/* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ #ifndef __gyro_h__ #define __gyro_h__ #include "graph.h" /*#include "Dos.h"*/ /*#include "Crt.h"*/ const char numobjs = '\22'; /* always preface with a # */ const integer maxobjs = 12; /* carry limit */ const byte howlong = 1/*8*/; /* 18 ticks. */ const boolean oncandopageswap = true; /* Variable constant for overriding the ability of On to switch pages. You may know better than On which page to switch to. */ const integer num = 32; /* Code for Num Lock */ const integer mouse_size = 134; typedef void(*proc)(); struct postype { word x,y,datapos; byte length; }; struct mp { /* mouse-pointer */ matrix<0,1,0,15,word> mask; integer horzhotspot,verthotspot; }; struct dnatype { /* here goes... */ /* Ux, uy, & ww now all belong to Trip5 */ byte rw; /* Realway- just for convenience! */ byte carrying; /* how many objects you're carrying... */ array<'\1',numobjs,boolean> obj; /* ...and which ones they are. */ integer score; /* your score, of course */ longint pence; /* your current amount of dosh */ byte room; /* your current room */ char wearing; /* what you're wearing */ byte swore; /* number of times you've sworn */ byte saves; /* number of times this game has been saved */ array<1,100,byte> rooms; /* Add one to each every time you enter a room */ byte alcohol; /* Your blood alcohol level. */ byte playednim; /* How many times you've played Nim. */ boolean wonnim; /* Have you *won* Nim? (That's harder.) */ byte winestate; /* 0=good (Notts), 1=passable(Argent) ... 3=vinegar.*/ boolean cwytalot_gone; /* Has Cwytalot rushed off to Jerusalem yet?*/ byte pass_num; /* Number of the password for this game. */ boolean ayles_is_awake; /* pretty obvious! */ byte drawbridge_open; /* Between 0 (shut) and 4 (open). */ byte avaricius_talk; /* How much Avaricius has said to you. */ boolean bought_onion; /* Have you bought an onion yet? */ boolean rotten_onion; /* And has it rotted? */ boolean onion_in_vinegar; /* Is the onion in the vinegar? */ byte given2spludwick; /* 0 = nothing given, 1 = onion... */ byte brummie_stairs; /* Progression through the stairs trick. */ byte cardiff_things; /* Things you get asked in Cardiff. */ boolean cwytalot_in_herts; /* Have you passed Cwytalot in Herts?*/ boolean avvy_is_awake; /* Well? Is Avvy awake? (Screen 1 only.) */ boolean avvy_in_bed; /* True if Avvy's in bed, but awake. */ boolean user_moves_avvy; /* If this is false, the user has no control over Avvy's movements. */ byte dogfoodpos; /* Which way Dogfood's looking in the pub. */ boolean givenbadgetoiby; /* Have you given the badge to Iby yet? */ boolean friar_will_tie_you_up; /* If you're going to get tied up. */ boolean tied_up; /* You ARE tied up! */ char box_contents; /* 0 = money (sixpence), 254 = empty, any other number implies the contents of the box. */ boolean talked_to_crapulus; /* Pretty self-explanatory. */ byte jacques_awake; /* 0=asleep, 1=awake, 2=gets up, 3=gone. */ boolean ringing_bells; /* Is Jacques ringing the bells? */ boolean standing_on_dais; /* In room 71, inside Cardiff Castle. */ boolean taken_pen; /* Have you taken the pen (in Cardiff?) */ boolean arrow_triggered; /* And has the arrow been triggered? */ boolean arrow_in_the_door; /* Did the arrow hit the wall? */ varying_string<77> like2drink, favourite_song, worst_place_on_earth, spare_evening; /* Personalisation str's */ longint total_time; /* Your total time playing this game, in ticks.