKEN_SPARE5 "SPARE5"
#define SZ_TOKEN_SPARE6 "SPARE6"
#define SZ_TOKEN_SPARE7 "SPARE7"
#define SZ_TOKEN_SPARE8 "SPARE8"
#define SZ_TOKEN_SPARE9 "SPARE9"
#define SZ_TOKEN_SPARE10 "SPARE10"
#define SZ_TOKEN_COUNT_WILD "COUNT_WILD"
#define TOKEN_ATTACK (32+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_BLUE (33+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_RED (34+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_YELLOW (35+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_GREEN (36+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPELL_ATTACK (37+NO_COMMANDS+TOKEN_OFFSET)
#define SZ_TOKEN_ATTACK "ATTACK"
#define SZ_TOKEN_ATTACK_BLUE "ATTACK_BLUE"
#define SZ_TOKEN_ATTACK_RED "ATTACK_RED"
#define SZ_TOKEN_ATTACK_YELLOW "ATTACK_YELLOW"
#define SZ_TOKEN_ATTACK_GREEN "ATTACK_GREEN"
#define SZ_TOKEN_SPELL_ATTACK "SPELL_ATTACK"
#define TOKEN_RESET_BASE_MARKER (38+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_BASE_MARKER (39+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_BASE_RADIUS (40+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_PEOPLE_IN_MARKER (41+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_DRUM_TOWER_POS (42+NO_COMMANDS+TOKEN_OFFSET)
#define SZ_TOKEN_RESET_BASE_MARKER "RESET_BASE_MARKER"
#define SZ_TOKEN_SET_BASE_MARKER "SET_BASE_MARKER"
#define SZ_TOKEN_SET_BASE_RADIUS "SET_BASE_RADIUS"
#define SZ_TOKEN_COUNT_PEOPLE_IN_MARKER "COUNT_PEOPLE_IN_MARKER"
#define SZ_TOKEN_SET_DRUM_TOWER_POS "SET_DRUM_TOWER_POS"
#define TOKEN_ATTACK_MARKER (43+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_BUILDING (44+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_PERSON (45+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CONVERT_AT_MARKER (46+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_PREACH_AT_MARKER (47+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SEND_GHOST_PEOPLE (48+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GET_SPELLS_CAST (49+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GET_NUM_ONE_OFF_SPELLS (50+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_NORMAL (51+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_BY_BOAT (52+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ATTACK_BY_BALLOON (53+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_ATTACK_VARIABLE (54+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILD_DRUM_TOWER (55+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GUARD_AT_MARKER (56+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GUARD_BETWEEN_MARKERS (57+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GET_HEIGHT_AT_POS (58+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SEND_ALL_PEOPLE_TO_MARKER (59+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GUARD_NORMAL (60+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GUARD_WITH_GHOSTS (61+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_RESET_CONVERT_MARKER (62+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_CONVERT_MARKER (63+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MARKER_ENTRY (64+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_MARKER_ENTRIES (65+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CLEAR_GUARDING_FROM (66+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_BUILDING_DIRECTION (67+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRAIN_PEOPLE_NOW (68+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_PRAY_AT_HEAD (69+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_PUT_PERSON_IN_DT (70+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_I_HAVE_ONE_SHOT (71+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SPELL_TYPE (72+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILDING_TYPE (73+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BOAT_PATROL (74+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DEFEND_SHAMEN (75+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SEND_SHAMEN_DEFENDERS_HOME (76+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BOAT_TYPE (77+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BALLOON_TYPE (78+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_BUILDING_NEAR (79+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILD_AT (80+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_SPELL_ENTRY (81+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DELAY_MAIN_DRUM_TOWER (82+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BUILD_MAIN_DRUM_TOWER (83+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ZOOM_TO (84+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DISABLE_USER_INPUTS (85+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ENABLE_USER_INPUTS (86+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_OPEN_DIALOG (87+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GIVE_ONE_SHOT (88+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CLEAR_STANDING_PEOPLE (89+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_ONLY_STAND_AT_MARKERS (90+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_BLUE (91+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_RED (92+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_YELLOW (93+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GREEN (94+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_NAV_CHECK (95+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TARGET_S_WARRIORS (96+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DONT_TARGET_S_WARRIORS (97+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TARGET_BLUE_SHAMAN (98+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DONT_TARGET_BLUE_SHAMAN (99+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TARGET_BLUE_DRUM_TOWERS (100+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DONT_TARGET_BLUE_DRUM_TOWERS (101+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_HAS_BLUE_KILLED_A_GHOST (102+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_GUARD_FIRES (103+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GET_HEAD_TRIGGER_COUNT (104+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_MOVE_SHAMAN_TO_MARKER (105+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRACK_SHAMAN_TO_ANGLE (106+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRACK_SHAMAN_EXTRA_BOLLOCKS (107+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_SHAMAN_AVAILABLE_FOR_ATTACK (108+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_PARTIAL_BUILDING_COUNT (109+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SEND_BLUE_PEOPLE_TO_MARKER (110+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GIVE_MANA_TO_PLAYER (111+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_PLAYER_IN_WORLD_VIEW (112+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_AUTO_BUILD (113+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DESELECT_ALL_BLUE_PEOPLE (114+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FLASH_BUTTON (115+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TURN_PANEL_ON (116+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GIVE_PLAYER_SPELL (117+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_HAS_PLAYER_BEEN_IN_ENCYC (118+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_BLUE_SHAMAN_SELECTED (119+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CLEAR_SHAMAN_LEFT_CLICK (120+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CLEAR_SHAMAN_RIGHT_CLICK (121+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_SHAMAN_ICON_LEFT_CLICKED (122+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_SHAMAN_ICON_RIGHT_CLICKED (123+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRIGGER_THING (124+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRACK_TO_MARKER (125+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CAMERA_ROTATION (126+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_STOP_CAMERA_ROTATION (127+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_BLUE_SHAPES (128+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_BLUE_IN_HOUSES (129+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_HAS_HOUSE_INFO_BEEN_SHOWN (130+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CLEAR_HOUSE_INFO_FLAG (131+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_AUTO_HOUSE (132+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_BLUE_WITH_BUILD_COMMAND (133+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DONT_HOUSE_SPECIALISTS (134+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TARGET_PLAYER_DT_AND_S (135+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_REMOVE_PLAYER_THING (136+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_REINCARNATION (137+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_EXTRA_WOOD_COLLECTION (138+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_WOOD_COLLECTION_RADII (139+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GET_NUM_PEOPLE_CONVERTED (140+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_GET_NUM_PEOPLE_BEING_PREACHED (141+NO_COMMANDS+TOKEN_OFFSET)
#define SZ_TOKEN_ATTACK_MARKER "ATTACK_MARKER"
#define SZ_TOKEN_ATTACK_BUILDING "ATTACK_BUILDING"
#define SZ_TOKEN_ATTACK_PERSON "ATTACK_PERSON"
#define SZ_TOKEN_CONVERT_AT_MARKER "CONVERT_AT_MARKER"
#define SZ_TOKEN_PREACH_AT_MARKER "PREACH_AT_MARKER"
#define SZ_TOKEN_SEND_GHOST_PEOPLE "SEND_GHOST_PEOPLE"
#define SZ_TOKEN_GET_SPELLS_CAST "GET_SPELLS_CAST"
#define SZ_TOKEN_GET_NUM_ONE_OFF_SPELLS "GET_NUM_ONE_OFF_SPELLS"
#define SZ_TOKEN_ATTACK_NORMAL "ATTACK_NORMAL"
#define SZ_TOKEN_ATTACK_BY_BOAT "ATTACK_BY_BOAT"
#define SZ_TOKEN_ATTACK_BY_BALLOON "ATTACK_BY_BALLOON"
#define SZ_TOKEN_SET_ATTACK_VARIABLE "SET_ATTACK_VARIABLE"
#define SZ_TOKEN_BUILD_DRUM_TOWER "BUILD_DRUM_TOWER"
#define SZ_TOKEN_GUARD_AT_MARKER "GUARD_AT_MARKER"
#define SZ_TOKEN_GUARD_BETWEEN_MARKERS "GUARD_BETWEEN_MARKERS"
#define SZ_TOKEN_GET_HEIGHT_AT_POS "GET_HEIGHT_AT_POS"
#define SZ_TOKEN_SEND_ALL_PEOPLE_TO_MARKER "SEND_ALL_PEOPLE_TO_MARKER"
#define SZ_TOKEN_GUARD_NORMAL "GUARD_NORMAL"
#define SZ_TOKEN_GUARD_WITH_GHOSTS "GUARD_WITH_GHOSTS"
#define SZ_TOKEN_RESET_CONVERT_MARKER "RESET_CONVERT_MARKER"
#define SZ_TOKEN_SET_CONVERT_MARKER "SET_CONVERT_MARKER"
#define SZ_TOKEN_SET_MARKER_ENTRY "SET_MARKER_ENTRY"
#define SZ_TOKEN_MARKER_ENTRIES "MARKER_ENTRIES"
#define SZ_TOKEN_CLEAR_GUARDING_FROM "CLEAR_GUARDING_FROM"
#define SZ_TOKEN_SET_BUILDING_DIRECTION "SET_BUILDING_DIRECTION"
#define SZ_TOKEN_TRAIN_PEOPLE_NOW "TRAIN_PEOPLE_NOW"
#define SZ_TOKEN_PRAY_AT_HEAD "PRAY_AT_HEAD"
#define SZ_TOKEN_PUT_PERSON_IN_DT "PUT_PERSON_IN_DT"
#define SZ_TOKEN_I_HAVE_ONE_SHOT "I_HAVE_ONE_SHOT"
#define SZ_TOKEN_SPELL_TYPE "SPELL_TYPE"
#define SZ_TOKEN_BUILDING_TYPE "BUILDING_TYPE"
#define SZ_TOKEN_BOAT_PATROL "VEHICLE_PATROL"
#define SZ_TOKEN_DEFEND_SHAMEN "DEFEND_SHAMEN"
#define SZ_TOKEN_SEND_SHAMEN_DEFENDERS_HOME "SEND_SHAMEN_DEFENDERS_HOME"
#define SZ_TOKEN_BOAT_TYPE "BOAT_TYPE"
#define SZ_TOKEN_BALLOON_TYPE "BALLOON_TYPE"
#define SZ_TOKEN_IS_BUILDING_NEAR "IS_BUILDING_NEAR"
#define SZ_TOKEN_BUILD_AT "BUILD_AT"
#define SZ_TOKEN_SET_SPELL_ENTRY "SET_SPELL_ENTRY"
#define SZ_TOKEN_DELAY_MAIN_DRUM_TOWER "DELAY_MAIN_DRUM_TOWER"
#define SZ_TOKEN_BUILD_MAIN_DRUM_TOWER "BUILD_MAIN_DRUM_TOWER"
#define SZ_TOKEN_ZOOM_TO "ZOOM_TO"
#define SZ_TOKEN_DISABLE_USER_INPUTS "DISABLE_USER_INPUTS"
#define SZ_TOKEN_ENABLE_USER_INPUTS "ENABLE_USER_INPUTS"
#define SZ_TOKEN_OPEN_DIALOG "OPEN_DIALOG"
#define SZ_TOKEN_GIVE_ONE_SHOT "GIVE_ONE_SHOT"
#define SZ_TOKEN_CLEAR_STANDING_PEOPLE "CLEAR_STANDING_PEOPLE"
#define SZ_TOKEN_ONLY_STAND_AT_MARKERS "ONLY_STAND_AT_MARKERS"
#define SZ_TOKEN_BLUE "BLUE"
#define SZ_TOKEN_RED "RED"
#define SZ_TOKEN_YELLOW "YELLOW"
#define SZ_TOKEN_GREEN "GREEN"
