anchor.diff:      procedure HouseWeaponsOrderSet(aHouseID, aWareType, aAmount: Integer);
       procedure HouseSchoolQueueRemove(aHouseID, QueueIndex: Integer);
       procedure HouseUnlock(aPlayer, aHouseType: Word);
  +    procedure PlayerAllianceChange(aPlayer1, aPlayer2: Byte; aCompliment, aAllied: Boolean);
  +    procedure PlayerAddDefaultGoals(aPlayer: Byte; aBuildings: Boolean);
       procedure PlayerDefeat(aPlayer: Word);
       procedure PlayerWin(const aVictors: array of Integer; aTeamVictory: Boolean);
  -    procedure PlayerAllianceChange(aPlayer1, aPlayer2: Byte; aCompliment, aAllied: Boolean);
  -    procedure PlayerAddDefaultGoals(aPlayer: Byte; aBuildings: Boolean);
  -    procedure FogRevealCircle(aPlayer, X, Y, aRadius: Word);
  -    procedure FogCoverCircle(aPlayer, X, Y, aRadius: Word);
  -    procedure FogRevealAll(aPlayer: Byte);
  -    procedure FogCoverAll(aPlayer: Byte);
       procedure SetTradeAllowed(aPlayer, aResType: Word; aAllowed: Boolean);
       procedure ShowMsg(aPlayer: Word; aText: AnsiString);
       procedure SetOverlayText(aPlayer: Word; aText: AnsiString);
  
positive.code:     function TextFormatted(aIndex: Word; const Args: array of const): AnsiString;
      function FogRevealed(aPlayer: Byte; aX, aY: Word): Boolean;
  
      function StatArmyCount(aPlayer: Byte): Integer;
      function StatCitizenCount(aPlayer: Byte): Integer;
      function StatHouseTypeCount(aPlayer, aHouseType: Byte): Integer;
      function StatPlayerCount: Integer;
      function StatResourceProducedCount(aPlayer, aResType: Byte): Integer;
      function StatUnitCount(aPlayer: Byte): Integer;
      function StatUnitKilledCount(aPlayer, aUnitType: Byte): Integer;
      function StatUnitLostCount(aPlayer, aUnitType: Byte): Integer;
      function StatUnitTypeCount(aPlayer, aUnitType: Byte): Integer;
  
      function GroupAt(aX, aY: Word): Integer;
      function GroupDead(aGroupID: Integer): Boolean;
      function GroupOwner(aGroupID: Integer): Integer;
      function GroupMemberCount(aGroupID: Integer): Integer;
      function GroupMember(aGroupID, aMemberIndex: Integer): Integer;
  
      function HouseAt(aX, aY: Word): Integer;
      function HouseDamage(aHouseID: Integer): Integer;
  
negative.code:     function HousePositionY(aHouseID: Integer): Integer;
      function HouseRepair(aHouseID: Integer): Boolean;
      function HouseResourceAmount(aHouseID, aResource: Integer): Integer;
      function HouseSchoolQueue(aHouseID, QueueIndex: Integer): Integer;
      function HouseType(aHouseID: Integer): Integer;
      function HouseWareBlocked(aHouseID, aWareType: Integer): Boolean;
      function HouseWeaponsOrdered(aHouseID, aWareType: Integer): Integer;
      function HouseWoodcutterChopOnly(aHouseID: Integer): Boolean;
  
      function PlayerAllianceCheck(aPlayer1, aPlayer2: Byte): Boolean;
      function PlayerDefeated(aPlayer: Byte): Boolean;
      function PlayerEnabled(aPlayer: Byte): Boolean;
      function PlayerGetAllUnits(aPlayer: Byte): TIntegerArray;
      function PlayerName(aPlayer: Byte): AnsiString;
      function PlayerColorText(aPlayer: Byte): AnsiString;
      function PlayerVictorious(aPlayer: Byte): Boolean;
  
      function StatArmyCount(aPlayer: Byte): Integer;
      function StatCitizenCount(aPlayer: Byte): Integer;
      function StatHouseTypeCount(aPlayer, aHouseType: Byte): Integer;
      function StatPlayerCount: Integer;
      function StatResourceProducedCount(aPlayer, aResType: Byte): Integer;
      function StatUnitCount(aPlayer: Byte): Integer;
      function StatUnitKilledCount(aPlayer, aUnitType: Byte): Integer;
      function StatUnitLostCount(aPlayer, aUnitType: Byte): Integer;
      function StatUnitTypeCount(aPlayer, aUnitType: Byte): Integer;
  
      function UnitAt(aX, aY: Word): Integer;
      function UnitDead(aUnitID: Integer): Boolean;
      function UnitDirection(aUnitID: Integer): Integer;
      function UnitHunger(aUnitID: Integer): Integer;
      function UnitCarrying(aUnitID: Integer): Integer;
      function UnitLowHunger: Integer;
      function UnitMaxHunger: Integer;
      function UnitOwner(aUnitID: Integer): Integer;
      function UnitPositionX(aUnitID: Integer): Integer;
      function UnitPositionY(aUnitID: Integer): Integer;
      function UnitType(aUnitID: Integer): Integer;
  