*/ byte jumpstatus; /* Fixes how high you're jumping. */ boolean mushroom_growing; /* Is the mushroom growing in 42? */ boolean spludwicks_here; /* Is Spludwick at home? */ byte last_room; byte last_room_not_map; boolean crapulus_will_tell; /* Will Crapulus tell you about Spludwick being away? */ boolean enter_catacombs_from_lusties_room; boolean teetotal; /* Are we touching any more drinks? */ byte malagauche; /* Position of Malagauche. See Celer for more info. */ char drinking; /* What's he getting you? */ boolean entered_lusties_room_as_monk; byte cat_x, cat_y; /* XY coords in the catacombs. */ boolean avvys_in_the_cupboard; /* On screen 22. */ boolean geida_follows; /* Is Geida following you? */ byte geida_spin,geida_time; /* For the making "Geida dizzy" joke. */ byte nextbell; /* For the ringing. */ boolean geida_given_potion; /* Does Geida have the potion? */ boolean lustie_is_asleep; /* Is BDL asleep? */ byte flip_to_where, flip_to_ped; /* For the sequencer. */ boolean been_tied_up; /* In r__Robins. */ boolean sitting_in_pub; /* Are you sitting down in the pub? */ byte spurge_talk; /* Count for talking to Spurge. */ boolean met_avaroid; boolean taken_mushroom, given_pen_to_ayles, asked_dogfood_about_nim; }; struct pedtype { integer x,y; byte dir; }; struct magictype { byte op; /* one of the operations */ word data; /* data for them */ }; class fieldtype { public: integer x1,y1,x2,y2; }; struct bytefield { byte x1,y1,x2,y2; }; class linetype : public fieldtype { public: byte col; }; struct adxtype { varying_string<12> name; /* name of character */ byte num; /* number of pictures */ byte xl,yl; /* x & y lengths of pictures */ byte seq; /* how many in one stride */ word size; /* the size of one picture */ byte fgc,bgc; /* foreground & background bubble colours */ }; typedef matrix<'\0','\377',0,15,byte> raw; /* raw_font_type */ enum controllers {cjoy,ckey, last_controllers}; typedef array<1,20,varying_string<77> > previoustype; struct corridor_type { /* Decarations for the corridors. */ word doors; /* Door styles are calc'ed from this word. Assign a different number to each one! */ }; struct demo_type { word delay; char key,extd; }; struct quasiped_type { byte whichped,fgc,room,bgc; char who; }; /* A quasiped defines how people who aren't sprites talk. For example, quasiped "A" is Dogfood. The rooms aren't stored because I'm leaving that to context. */ typedef array<1,31,byte> tunetype; struct vmctype { /* Virtual Mouse Cursor */ pointer andpic,xorpic; array<0,1,pointer> backpic; array<0,1,pointtype> wherewas; byte picnumber; shortint ofsx,ofsy; }; struct sundry { /* Things which must be saved over a backtobootstrap, outside DNA. */ pathstr qenid_filename; boolean qsoundfx; char qthinks; boolean qthinkthing; }; struct joysetup { word xmid,ymid,xmin,ymin,xmax,ymax; byte centre; /* Size of centre in tenths */ }; struct ednahead { /* Edna header */ /* This header starts at byte offset 177 in the .ASG file. */ array<1,9,char> id; /* signature */ word revision; /* EDNA revision, here 2 (1=dna256) */ varying_string<50> game; /* Long name, eg Lord Avalot D'Argent */ varying_string<15> shortname; /* Short name, eg Avalot */ word number; /* Game's code number, here 2 */ word ver; /* Version number as integer (eg 1.00 = 100) */ varying_string<5> verstr; /* Vernum as string (eg 1.00 = "1.00" */ varying_string<12> filename; /* Filename, eg AVALOT.EXE */ byte osbyte; /* Saving OS (here 1=DOS. See below for others.