#define SZ_TOKEN_NAV_CHECK "NAV_CHECK"
#define SZ_TOKEN_TARGET_S_WARRIORS "TARGET_FIREWARRIORS"
#define SZ_TOKEN_DONT_TARGET_S_WARRIORS "DONT_TARGET_FIREWARRIORS"
#define SZ_TOKEN_TARGET_BLUE_SHAMAN "TARGET_BLUE_SHAMAN"
#define SZ_TOKEN_DONT_TARGET_BLUE_SHAMAN "DONT_TARGET_BLUE_SHAMAN"
#define SZ_TOKEN_TARGET_BLUE_DRUM_TOWERS "TARGET_BLUE_DRUM_TOWERS"
#define SZ_TOKEN_DONT_TARGET_BLUE_DRUM_TOWERS "DONT_TARGET_BLUE_DRUM_TOWERS"
#define SZ_TOKEN_HAS_BLUE_KILLED_A_GHOST "HAS_BLUE_KILLED_A_GHOST"
#define SZ_TOKEN_COUNT_GUARD_FIRES "COUNT_GUARD_FIRES"
#define SZ_TOKEN_GET_HEAD_TRIGGER_COUNT "GET_HEAD_TRIGGER_COUNT"
#define SZ_TOKEN_MOVE_SHAMAN_TO_MARKER "MOVE_SHAMAN_TO_MARKER"
#define SZ_TOKEN_TRACK_SHAMAN_TO_ANGLE "TRACK_SHAMAN_TO_ANGLE"
#define SZ_TOKEN_TRACK_SHAMAN_EXTRA_BOLLOCKS "TRACK_SHAMAN_EXTRA_BOLLOCKS"
#define SZ_TOKEN_IS_SHAMAN_AVAILABLE_FOR_ATTACK "IS_SHAMAN_AVAILABLE_FOR_ATTACK"
#define SZ_TOKEN_PARTIAL_BUILDING_COUNT "PARTIAL_BUILDING_COUNT"
#define SZ_TOKEN_SEND_BLUE_PEOPLE_TO_MARKER "SEND_BLUE_PEOPLE_TO_MARKER"
#define SZ_TOKEN_GIVE_MANA_TO_PLAYER "GIVE_MANA_TO_PLAYER"
#define SZ_TOKEN_IS_PLAYER_IN_WORLD_VIEW "IS_PLAYER_IN_WORLD_VIEW"
#define SZ_TOKEN_SET_AUTO_BUILD "SET_AUTO_BUILD"
#define SZ_TOKEN_DESELECT_ALL_BLUE_PEOPLE "DESELECT_ALL_BLUE_PEOPLE"
#define SZ_TOKEN_FLASH_BUTTON "FLASH_BUTTON"
#define SZ_TOKEN_TURN_PANEL_ON "TURN_PANEL_ON"
#define SZ_TOKEN_GIVE_PLAYER_SPELL "GIVE_PLAYER_SPELL"
#define SZ_TOKEN_HAS_PLAYER_BEEN_IN_ENCYC "HAS_PLAYER_BEEN_IN_ENCYC"
#define SZ_TOKEN_IS_BLUE_SHAMAN_SELECTED "IS_BLUE_SHAMAN_SELECTED"
#define SZ_TOKEN_CLEAR_SHAMAN_LEFT_CLICK "CLEAR_SHAMAN_LEFT_CLICK"
#define SZ_TOKEN_CLEAR_SHAMAN_RIGHT_CLICK "CLEAR_SHAMAN_RIGHT_CLICK"
#define SZ_TOKEN_IS_SHAMAN_ICON_LEFT_CLICKED "IS_SHAMAN_ICON_LEFT_CLICKED"
#define SZ_TOKEN_IS_SHAMAN_ICON_RIGHT_CLICKED "IS_SHAMAN_ICON_RIGHT_CLICKED"
#define SZ_TOKEN_TRIGGER_THING "TRIGGER_THING"
#define SZ_TOKEN_TRACK_TO_MARKER "TRACK_TO_MARKER"
#define SZ_TOKEN_CAMERA_ROTATION "CAMERA_ROTATION"
#define SZ_TOKEN_STOP_CAMERA_ROTATION "STOP_CAMERA_ROTATION"
#define SZ_TOKEN_COUNT_BLUE_SHAPES "COUNT_BLUE_SHAPES"
#define SZ_TOKEN_COUNT_BLUE_IN_HOUSES "COUNT_BLUE_IN_HOUSES"
#define SZ_TOKEN_HAS_HOUSE_INFO_BEEN_SHOWN "HAS_HOUSE_INFO_BEEN_SHOWN"
#define SZ_TOKEN_CLEAR_HOUSE_INFO_FLAG "CLEAR_HOUSE_INFO_FLAG"
#define SZ_TOKEN_SET_AUTO_HOUSE "SET_AUTO_HOUSE"
#define SZ_TOKEN_COUNT_BLUE_WITH_BUILD_COMMAND "COUNT_BLUE_WITH_BUILD_COMMAND"
#define SZ_TOKEN_DONT_HOUSE_SPECIALISTS "DONT_HOUSE_SPECIALISTS"
#define SZ_TOKEN_TARGET_PLAYER_DT_AND_S "TARGET_PLAYER_DT_AND_S"
#define SZ_TOKEN_REMOVE_PLAYER_THING "REMOVE_PLAYER_THING"
#define SZ_TOKEN_SET_REINCARNATION "SET_REINCARNATION"
#define SZ_TOKEN_EXTRA_WOOD_COLLECTION "EXTRA_WOOD_COLLECTION"
#define SZ_TOKEN_SET_WOOD_COLLECTION_RADII "SET_WOOD_COLLECTION_RADII"
#define SZ_TOKEN_GET_NUM_PEOPLE_CONVERTED "GET_NUM_PEOPLE_CONVERTED"
#define SZ_TOKEN_GET_NUM_PEOPLE_BEING_PREACHED "GET_NUM_PEOPLE_BEING_PREACHED"
#define TOKEN_TRIGGER_LEVEL_LOST (142+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TRIGGER_LEVEL_WON (143+NO_COMMANDS+TOKEN_OFFSET)
#define SZ_TOKEN_TRIGGER_LEVEL_LOST "TRIGGER_LEVEL_LOST"
#define SZ_TOKEN_TRIGGER_LEVEL_WON "TRIGGER_LEVEL_WON"
#define CONSTANT_VAL (0)
#define USER_VAL (1)
#define INTERNAL_VAL (2)
#define ID_TYPE_ULONG (0)
#define ID_TYPE_SLONG (1)
#define ID_TYPE_UWORD (2)
#define ID_TYPE_SWORD (3)
#define ID_TYPE_UBYTE (4)
#define ID_TYPE_SBYTE (5)
#define ID_TYPE_DUMMY (99)
#define INT_GAME_TURN (0)
#define INT_MY_NUM_PEOPLE (1) // uses next 4 slots
#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) // uses next 3 slots
#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 SZ_INT_GAME_TURN "INT_GAME_TURN"
#define SZ_INT_MY_NUM_PEOPLE "INT_MY_NUM_PEOPLE"
#define SZ_INT_BLUE_PEOPLE "INT_BLUE_PEOPLE"
#define SZ_INT_RED_PEOPLE "INT_RED_PEOPLE"
#define SZ_INT_YELLOW_PEOPLE "INT_YELLOW_PEOPLE"
#define SZ_INT_GREEN_PEOPLE "INT_GREEN_PEOPLE"
#define SZ_INT_MY_NUM_KILLED_BY_HUMAN "INT_MY_NUM_KILLED_BY_HUMAN"
#define SZ_INT_RED_KILLED_BY_HUMAN "INT_RED_KILLED_BY_HUMAN"
#define SZ_INT_YELLOW_KILLED_BY_HUMAN "INT_YELLOW_KILLED_BY_HUMAN"
#define SZ_INT_GREEN_KILLED_BY_HUMAN "INT_GREEN_KILLED_BY_HUMAN"
#define SZ_INT_WILD_PEOPLE "INT_WILD_PEOPLE"
#define SZ_INT_BLUE_MANA "INT_BLUE_MANA"
#define SZ_INT_RED_MANA "INT_RED_MANA"
#define SZ_INT_YELLOW_MANA "INT_YELLOW_MANA"
#define SZ_INT_GREEN_MANA "INT_GREEN_MANA"
#define MAX_INT_OFFSET (1000)
#define INT_ATTR_EXPANSION (0+MAX_INT_OFFSET)
#define INT_ATTR_PREF_SPY_TRAINS (1+MAX_INT_OFFSET)
#define INT_ATTR_PREF_RELIGIOUS_TRAINS (2+MAX_INT_OFFSET)
#define INT_ATTR_PREF_WARRIOR_TRAINS (3+MAX_INT_OFFSET)
#define INT_ATTR_PREF_FIREWARRIOR_TRAINS (4+MAX_INT_OFFSET)
#define INT_ATTR_PREF_SPY_PEOPLE (5+MAX_INT_OFFSET)
#define INT_ATTR_PREF_RELIGIOUS_PEOPLE (6+MAX_INT_OFFSET)
#define INT_ATTR_PREF_WARRIOR_PEOPLE (7+MAX_INT_OFFSET)
#define INT_ATTR_PREF_FIREWARRIOR_PEOPLE (8+MAX_INT_OFFSET)
#define INT_ATTR_MAX_BUILDINGS_ON_GO (9+MAX_INT_OFFSET)
#define INT_ATTR_HOUSE_PERCENTAGE (10+MAX_INT_OFFSET)
#define INT_ATTR_AWAY_BRAVE (11+MAX_INT_OFFSET)
#define INT_ATTR_AWAY_WARRIOR (12+MAX_INT_OFFSET)
#define INT_ATTR_AWAY_RELIGIOUS (13+MAX_INT_OFFSET)
#define INT_ATTR_DEFENSE_RAD_INCR (14+MAX_INT_OFFSET)
#define INT_ATTR_MAX_DEFENSIVE_ACTIONS (15+MAX_INT_OFFSET)
#define INT_ATTR_AWAY_SPY (16+MAX_INT_OFFSET)
#define INT_ATTR_AWAY_FIREWARRIOR (17+MAX_INT_OFFSET)
#define INT_ATTR_ATTACK_PERCENTAGE (18+MAX_INT_OFFSET)
#define INT_ATTR_AWAY_SHAMAN (19+MAX_INT_OFFSET)
#define INT_ATTR_PEOPLE_PER_BOAT (20+MAX_INT_OFFSET)
#define INT_ATTR_PEOPLE_PER_BALLOON (21+MAX_INT_OFFSET)
#define INT_ATTR_DONT_USE_BOATS (22+MAX_INT_OFFSET)
#define INT_ATTR_MAX_SPY_ATTACKS (23+MAX_INT_OFFSET)
#define INT_ATTR_ENEMY_SPY_MAX_STAND (24+MAX_INT_OFFSET)
#define INT_ATTR_MAX_ATTACKS (25+MAX_INT_OFFSET)
#define INT_ATTR_EMPTY_AT_WAYPOINT (26+MAX_INT_OFFSET)
#define INT_ATTR_SPY_CHECK_FREQUENCY (27+MAX_INT_OFFSET)
#define INT_ATTR_RETREAT_VALUE (28+MAX_INT_OFFSET)
#define INT_ATTR_BASE_UNDER_ATTACK_RETREAT (29+MAX_INT_OFFSET)
#define INT_ATTR_RANDOM_BUILD_SIDE (30+MAX_INT_OFFSET)
#define INT_ATTR_USE_PREACHER_FOR_DEFENCE (31+MAX_INT_OFFSET)
#define INT_ATTR_SHAMEN_BLAST (32+MAX_INT_OFFSET)
#define INT_ATTR_MAX_TRAIN_AT_ONCE (33+MAX_INT_OFFSET)
#define INT_ATTR_GROUP_OPTION (34+MAX_INT_OFFSET)
#define INT_ATTR_PREF_BOAT_HUTS (35+MAX_INT_OFFSET)
#define INT_ATTR_PREF_BALLOON_HUTS (36+MAX_INT_OFFSET)
#define INT_ATTR_PREF_BOAT_DRIVERS (37+MAX_INT_OFFSET)
#define INT_ATTR_PREF_BALLOON_DRIVERS (38+MAX_INT_OFFSET)
#define INT_ATTR_FIGHT_STOP_DISTANCE (39+MAX_INT_OFFSET)
#define INT_ATTR_SPY_DISCOVER_CHANCE (40+MAX_INT_OFFSET)
#define INT_ATTR_COUNT_PREACH_DAMAGE (41+MAX_INT_OFFSET)
#define INT_ATTR_DONT_GROUP_AT_DT (42+MAX_INT_OFFSET)
#define INT_ATTR_SPELL_DELAY (43+MAX_INT_OFFSET)
#define INT_ATTR_DONT_DELETE_USELESS_BOAT_HOUSE (44+MAX_INT_OFFSET)
#define INT_ATTR_BOAT_HOUSE_BROKEN (45+MAX_INT_OFFSET)
#define INT_ATTR_DONT_AUTO_TRAIN_PREACHERS (46+MAX_INT_OFFSET)
#define INT_ATTR_SPARE_6 (47+MAX_INT_OFFSET)
#define SZ_INT_ATTR_EXPANSION "INT_ATTR_EXPANSION"
#define SZ_INT_ATTR_PREF_SPY_TRAINS "INT_ATTR_PREF_SPY_TRAINS"
#define SZ_INT_ATTR_PREF_RELIGIOUS_TRAINS "INT_ATTR_PREF_RELIGIOUS_TRAINS"
#define SZ_INT_ATTR_PREF_WARRIOR_TRAINS "INT_ATTR_PREF_WARRIOR_TRAINS"
#define SZ_INT_ATTR_PREF_FIREWARRIOR_TRAINS "INT_ATTR_PREF_FIREWARRIOR_TRAINS"
#define SZ_INT_ATTR_PREF_SPY_PEOPLE "INT_ATTR_PREF_SPY_PEOPLE"
#define SZ_INT_ATTR_PREF_RELIGIOUS_PEOPLE "INT_ATTR_PREF_RELIGIOUS_PEOPLE"
#define SZ_INT_ATTR_PREF_WARRIOR_PEOPLE "INT_ATTR_PREF_WARRIOR_PEOPLE"
#define SZ_INT_ATTR_PREF_FIREWARRIOR_PEOPLE "INT_ATTR_PREF_FIREWARRIOR_PEOPLE"
#define SZ_INT_ATTR_MAX_BUILDINGS_ON_GO "INT_ATTR_MAX_BUILDINGS_ON_GO"
#define SZ_INT_ATTR_HOUSE_PERCENTAGE "INT_ATTR_HOUSE_PERCENTAGE"
#define SZ_INT_ATTR_AWAY_BRAVE "INT_ATTR_AWAY_BRAVE"
#define SZ_INT_ATTR_AWAY_WARRIOR "INT_ATTR_AWAY_WARRIOR"
#define SZ_INT_ATTR_AWAY_RELIGIOUS "INT_ATTR_AWAY_RELIGIOUS"
#define SZ_INT_ATTR_DEFENSE_RAD_INCR "INT_ATTR_DEFENSE_RAD_INCR"
#define SZ_INT_ATTR_MAX_DEFENSIVE_ACTIONS "INT_ATTR_MAX_DEFENSIVE_ACTIONS"
#define SZ_INT_ATTR_AWAY_SPY "INT_ATTR_AWAY_SPY"
#define SZ_INT_ATTR_AWAY_FIREWARRIOR "INT_ATTR_AWAY_FIREWARRIOR"
#define SZ_INT_ATTR_ATTACK_PERCENTAGE "INT_ATTR_ATTACK_PERCENTAGE"
#define SZ_INT_ATTR_AWAY_SHAMAN "INT_ATTR_AWAY_SHAMAN"
#define SZ_INT_ATTR_PEOPLE_PER_BOAT "INT_ATTR_PEOPLE_PER_BOAT"
#define SZ_INT_ATTR_PEOPLE_PER_BALLOON "INT_ATTR_PEOPLE_PER_BALLOON"
#define SZ_INT_ATTR_DONT_USE_BOATS "INT_ATTR_DONT_USE_BOATS"
#define SZ_INT_ATTR_MAX_SPY_ATTACKS "INT_ATTR_MAX_SPY_ATTACKS"
#define SZ_INT_ATTR_ENEMY_SPY_MAX_STAND "INT_ATTR_ENEMY_SPY_MAX_STAND"
#define SZ_INT_ATTR_MAX_ATTACKS "INT_ATTR_MAX_ATTACKS"
#define SZ_INT_ATTR_EMPTY_AT_WAYPOINT "INT_ATTR_EMPTY_AT_WAYPOINT"
#define SZ_INT_ATTR_SPY_CHECK_FREQUENCY "INT_ATTR_SPY_CHECK_FREQUENCY"
#define SZ_INT_ATTR_RETREAT_VALUE "INT_ATTR_RETREAT_VALUE"
#define SZ_INT_ATTR_BASE_UNDER_ATTACK_RETREAT "INT_ATTR_BASE_UNDER_ATTACK_RETREAT"
#define SZ_INT_ATTR_RANDOM_BUILD_SIDE "INT_ATTR_RANDOM_BUILD_SIDE"
#define SZ_INT_ATTR_USE_PREACHER_FOR_DEFENCE "INT_ATTR_USE_PREACHER_FOR_DEFENCE"
#define SZ_INT_ATTR_SHAMEN_BLAST "INT_ATTR_SHAMEN_BLAST"
#define SZ_INT_ATTR_MAX_TRAIN_AT_ONCE "INT_ATTR_MAX_TRAIN_AT_ONCE"
#define SZ_INT_ATTR_GROUP_OPTION "INT_ATTR_GROUP_OPTION"
#define SZ_INT_ATTR_PREF_BOAT_HUTS "INT_ATTR_PREF_BOAT_HUTS"
#define SZ_INT_ATTR_PREF_BALLOON_HUTS "INT_ATTR_PREF_BALLOON_HUTS"
#define SZ_INT_ATTR_PREF_BOAT_DRIVERS "INT_ATTR_PREF_BOAT_DRIVERS"
#define SZ_INT_ATTR_PREF_BALLOON_DRIVERS "INT_ATTR_PREF_BALLOON_DRIVERS"
#define SZ_INT_ATTR_FIGHT_STOP_DISTANCE "INT_ATTR_FIGHT_STOP_DISTANCE"
#define SZ_INT_ATTR_SPY_DISCOVER_CHANCE "INT_ATTR_SPY_DISCOVER_CHANCE"
#define SZ_INT_ATTR_COUNT_PREACH_DAMAGE "INT_ATTR_COUNT_PREACH_DAMAGE"
#define SZ_INT_ATTR_DONT_GROUP_AT_DT "INT_ATTR_DONT_GROUP_AT_DT"
#define SZ_INT_ATTR_SPELL_DELAY "INT_ATTR_SPELL_DELAY"
#define SZ_INT_ATTR_DONT_DELETE_USELESS_BOAT_HOUSE "INT_ATTR_DONT_DELETE_USELESS_BOAT_HOUSE"
#define SZ_INT_ATTR_BOAT_HOUSE_BROKEN "INT_ATTR_BOAT_HOUSE_BROKEN"
#define SZ_INT_ATTR_DONT_AUTO_TRAIN_PREACHERS "INT_ATTR_DONT_AUTO_TRAIN_PREACHERS"
#define SZ_INT_ATTR_SPARE_6 "INT_ATTR_SPARE"
#define INT_MY_MANA (48+MAX_INT_OFFSET)
#define SZ_INT_MY_MANA "INT_MY_MANA"
#define INT_M_SPELL_BURN_COST (49+MAX_INT_OFFSET)
#define INT_M_SPELL_BLAST_COST (50+MAX_INT_OFFSET)
#define INT_M_SPELL_LIGHTNING_BOLT_COST (51+MAX_INT_OFFSET)
#define INT_M_SPELL_WHIRLWIND_COST (52+MAX_INT_OFFSET)
#define INT_M_SPELL_INSECT_PLAGUE_COST (53+MAX_INT_OFFSET)
#define INT_M_SPELL_INVISIBILITY_COST (54+MAX_INT_OFFSET)
#define INT_M_SPELL_HYPNOTISM_COST (55+MAX_INT_OFFSET)
#define INT_M_SPELL_FIRESTORM_COST (56+MAX_INT_OFFSET)
#define INT_M_SPELL_GHOST_ARMY_COST (57+MAX_INT_OFFSET)
#define INT_M_SPELL_EROSION_COST (58+MAX_INT_OFFSET)
#define INT_M_SPELL_SWAMP_COST (59+MAX_INT_OFFSET)
#define INT_M_SPELL_LAND_BRIDGE_COST (60+MAX_INT_OFFSET)
#define INT_M_SPELL_ANGEL_OF_DEATH_COST (61+MAX_INT_OFFSET)
#define INT_M_SPELL_EARTHQUAKE_COST (62+MAX_INT_OFFSET)
#define INT_M_SPELL_FLATTEN_COST (63+MAX_INT_OFFSET)
#define INT_M_SPELL_VOLCANO_COST (64+MAX_INT_OFFSET)
#define INT_M_SPELL_WRATH_OF_GOD_COST (65+MAX_INT_OFFSET)
#define SZ_INT_M_SPELL_BURN_COST "INT_M_SPELL_BURN_COST"
#define SZ_INT_M_SPELL_BLAST_COST "INT_M_SPELL_BLAST_COST"
#define SZ_INT_M_SPELL_LIGHTNING_BOLT_COST "INT_M_SPELL_LIGHTNING_COST"
#define SZ_INT_M_SPELL_WHIRLWIND_COST "INT_M_SPELL_TORNADO_COST"
#define SZ_INT_M_SPELL_INSECT_PLAGUE_COST "INT_M_SPELL_SWARM_COST"