*/ varying_string<5> os; /* Saving OS in text format. */ /* Info on this particular game */ varying_string<8> fn; /* Filename (not extension ('cos that's .ASG)) */ byte d,m; /* D, M, Y are the Day, Month & Year this game was... */ word y; /* ...saved on. */ varying_string<40> desc; /* Description of game (same as in Avaricius!) */ word len; /* Length of DNA (it's not going to be above 65535!) */ /* Quick reference & miscellaneous */ word saves; /* no. of times this game has been saved */ integer cash; /* contents of your wallet in numerical form */ varying_string<20> money; /* ditto in string form (eg 5/-, or 1 denarius)*/ word points; /* your score */ /* DNA values follow, then footer (which is ignored) */ }; /* Possible values of edhead.os: 1 = DOS 4 = Mac 2 = Windows 5 = Amiga 3 = OS/2 6 = ST 7 = Archimedes */ const char vernum[] = "1.30"; const char copyright[] = "1995"; const integer thisvercode = 130; /* as "vernum", but numerically & without the ".". */ const integer thisgamecode = 2; /* Avalot's code number */ /* Objects you can hold: */ const char wine = '\1'; const char money = '\2'; const char bodkin = '\3'; const char potion = '\4'; const char chastity = '\5'; const char bolt = '\6'; const char crossbow = '\7'; const char lute = '\10'; const char badge = '\11'; const char mushroom = '\12'; const char key = '\13'; const char bell = '\14'; const char prescription = '\15'; const char pen = '\16'; const char ink = '\17'; const char clothes = '\20'; const char habit = '\21'; const char onion = '\22'; /* People who hang around this game. */ /* Boys: */ const char pavalot = '\226'; const char pspludwick = '\227'; const char pcrapulus = '\230'; const char pdrduck = '\231'; const char pmalagauche = '\232'; const char pfriartuck = '\233'; const char probinhood = '\234'; const char pcwytalot = '\235'; const char pdulustie = '\236'; const char pduke = '\237'; const char pdogfood = '\240'; const char ptrader = '\241'; const char pibythneth = '\242'; const char payles = '\243'; const char pport = '\244'; const char pspurge = '\245'; const char pjacques = '\246'; /* Girls: */ const char parkata = '\257'; const char pgeida = '\260'; const char pwisewoman = '\262'; const integer xw = 30; const integer yw = 36; /* x width & y whatsit */ const integer margin = 5; const array<1,9,mp> mps = {{{ /* 1 - up-arrow */ {{{{65151,64575,64575,63519,63519,61455,61455,57351,57351,49155,49155,64575,64575,64575,64575,64575}}, {{0,384,384,960,960,2016,2016,4080,4080,8184,384,384,384,384,384,0}}}}, 8, 0}, { /* 2 - screwdriver */ {{{{8191,4095,2047,34815,50175,61951,63743,64543,65039,65031,65027,65281,65408,65472,65505,65523}}, {{0,24576,28672,12288,2048,1024,512,256,224,176,216,96,38,10,12,0}}}}, 0, 0}, { /* 3 - right-arrow */ {{{{65535,65535,64639,64543,7,1,0,1,7,64543,64639,65535,65535,65535,65535,65535}}, {{0,0,0,384,480,32760,32766,32760,480,384,0,0,0,0,0,0}}}}, 15, 6}, { /* 4 - fletch */ {{{{255,511,1023,2047,1023,4607,14591,31871,65031,65283,65281,65280,65280,65409,65473,65511}}, {{0,10240,20480,24576,26624,17408,512,256,128,88,32,86,72,20,16,0}}}}, 0, 0}, { /* 5 - hourglass */ {{{{0,0,0,34785,50115,61455,61455,63519,63519,61839,61455,49155,32769,0,0,0}}, {{0,32766,16386,12300,2064,1440,1440,576,576,1056,1440,3024,14316,16386,32766,0}}}}, 8, 7}, { /* 6 - TTHand */ {{{{62463,57855,57855,57855,57471,49167,32769,0,0,0,0,32768,49152,57344,61441,61443}}, {{3072,4608,4608,4608,4992,12912,21070,36937,36873,36865,32769,16385,8193,4097,2050,4092}}}}, 4, 0}, { /* 7- Mark's crosshairs */ {{{{65535,65151,65151,65151,65151,0,65151,65151,65151,65151,65535,65535,65535,65535,65535,65535}}, {{0,384,384,384,384,65535,384,384,384,384,0,0,0,0,0,0}}}}, 8, 5}, { /* 8- I-beam. */ {{{{65535,65535,63631,63503,63503,65087,65087,65087,65087,65087,63503,63503,63631,65535,65535,65535}}, {{0,0,0,864,128,128,128,128,128,128,128,864,0,0,0,0}}}}, 8, 7}, { /* 9- Question mark. */ {{{{511,1023,2047,31,15,8199,32647,65415,63503,61471,61503,61695,63999,63999,61695,61695}}, {{65024,33792,34816,34784,40976,57224,32840,72,1936,2080,2496,2304,1536,1536,2304,3840}}}}, 0, 0}}}; const array<'\226','\246',varying_string<19> > lads = {{"Avalot","Spludwick","Crapulus","Dr. Duck","Malagauche","Friar Tuck", "Robin Hood","Cwytalot","du Lustie","the Duke of Cardiff","Dogfood", "A trader","Ibythneth","Ayles","Port","Spurge","Jacques"}}; const array<'\257','\262',varying_string<14> > lasses = {{"Arkata","Geida",'±',"the Wise Woman"}}; const array<'\226','\245',char> ladchar = "ASCDMTRwLfgeIyPu"; const array<'\257','\262',char> lasschar = "kG±o"; const integer numtr = 2; /* current max no. of sprites */ const boolean a_thing = true; const boolean a_person = false; /* for Thinkabout */ /* Magic/portal commands are */ /*N*/ const integer nix = 0; /* ignore it if this line is touched */ /*B*/ const integer bounces = 1; /* bounce off this line. Not valid for portals. */ /*E*/ const integer exclaim = 2; /* put up a chain of scrolls */ /*T*/ const integer transport = 3; /* enter new room */ /*U*/ const integer unfinished = 4; /* unfinished connection */ /*S*/ const integer special = 5; /* special function. */ /*O*/ const integer mopendoor = 6; /* opening door. */ /* These following constants should be included in CFG when it's written. */ const boolean slow_computer = false; /* stops walking when mouse touches toolbar */ /* --- */ const integer border = 1; /* size of border on shadowboxes */ const integer pagetop = 81920; const integer up = 0; const integer right = 1; const integer down = 2; const integer left = 3; const integer ur = 4; const integer dr = 5; const integer dl = 6; const integer ul = 7; const integer stopped = 8; const integer walk = 3; const integer run = 5; /*$I ROOMNUMS.INC - Room number constants (r__xxx) */ const array<'\226','\262',byte> whereis = /* The Lads */ {{r__yours, /* Avvy */ r__spludwicks, /* Spludwick */ r__outsideyours, /* Crapulus */ r__ducks, /* Duck - r__DucksRoom's not defined yet. */ r__argentpub, /* Malagauche */ r__robins, /* Friar Tuck. */ 177, /* Robin Hood - can't meet him at the start. */ r__brummieroad, /* Cwytalot */ r__lustiesroom, /* Baron du Lustie. */ r__outsidecardiffcastle, /* The Duke of Cardiff. */ r__argentpub, /* Dogfood */ r__outsideducks, /* Trader */ r__argentpub, /* Ibythneth */ r__aylesoffice, /* Ayles */ r__nottspub, /* Port */ r__nottspub, /* Spurge */ r__musicroom, /* Jacques */ 0,0,0,0,0,0,0,0, /* The Lasses */ r__yours, /* Arkata */ r__geidas, /* Geida */ 177, /* nobody allocated here! */ r__wisewomans}}; /* The