#define SZ_INT_M_SPELL_INVISIBILITY_COST "INT_M_SPELL_INVISIBILITY_COST"
#define SZ_INT_M_SPELL_HYPNOTISM_COST "INT_M_SPELL_HYPNOTISM_COST"
#define SZ_INT_M_SPELL_FIRESTORM_COST "INT_M_SPELL_FIRESTORM_COST"
#define SZ_INT_M_SPELL_GHOST_ARMY_COST "INT_M_SPELL_GHOST_ARMY_COST"
#define SZ_INT_M_SPELL_EROSION_COST "INT_M_SPELL_EROSION_COST"
#define SZ_INT_M_SPELL_SWAMP_COST "INT_M_SPELL_SWAMP_COST"
#define SZ_INT_M_SPELL_LAND_BRIDGE_COST "INT_M_SPELL_LAND_BRIDGE_COST"
#define SZ_INT_M_SPELL_ANGEL_OF_DEATH_COST "INT_M_SPELL_ANGEL_OF_DEATH_COST"
#define SZ_INT_M_SPELL_EARTHQUAKE_COST "INT_M_SPELL_EARTHQUAKE_COST"
#define SZ_INT_M_SPELL_FLATTEN_COST "INT_M_SPELL_FLATTEN_COST"
#define SZ_INT_M_SPELL_VOLCANO_COST "INT_M_SPELL_VOLCANO_COST"
#define SZ_INT_M_SPELL_WRATH_OF_GOD_COST "INT_M_SPELL_WRATH_OF_GOD_COST"
#define INT_M_BUILDING_TEPEE (66+MAX_INT_OFFSET)
#define INT_M_BUILDING_HUT (67+MAX_INT_OFFSET)
#define INT_M_BUILDING_FARM (68+MAX_INT_OFFSET)
#define INT_M_BUILDING_DRUM_TOWER (69+MAX_INT_OFFSET)
#define INT_M_BUILDING_TEMPLE (70+MAX_INT_OFFSET)
#define INT_M_BUILDING_SPY_TRAIN (71+MAX_INT_OFFSET)
#define INT_M_BUILDING_WARRIOR_TRAIN (72+MAX_INT_OFFSET)
#define INT_M_BUILDING_FIREWARRIOR_TRAIN (73+MAX_INT_OFFSET)
#define INT_M_BUILDING_RECONVERSION (74+MAX_INT_OFFSET)
#define INT_M_BUILDING_WALL_PIECE (75+MAX_INT_OFFSET)
#define INT_M_BUILDING_GATE (76+MAX_INT_OFFSET)
#define INT_M_BUILDING_CURR_OE_SLOT (77+MAX_INT_OFFSET)
#define INT_M_BUILDING_BOAT_HUT_1 (78+MAX_INT_OFFSET)
#define INT_M_BUILDING_BOAT_HUT_2 (79+MAX_INT_OFFSET)
#define INT_M_BUILDING_AIRSHIP_HUT_1 (80+MAX_INT_OFFSET)
#define INT_M_BUILDING_AIRSHIP_HUT_2 (81+MAX_INT_OFFSET)
#define SZ_INT_M_BUILDING_TEPEE "INT_M_BUILDING_SMALL_HUT"
#define SZ_INT_M_BUILDING_HUT "INT_M_BUILDING_MEDIUM_HUT"
#define SZ_INT_M_BUILDING_FARM "INT_M_BUILDING_LARGE_HUT"
#define SZ_INT_M_BUILDING_DRUM_TOWER "INT_M_BUILDING_DRUM_TOWER"
#define SZ_INT_M_BUILDING_TEMPLE "INT_M_BUILDING_TEMPLE"
#define SZ_INT_M_BUILDING_SPY_TRAIN "INT_M_BUILDING_SPY_TRAIN"
#define SZ_INT_M_BUILDING_WARRIOR_TRAIN "INT_M_BUILDING_WARRIOR_TRAIN"
#define SZ_INT_M_BUILDING_FIREWARRIOR_TRAIN "INT_M_BUILDING_FIREWARRIOR_TRAIN"
#define SZ_INT_M_BUILDING_RECONVERSION "INT_M_BUILDING_RECONVERSION"
#define SZ_INT_M_BUILDING_WALL_PIECE "INT_M_BUILDING_WALL_PIECE"
#define SZ_INT_M_BUILDING_GATE "INT_M_BUILDING_GATE"
#define SZ_INT_M_BUILDING_CURR_OE_SLOT "INT_M_BUILDING_CURR_OE_SLOT"
#define SZ_INT_M_BUILDING_BOAT_HUT_1 "INT_M_BUILDING_BOAT_HUT"
#define SZ_INT_M_BUILDING_BOAT_HUT_2 "INT_M_BUILDING_BOAT_HUT_2"
#define SZ_INT_M_BUILDING_AIRSHIP_HUT_1 "INT_M_BUILDING_AIRSHIP_HUT"
#define SZ_INT_M_BUILDING_AIRSHIP_HUT_2 "INT_M_BUILDING_AIRSHIP_HUT_2"
#define INT_B_BUILDING_TEPEE (82+MAX_INT_OFFSET)
#define INT_B_BUILDING_HUT (83+MAX_INT_OFFSET)
#define INT_B_BUILDING_FARM (84+MAX_INT_OFFSET)
#define INT_B_BUILDING_DRUM_TOWER (85+MAX_INT_OFFSET)
#define INT_B_BUILDING_TEMPLE (86+MAX_INT_OFFSET)
#define INT_B_BUILDING_SPY_TRAIN (87+MAX_INT_OFFSET)
#define INT_B_BUILDING_WARRIOR_TRAIN (88+MAX_INT_OFFSET)
#define INT_B_BUILDING_FIREWARRIOR_TRAIN (89+MAX_INT_OFFSET)
#define INT_B_BUILDING_RECONVERSION (90+MAX_INT_OFFSET)
#define INT_B_BUILDING_WALL_PIECE (91+MAX_INT_OFFSET)
#define INT_B_BUILDING_GATE (92+MAX_INT_OFFSET)
#define INT_B_BUILDING_CURR_OE_SLOT (93+MAX_INT_OFFSET)
#define INT_B_BUILDING_BOAT_HUT_1 (94+MAX_INT_OFFSET)
#define INT_B_BUILDING_BOAT_HUT_2 (95+MAX_INT_OFFSET)
#define INT_B_BUILDING_AIRSHIP_HUT_1 (96+MAX_INT_OFFSET)
#define INT_B_BUILDING_AIRSHIP_HUT_2 (97+MAX_INT_OFFSET)
#define SZ_INT_B_BUILDING_TEPEE "INT_B_BUILDING_SMALL_HUT"
#define SZ_INT_B_BUILDING_HUT "INT_B_BUILDING_MEDIUM_HUT"
#define SZ_INT_B_BUILDING_FARM "INT_B_BUILDING_LARGE_HUT"
#define SZ_INT_B_BUILDING_DRUM_TOWER "INT_B_BUILDING_DRUM_TOWER"
#define SZ_INT_B_BUILDING_TEMPLE "INT_B_BUILDING_TEMPLE"
#define SZ_INT_B_BUILDING_SPY_TRAIN "INT_B_BUILDING_SPY_TRAIN"
#define SZ_INT_B_BUILDING_WARRIOR_TRAIN "INT_B_BUILDING_WARRIOR_TRAIN"
#define SZ_INT_B_BUILDING_FIREWARRIOR_TRAIN "INT_B_BUILDING_FIREWARRIOR_TRAIN"
#define SZ_INT_B_BUILDING_RECONVERSION "INT_B_BUILDING_RECONVERSION"
#define SZ_INT_B_BUILDING_WALL_PIECE "INT_B_BUILDING_WALL_PIECE"
#define SZ_INT_B_BUILDING_GATE "INT_B_BUILDING_GATE"
#define SZ_INT_B_BUILDING_CURR_OE_SLOT "INT_B_BUILDING_CURR_OE_SLOT"
#define SZ_INT_B_BUILDING_BOAT_HUT_1 "INT_B_BUILDING_BOAT_HUT"
#define SZ_INT_B_BUILDING_BOAT_HUT_2 "INT_B_BUILDING_BOAT_HUT_2"
#define SZ_INT_B_BUILDING_AIRSHIP_HUT_1 "INT_B_BUILDING_AIRSHIP_HUT"
#define SZ_INT_B_BUILDING_AIRSHIP_HUT_2 "INT_B_BUILDING_AIRSHIP_HUT_2"
#define INT_R_BUILDING_TEPEE (98+MAX_INT_OFFSET)
#define INT_R_BUILDING_HUT (99+MAX_INT_OFFSET)
#define INT_R_BUILDING_FARM (100+MAX_INT_OFFSET)
#define INT_R_BUILDING_DRUM_TOWER (101+MAX_INT_OFFSET)
#define INT_R_BUILDING_TEMPLE (102+MAX_INT_OFFSET)
#define INT_R_BUILDING_SPY_TRAIN (103+MAX_INT_OFFSET)
#define INT_R_BUILDING_WARRIOR_TRAIN (104+MAX_INT_OFFSET)
#define INT_R_BUILDING_FIREWARRIOR_TRAIN (105+MAX_INT_OFFSET)
#define INT_R_BUILDING_RECONVERSION (106+MAX_INT_OFFSET)
#define INT_R_BUILDING_WALL_PIECE (107+MAX_INT_OFFSET)
#define INT_R_BUILDING_GATE (108+MAX_INT_OFFSET)
#define INT_R_BUILDING_CURR_OE_SLOT (109+MAX_INT_OFFSET)
#define INT_R_BUILDING_BOAT_HUT_1 (110+MAX_INT_OFFSET)
#define INT_R_BUILDING_BOAT_HUT_2 (111+MAX_INT_OFFSET)
#define INT_R_BUILDING_AIRSHIP_HUT_1 (112+MAX_INT_OFFSET)
#define INT_R_BUILDING_AIRSHIP_HUT_2 (113+MAX_INT_OFFSET)
#define SZ_INT_R_BUILDING_TEPEE "INT_R_BUILDING_SMALL_HUT"
#define SZ_INT_R_BUILDING_HUT "INT_R_BUILDING_MEDIUM_HUT"
#define SZ_INT_R_BUILDING_FARM "INT_R_BUILDING_LARGE_HUT"
#define SZ_INT_R_BUILDING_DRUM_TOWER "INT_R_BUILDING_DRUM_TOWER"
#define SZ_INT_R_BUILDING_TEMPLE "INT_R_BUILDING_TEMPLE"
#define SZ_INT_R_BUILDING_SPY_TRAIN "INT_R_BUILDING_SPY_TRAIN"
#define SZ_INT_R_BUILDING_WARRIOR_TRAIN "INT_R_BUILDING_WARRIOR_TRAIN"
#define SZ_INT_R_BUILDING_FIREWARRIOR_TRAIN "INT_R_BUILDING_FIREWARRIOR_TRAIN"
#define SZ_INT_R_BUILDING_RECONVERSION "INT_R_BUILDING_RECONVERSION"
#define SZ_INT_R_BUILDING_WALL_PIECE "INT_M_BUILDING_WALL_PIECE"
#define SZ_INT_R_BUILDING_GATE "INT_R_BUILDING_GATE"
#define SZ_INT_R_BUILDING_CURR_OE_SLOT "INT_R_BUILDING_CURR_OE_SLOT"
#define SZ_INT_R_BUILDING_BOAT_HUT_1 "INT_R_BUILDING_BOAT_HUT"
#define SZ_INT_R_BUILDING_BOAT_HUT_2 "INT_R_BUILDING_BOAT_HUT_2"
#define SZ_INT_R_BUILDING_AIRSHIP_HUT_1 "INT_R_BUILDING_AIRSHIP_HUT"
#define SZ_INT_R_BUILDING_AIRSHIP_HUT_2 "INT_R_BUILDING_AIRSHIP_HUT_2"
#define INT_Y_BUILDING_TEPEE (114+MAX_INT_OFFSET)
#define INT_Y_BUILDING_HUT (115+MAX_INT_OFFSET)
#define INT_Y_BUILDING_FARM (116+MAX_INT_OFFSET)
#define INT_Y_BUILDING_DRUM_TOWER (117+MAX_INT_OFFSET)
#define INT_Y_BUILDING_TEMPLE (118+MAX_INT_OFFSET)
#define INT_Y_BUILDING_SPY_TRAIN (119+MAX_INT_OFFSET)
#define INT_Y_BUILDING_WARRIOR_TRAIN (120+MAX_INT_OFFSET)
#define INT_Y_BUILDING_FIREWARRIOR_TRAIN (121+MAX_INT_OFFSET)
#define INT_Y_BUILDING_RECONVERSION (122+MAX_INT_OFFSET)
#define INT_Y_BUILDING_WALL_PIECE (123+MAX_INT_OFFSET)
#define INT_Y_BUILDING_GATE (124+MAX_INT_OFFSET)
#define INT_Y_BUILDING_CURR_OE_SLOT (125+MAX_INT_OFFSET)
#define INT_Y_BUILDING_BOAT_HUT_1 (126+MAX_INT_OFFSET)
#define INT_Y_BUILDING_BOAT_HUT_2 (127+MAX_INT_OFFSET)
#define INT_Y_BUILDING_AIRSHIP_HUT_1 (128+MAX_INT_OFFSET)
#define INT_Y_BUILDING_AIRSHIP_HUT_2 (129+MAX_INT_OFFSET)
#define SZ_INT_Y_BUILDING_TEPEE "INT_Y_BUILDING_SMALL_HUT"
#define SZ_INT_Y_BUILDING_HUT "INT_Y_BUILDING_MEDIUM_HUT"
#define SZ_INT_Y_BUILDING_FARM "INT_Y_BUILDING_LARGE_HUT"
#define SZ_INT_Y_BUILDING_DRUM_TOWER "INT_Y_BUILDING_DRUM_TOWER"
#define SZ_INT_Y_BUILDING_TEMPLE "INT_Y_BUILDING_TEMPLE"
#define SZ_INT_Y_BUILDING_SPY_TRAIN "INT_Y_BUILDING_SPY_TRAIN"
#define SZ_INT_Y_BUILDING_WARRIOR_TRAIN "INT_Y_BUILDING_WARRIOR_TRAIN"
#define SZ_INT_Y_BUILDING_FIREWARRIOR_TRAIN "INT_Y_BUILDING_FIREWARRIOR_TRAIN"
#define SZ_INT_Y_BUILDING_RECONVERSION "INT_Y_BUILDING_RECONVERSION"
#define SZ_INT_Y_BUILDING_WALL_PIECE "INT_Y_BUILDING_WALL_PIECE"
#define SZ_INT_Y_BUILDING_GATE "INT_Y_BUILDING_GATE"
#define SZ_INT_Y_BUILDING_CURR_OE_SLOT "INT_Y_BUILDING_CURR_OE_SLOT"
#define SZ_INT_Y_BUILDING_BOAT_HUT_1 "INT_Y_BUILDING_BOAT_HUT"
#define SZ_INT_Y_BUILDING_BOAT_HUT_2 "INT_Y_BUILDING_BOAT_HUT_2"
#define SZ_INT_Y_BUILDING_AIRSHIP_HUT_1 "INT_Y_BUILDING_AIRSHIP_HUT"
#define SZ_INT_Y_BUILDING_AIRSHIP_HUT_2 "INT_Y_BUILDING_AIRSHIP_HUT_2"
#define INT_G_BUILDING_TEPEE (130+MAX_INT_OFFSET)
#define INT_G_BUILDING_HUT (131+MAX_INT_OFFSET)
#define INT_G_BUILDING_FARM (132+MAX_INT_OFFSET)
#define INT_G_BUILDING_DRUM_TOWER (133+MAX_INT_OFFSET)
#define INT_G_BUILDING_TEMPLE (134+MAX_INT_OFFSET)
#define INT_G_BUILDING_SPY_TRAIN (135+MAX_INT_OFFSET)
#define INT_G_BUILDING_WARRIOR_TRAIN (136+MAX_INT_OFFSET)
#define INT_G_BUILDING_FIREWARRIOR_TRAIN (137+MAX_INT_OFFSET)
#define INT_G_BUILDING_RECONVERSION (138+MAX_INT_OFFSET)
#define INT_G_BUILDING_WALL_PIECE (139+MAX_INT_OFFSET)
#define INT_G_BUILDING_GATE (140+MAX_INT_OFFSET)
#define INT_G_BUILDING_CURR_OE_SLOT (141+MAX_INT_OFFSET)
#define INT_G_BUILDING_BOAT_HUT_1 (142+MAX_INT_OFFSET)
#define INT_G_BUILDING_BOAT_HUT_2 (143+MAX_INT_OFFSET)
#define INT_G_BUILDING_AIRSHIP_HUT_1 (144+MAX_INT_OFFSET)
#define INT_G_BUILDING_AIRSHIP_HUT_2 (145+MAX_INT_OFFSET)
#define SZ_INT_G_BUILDING_TEPEE "INT_G_BUILDING_SMALL_HUT"
#define SZ_INT_G_BUILDING_HUT "INT_G_BUILDING_MEDIUM_HUT"
#define SZ_INT_G_BUILDING_FARM "INT_G_BUILDING_LARGE_HUT"
#define SZ_INT_G_BUILDING_DRUM_TOWER "INT_G_BUILDING_DRUM_TOWER"
#define SZ_INT_G_BUILDING_TEMPLE "INT_G_BUILDING_TEMPLE"
#define SZ_INT_G_BUILDING_SPY_TRAIN "INT_G_BUILDING_SPY_TRAIN"
#define SZ_INT_G_BUILDING_WARRIOR_TRAIN "INT_G_BUILDING_WARRIOR_TRAIN"
#define SZ_INT_G_BUILDING_FIREWARRIOR_TRAIN "INT_G_BUILDING_FIREWARRIOR_TRAIN"
#define SZ_INT_G_BUILDING_RECONVERSION "INT_G_BUILDING_RECONVERSION"
#define SZ_INT_G_BUILDING_WALL_PIECE "INT_G_BUILDING_WALL_PIECE"
#define SZ_INT_G_BUILDING_GATE "INT_G_BUILDING_GATE"
#define SZ_INT_G_BUILDING_CURR_OE_SLOT "INT_G_BUILDING_CURR_OE_SLOT"
#define SZ_INT_G_BUILDING_BOAT_HUT_1 "INT_G_BUILDING_BOAT_HUT"
#define SZ_INT_G_BUILDING_BOAT_HUT_2 "INT_G_BUILDING_BOAT_HUT_2"
#define SZ_INT_G_BUILDING_AIRSHIP_HUT_1 "INT_G_BUILDING_AIRSHIP_HUT"
#define SZ_INT_G_BUILDING_AIRSHIP_HUT_2 "INT_G_BUILDING_AIRSHIP_HUT_2"
#define INT_M_PERSON_BRAVE (146+MAX_INT_OFFSET)
#define INT_M_PERSON_WARRIOR (147+MAX_INT_OFFSET)
#define INT_M_PERSON_RELIGIOUS (148+MAX_INT_OFFSET)
#define INT_M_PERSON_SPY (149+MAX_INT_OFFSET)
#define INT_M_PERSON_FIREWARRIOR (150+MAX_INT_OFFSET)
#define INT_M_PERSON_SHAMAN (151+MAX_INT_OFFSET)
#define SZ_INT_M_PERSON_BRAVE "INT_M_PERSON_BRAVE"
#define SZ_INT_M_PERSON_WARRIOR "INT_M_PERSON_WARRIOR"
#define SZ_INT_M_PERSON_RELIGIOUS "INT_M_PERSON_RELIGIOUS"
#define SZ_INT_M_PERSON_SPY "INT_M_PERSON_SPY"
#define SZ_INT_M_PERSON_FIREWARRIOR "INT_M_PERSON_FIREWARRIOR"
#define SZ_INT_M_PERSON_SHAMAN "INT_M_PERSON_SHAMAN"
#define INT_B_PERSON_BRAVE (152+MAX_INT_OFFSET)
#define INT_B_PERSON_WARRIOR (153+MAX_INT_OFFSET)
#define INT_B_PERSON_RELIGIOUS (154+MAX_INT_OFFSET)
#define INT_B_PERSON_SPY (155+MAX_INT_OFFSET)
#define INT_B_PERSON_FIREWARRIOR (156+MAX_INT_OFFSET)
#define INT_B_PERSON_SHAMAN (157+MAX_INT_OFFSET)
#define SZ_INT_B_PERSON_BRAVE "INT_B_PERSON_BRAVE"
#define SZ_INT_B_PERSON_WARRIOR "INT_B_PERSON_WARRIOR"
#define SZ_INT_B_PERSON_RELIGIOUS "INT_B_PERSON_RELIGIOUS"
#define SZ_INT_B_PERSON_SPY "INT_B_PERSON_SPY"
#define SZ_INT_B_PERSON_FIREWARRIOR "INT_B_PERSON_FIREWARRIOR"
#define SZ_INT_B_PERSON_SHAMAN "INT_B_PERSON_SHAMAN"
#define INT_R_PERSON_BRAVE (158+MAX_INT_OFFSET)
#define INT_R_PERSON_WARRIOR (159+MAX_INT_OFFSET)
#define INT_R_PERSON_RELIGIOUS (160+MAX_INT_OFFSET)
#define INT_R_PERSON_SPY (161+MAX_INT_OFFSET)
#define INT_R_PERSON_FIREWARRIOR (162+MAX_INT_OFFSET)
#define INT_R_PERSON_SHAMAN (163+MAX_INT_OFFSET)
#define SZ_INT_R_PERSON_BRAVE "INT_R_PERSON_BRAVE"
#define SZ_INT_R_PERSON_WARRIOR "INT_R_PERSON_WARRIOR"
#define SZ_INT_R_PERSON_RELIGIOUS "INT_R_PERSON_RELIGIOUS"
#define SZ_INT_R_PERSON_SPY "INT_R_PERSON_SPY"
#define SZ_INT_R_PERSON_FIREWARRIOR "INT_R_PERSON_FIREWARRIOR"
#define SZ_INT_R_PERSON_SHAMAN "INT_R_PERSON_SHAMAN"
#define INT_Y_PERSON_BRAVE (164+MAX_INT_OFFSET)
#define INT_Y_PERSON_WARRIOR (165+MAX_INT_OFFSET)
#define INT_Y_PERSON_RELIGIOUS (166+MAX_INT_OFFSET)
#define INT_Y_PERSON_SPY (167+MAX_INT_OFFSET)
#define INT_Y_PERSON_FIREWARRIOR (168+MAX_INT_OFFSET)
#define INT_Y_PERSON_SHAMAN (169+MAX_INT_OFFSET)
#define SZ_INT_Y_PERSON_BRAVE "INT_Y_PERSON_BRAVE"
#define SZ_INT_Y_PERSON_WARRIOR "INT_Y_PERSON_WARRIOR"
#define SZ_INT_Y_PERSON_RELIGIOUS "INT_Y_PERSON_RELIGIOUS"
#define SZ_INT_Y_PERSON_SPY "INT_Y_PERSON_SPY"
#define SZ_INT_Y_PERSON_FIREWARRIOR "INT_Y_PERSON_FIREWARRIOR"
#define SZ_INT_Y_PERSON_SHAMAN "INT_Y_PERSON_SHAMAN"
#define INT_G_PERSON_BRAVE (170+MAX_INT_OFFSET)
#define INT_G_PERSON_WARRIOR (171+MAX_INT_OFFSET)
#define INT_G_PERSON_RELIGIOUS (172+MAX_INT_OFFSET)
#define INT_G_PERSON_SPY (173+MAX_INT_OFFSET)
#define INT_G_PERSON_FIREWARRIOR (174+MAX_INT_OFFSET)
#define INT_G_PERSON_SHAMAN (175+MAX_INT_OFFSET)
#define SZ_INT_G_PERSON_BRAVE "INT_G_PERSON_BRAVE"
#define SZ_INT_G_PERSON_WARRIOR "INT_G_PERSON_WARRIOR"
#define SZ_INT_G_PERSON_RELIGIOUS "INT_G_PERSON_RELIGIOUS"
#define SZ_INT_G_PERSON_SPY "INT_G_PERSON_SPY"
#define SZ_INT_G_PERSON_FIREWARRIOR "INT_G_PERSON_FIREWARRIOR"
#define SZ_INT_G_PERSON_SHAMAN "INT_G_PERSON_SHAMAN"
#define INT_BLUE_KILLED_BY_ME (176+MAX_INT_OFFSET)
#define INT_RED_KILLED_BY_ME (177+MAX_INT_OFFSET)
#define INT_YELLOW_KILLED_BY_ME (178+MAX_INT_OFFSET)
#define INT_GREEN_KILLED_BY_ME (179+MAX_INT_OFFSET)
#define SZ_INT_BLUE_KILLED_BY_ME "INT_BLUE_KILLED_BY_ME"
#define SZ_INT_RED_KILLED_BY_ME "INT_RED_KILLED_BY_ME"
#define SZ_INT_YELLOW_KILLED_BY_ME "INT_YELLOW_KILLED_BY_ME"
#define SZ_INT_GREEN_KILLED_BY_ME "INT_GREEN_KILLED_BY_ME"
#define INT_MY_NUM_KILLED_BY_BLUE (180+MAX_INT_OFFSET)
#define INT_MY_NUM_KILLED_BY_RED (181+MAX_INT_OFFSET)
#define INT_MY_NUM_KILLED_BY_YELLOW (182+MAX_INT_OFFSET)
#define INT_MY_NUM_KILLED_BY_GREEN (183+MAX_INT_OFFSET)
#define SZ_INT_MY_NUM_KILLED_BY_BLUE "INT_MY_NUM_KILLED_BY_BLUE"
#define SZ_INT_MY_NUM_KILLED_BY_RED "INT_MY_NUM_KILLED_BY_RED"
#define SZ_INT_MY_NUM_KILLED_BY_YELLOW "INT_MY_NUM_KILLED_BY_YELLOW"
#define SZ_INT_MY_NUM_KILLED_BY_GREEN "INT_MY_NUM_KILLED_BY_GREEN"
#define INT_BURN (184+MAX_INT_OFFSET)
#define INT_BLAST (185+MAX_INT_OFFSET)
#define INT_LIGHTNING_BOLT (186+MAX_INT_OFFSET)
#define INT_WHIRLWIND (187+MAX_INT_OFFSET)
#define INT_INSECT_PLAGUE (188+MAX_INT_OFFSET)
#define INT_INVISIBILITY (189+MAX_INT_OFFSET)
#define INT_HYPNOTISM (190+MAX_INT_OFFSET)
#define INT_FIRESTORM (191+MAX_INT_OFFSET)
#define INT_GHOST_ARMY (192+MAX_INT_OFFSET)
#define INT_EROSION (193+MAX_INT_OFFSET)
#define INT_SWAMP (194+MAX_INT_OFFSET)
#define INT_LAND_BRIDGE (195+MAX_INT_OFFSET)
#define INT_ANGEL_OF_DEATH (196+MAX_INT_OFFSET)
#define INT_EARTHQUAKE (197+MAX_INT_OFFSET)
#define INT_FLATTEN (198+MAX_INT_OFFSET)
#define INT_VOLCANO (199+MAX_INT_OFFSET)
#define INT_WRATH_OF_GOD (200+MAX_INT_OFFSET)
#define SZ_INT_BURN "INT_BURN"
#define SZ_INT_BLAST "INT_BLAST"
#define SZ_INT_LIGHTNING_BOLT "INT_LIGHTNING"
#define SZ_INT_WHIRLWIND "INT_TORNADO"
#define SZ_INT_INSECT_PLAGUE "INT_SWARM"
#define SZ_INT_INVISIBILITY "INT_INVISIBILITY"
#define SZ_INT_HYPNOTISM "INT_HYPNOTISM"
#define SZ_INT_FIRESTORM "INT_FIRESTORM"
#define SZ_INT_GHOST_ARMY "INT_GHOST_ARMY"
#define SZ_INT_EROSION "INT_EROSION"
#define SZ_INT_SWAMP "INT_SWAMP"
#define SZ_INT_LAND_BRIDGE "INT_LAND_BRIDGE"
#define SZ_INT_ANGEL_OF_DEATH "INT_ANGEL_OF_DEATH"
#define SZ_INT_EARTHQUAKE "INT_EARTHQUAKE"
#define SZ_INT_FLATTEN "INT_FLATTEN"
#define SZ_INT_VOLCANO "INT_VOLCANO"
#define SZ_INT_WRATH_OF_GOD "INT_WRATH_OF_GOD"
#define INT_BRAVE (201+MAX_INT_OFFSET)
#define INT_WARRIOR (202+MAX_INT_OFFSET)
#define INT_RELIGIOUS (203+MAX_INT_OFFSET)
#define INT_SPY (204+MAX_INT_OFFSET)
#define INT_FIREWARRIOR (205+MAX_INT_OFFSET)
#define INT_SHAMAN (206+MAX_INT_OFFSET)
#define SZ_INT_BRAVE "INT_BRAVE"
#define SZ_INT_WARRIOR "INT_WARRIOR"
#define SZ_INT_RELIGIOUS "INT_RELIGIOUS"
#define SZ_INT_SPY "INT_SPY"
#define SZ_INT_FIREWARRIOR "INT_FIREWARRIOR"
#define SZ_INT_SHAMAN "INT_SHAMAN"
#define INT_TEPEE (207+MAX_INT_OFFSET)
#define INT_HUT (208+MAX_INT_OFFSET)
#define INT_FARM (209+MAX_INT_OFFSET)
#define INT_DRUM_TOWER (210+MAX_INT_OFFSET)
#define INT_TEMPLE (211+MAX_INT_OFFSET)
#define INT_SPY_TRAIN (212+MAX_INT_OFFSET)
#define INT_WARRIOR_TRAIN (213+MAX_INT_OFFSET)
#define INT_FIREWARRIOR_TRAIN (214+MAX_INT_OFFSET)
#define INT_RECONVERSION (215+MAX_INT_OFFSET)
#define INT_WALL_PIECE (216+MAX_INT_OFFSET)
#define INT_GATE (217+MAX_INT_OFFSET)
#define INT_BOAT_HUT_1 (218+MAX_INT_OFFSET)
#define INT_BOAT_HUT_2 (219+MAX_INT_OFFSET)
#define INT_AIRSHIP_HUT_1 (220+MAX_INT_OFFSET)
#define INT_AIRSHIP_HUT_2 (221+MAX_INT_OFFSET)
#define SZ_INT_TEPEE "INT_SMALL_HUT"
#define SZ_INT_HUT "INT_MEDIUM_HUT"
#define SZ_INT_FARM "INT_LARGE_HUT"
#define SZ_INT_DRUM_TOWER "INT_DRUM_TOWER"
#define SZ_INT_TEMPLE "INT_TEMPLE"
#define SZ_INT_SPY_TRAIN "INT_SPY_TRAIN"
#define SZ_INT_WARRIOR_TRAIN "INT_WARRIOR_TRAIN"
#define SZ_INT_FIREWARRIOR_TRAIN "INT_FIREWARRIOR_TRAIN"
#define SZ_INT_RECONVERSION "INT_RECONVERSION"
#define SZ_INT_WALL_PIECE "INT_WALL_PIECE"
#define SZ_INT_GATE "INT_GATE"
#define SZ_INT_BOAT_HUT_1 "INT_BOAT_HUT"
#define SZ_INT_BOAT_HUT_2 "INT_BOAT_HUT_2"
#define SZ_INT_AIRSHIP_HUT_1 "INT_AIRSHIP_HUT"
#define SZ_INT_AIRSHIP_HUT_2 "INT_AIRSHIP_HUT_2"
#define INT_NO_SPECIFIC_PERSON (222+MAX_INT_OFFSET)
#define INT_NO_SPECIFIC_BUILDING (223+MAX_INT_OFFSET)
#define INT_NO_SPECIFIC_SPELL (224+MAX_INT_OFFSET)
#define SZ_INT_NO_SPECIFIC_PERSON "INT_NO_SPECIFIC_PERSON"
#define SZ_INT_NO_SPECIFIC_BUILDING "INT_NO_SPECIFIC_BUILDING"
#define SZ_INT_NO_SPECIFIC_SPELL "INT_NO_SPECIFIC_SPELL"
#define INT_TARGET_SHAMAN (225+MAX_INT_OFFSET)
#define SZ_INT_TARGET_SHAMAN "INT_TARGET_SHAMAN"
#define INT_M_VEHICLE_BOAT_1 (226+MAX_INT_OFFSET)
#define INT_M_VEHICLE_AIRSHIP_1 (227+MAX_INT_OFFSET)
#define SZ_INT_M_VEHICLE_BOAT_1 "INT_M_VEHICLE_BOAT"
#define SZ_INT_M_VEHICLE_AIRSHIP_1 "INT_M_VEHICLE_AIRSHIP"
#define INT_B_VEHICLE_BOAT_1 (228+MAX_INT_OFFSET)
#define INT_B_VEHICLE_AIRSHIP_1 (229+MAX_INT_OFFSET)
#define SZ_INT_B_VEHICLE_BOAT_1 "INT_B_VEHICLE_BOAT"
#define SZ_INT_B_VEHICLE_AIRSHIP_1 "INT_B_VEHICLE_AIRSHIP"
#define INT_R_VEHICLE_BOAT_1 (230+MAX_INT_OFFSET)
#define INT_R_VEHICLE_AIRSHIP_1 (231+MAX_INT_OFFSET)
#define SZ_INT_R_VEHICLE_BOAT_1 "INT_R_VEHICLE_BOAT"
#define SZ_INT_R_VEHICLE_AIRSHIP_1 "INT_R_VEHICLE_AIRSHIP"
#define INT_Y_VEHICLE_BOAT_1 (232+MAX_INT_OFFSET)
#define INT_Y_VEHICLE_AIRSHIP_1 (233+MAX_INT_OFFSET)
#define SZ_INT_Y_VEHICLE_BOAT_1 "INT_Y_VEHICLE_BOAT"
#define SZ_INT_Y_VEHICLE_AIRSHIP_1 "INT_Y_VEHICLE_AIRSHIP"
#define INT_G_VEHICLE_BOAT_1 (234+MAX_INT_OFFSET)
#define INT_G_VEHICLE_AIRSHIP_1 (235+MAX_INT_OFFSET)
#define SZ_INT_G_VEHICLE_BOAT_1 "INT_G_VEHICLE_BOAT"
#define SZ_INT_G_VEHICLE_AIRSHIP_1 "INT_G_VEHICLE_AIRSHIP"
#define INT_CP_FREE_ENTRIES (236+MAX_INT_OFFSET)
#define INT_RANDOM_100 (237+MAX_INT_OFFSET)
#define SZ_INT_CP_FREE_ENTRIES "INT_CP_FREE_ENTRIES"
#define SZ_INT_RANDOM_100 "INT_RANDOM_100"
#define INT_NUM_SHAMEN_DEFENDERS (238+MAX_INT_OFFSET)
#define SZ_INT_NUM_SHAMEN_DEFENDERS "INT_NUM_SHAMEN_DEFENDERS"
#define INT_CAMERA_ANGLE (239+MAX_INT_OFFSET)
#define INT_CAMERA_X (240+MAX_INT_OFFSET)
#define INT_CAMERA_Z (241+MAX_INT_OFFSET)
#define SZ_INT_CAMERA_ANGLE "INT_CAMERA_ANGLE"
#define SZ_INT_CAMERA_X "INT_CAMERA_X"
#define SZ_INT_CAMERA_Z "INT_CAMERA_Z"
#define INT_M_SPELL_SHIELD_COST (242+MAX_INT_OFFSET)
#define INT_SHIELD (243+MAX_INT_OFFSET)
#define INT_CONVERT (244+MAX_INT_OFFSET)
#define INT_TELEPORT (245+MAX_INT_OFFSET)
#define INT_BLOODLUST (246+MAX_INT_OFFSET)
#define SZ_INT_M_SPELL_SHIELD_COST "INT_M_SPELL_SHIELD_COST"
#define SZ_INT_SHIELD "INT_SHIELD"
#define SZ_INT_CONVERT "INT_CONVERT"
#define SZ_INT_TELEPORT "INT_TELEPORT"
#define SZ_INT_BLOODLUST "INT_BLOODLUST"
#define ATTACK_MARKER (0)
#define ATTACK_BUILDING (1)
#define ATTACK_PERSON (2)
#define SZ_ATTACK_MARKER "ATTACK_MARKER"
#define SZ_ATTACK_BUILDING "ATTACK_BUILDING"
#define SZ_ATTACK_PERSON "ATTACK_PERSON"
#define ATTACK_NORMAL (0)
#define ATTACK_BY_BOAT (1)
#define ATTACK_BY_BALLOON (2)
#define SZ_ATTACK_NORMAL "ATTACK_NORMAL"
#define SZ_ATTACK_BY_BOAT "ATTACK_BY_BOAT"
#define SZ_ATTACK_BY_BALLOON "ATTACK_BY_BALLOON"
#define GUARD_NORMAL (0)
#define GUARD_WITH_GHOSTS (1)
#define SZ_GUARD_NORMAL "GUARD_NORMAL"
#define SZ_GUARD_WITH_GHOSTS "GUARD_WITH_GHOSTS"
#define TOKEN_REMOVE_HEAD_AT_POS (144+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_BUCKET_USAGE (145+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_BUCKET_COUNT_FOR_SPELL (146+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CREATE_MSG_NARRATIVE (147+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CREATE_MSG_OBJECTIVE (148+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CREATE_MSG_INFORMATION (149+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CREATE_MSG_INFORMATION_ZOOM (150+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_ZOOM (151+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_TIMEOUT (152+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_DELETE_ON_OK (153+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_RETURN_ON_OK (154+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_DELETE_ON_RMB_ZOOM (155+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_OPEN_DLG_ON_RMB_ZOOM (156+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_CREATE_RETURN_MSG_ON_RMB_ZOOM (157+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_OPEN_DLG_ON_RMB_DELETE (158+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_ZOOM_ON_LMB_OPEN_DLG (159+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_AUTO_OPEN_DLG (160+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_SPECIAL_NO_BLDG_PANEL (161+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_MSG_OK_SAVE_EXIT_DLG (162+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FIX_WILD_IN_AREA (163+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CHECK_IF_PERSON_PREACHED_TO (164+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_COUNT_ANGELS (165+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_NO_BLUE_REINC (166+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_IS_SHAMAN_IN_AREA (167+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FORCE_TOOLTIP (168+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_DEFENCE_RADIUS (169+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_MARVELLOUS_HOUSE_DEATH (170+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_CALL_TO_ARMS (171+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_DELETE_SMOKE_STUFF (172+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_SET_TIMER_GOING (173+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_REMOVE_TIMER (174+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_HAS_TIMER_REACHED_ZERO (175+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_START_REINC_NOW (176+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_TURN_PUSH (177+NO_COMMANDS+TOKEN_OFFSET)
#define TOKEN_FLYBY_CREATE_NEW (178+NO_COMMANDS+TOKEN_OFFSET)