Wise Woman. */ /* Art gallery at 2,1; notice about this at 2,2. */ const matrix<1,8,1,8,longint> catamap = /* Geida's room */ /* 1 2 3 | 4 5 6 7 8*/ {{{{0x204,0x200,0xd0f0,0xf0ff,0xff,0xd20f,0xd200,0x200}}, {{0x50f1,0x20ff,0x2ff,0xff,0xe0ff,0x20ff,0x200f,0x7210}}, {{0xe3f0,0xe10f,0x72f0,0xff,0xe0ff,0xff,0xff,0x800f}}, {{0x2201,0x2030,0x800f,0x220,0x20f,0x30,0xff,0x23f}}, /* >> Oubliette */ {{0x5024,0xf3,0xff,0x200f,0x22f0,0x20f,0x200,0x7260}}, {{0xf0,0x2ff,0xe2ff,0xff,0x200f,0x50f0,0x72ff,0x201f}}, {{0xf6,0x220f,0x22f0,0x30f,0xf0,0x20f,0x8200,0x2f0}}, /* <<< In here */ {{0x34,0x200f,0x51f0,0x201f,0xf1,0x50ff,0x902f,0x2062}}}}; /* vv Stairs trap. */ /* Explanation: $NSEW. Nibble N: North. 0 = no connection, 2 = (left,) middle(, right) door with left-hand handle, 5 = (left,) middle(, right) door with right-hand handle, 7 = arch, 8 = arch and 1 north of it, 9 = arch and 2 north of it, D = no connection + WINDOW, E = no connection + TORCH, F = recessed door (to Geida's room.) Nibble S: South. 0 = no connection, 1,2,3 = left, middle, right door. Nibble E: East. 0 = no connection (wall), 1 = no connection (wall + window), 2 = wall with door, 3 = wall with door and window, 6 = wall with candles, 7 = wall with door and candles, F = straight-through corridor. Nibble W: West. 0 = no connection (wall), 1 = no connection (wall + shield), 2 = wall with door, 3 = wall with door and shield, 4 = no connection (window), 5 = wall with door and window, 6 = wall with candles, 7 = wall with door and candles, F = straight-through corridor. */ const byte interrogation = 0; /* If this is greater than zero, the next line you type is stored in the DNA in a position dictated by the value. If a scroll comes up, or you leave the room, it's automatically set to zero. */ const boolean demo = false; /* If this is true, we're in a demo of the game. */ const array<0,2,char> spludwick_order = {{onion,ink,mushroom}}; const array<10,25,quasiped_type> quasipeds = {{{2,lightgray, 19,brown,pdogfood}, /* A: Dogfood (screen 19). */ {3,green, 19,white,pibythneth}, /* B: Ibythneth (screen 19). */ {3,white, 1,magenta,parkata}, /* C: Arkata (screen 1). */ {3,black, 23,red,'\261'}, /* D: Hawk (screen 23). */ {3,lightgreen,50,brown,ptrader}, /* E: Trader (screen 50). */ {6,yellow, 42,red,pavalot}, /* F: Avvy, tied up (scr.42) */ {2,blue, 16,white,payles}, /* G: Ayles (screen 16). */ {2,brown, 7,white,pjacques}, /* H: Jacques (screen 7). */ {2,lightgreen,47,green,pspurge}, /* I: Spurge (screen 47). */ {3,yellow, 47,red,pavalot}, /* J: Avalot (screen 47). */ {2,lightgray, 23,black,pdulustie}, /* K: du Lustie (screen 23). */ {2,yellow, 27,red,pavalot}, /* L: Avalot (screen 27). */ {3,white, 27,red,'\261'}, /* M: Avaroid (screen 27). */ {4,lightgray, 19,darkgray,pmalagauche}, /*N: Malagauche (screen 19). */ {5,lightmagenta,47,red,pport}, /* O: Port (screen 47). */ {2,lightgreen, 51,darkgray,pdrduck}}}; /*P: Duck (screen 51). */ const integer lower = 0; const integer same = 1; const integer higher = 2; const array<1,12,char> keys = "QWERTYUIOP[]"; const array<1,12,word> notes = {{196,220,247,262,294,330,350,392,440,494,523,587}}; const tunetype tune = {{higher,higher,lower,same,higher,higher,lower,higher,higher,higher, lower,higher,higher, same,higher,lower,lower,lower,lower,higher,higher,lower,lower,lower, lower,same,lower,higher,same,lower,higher}}; /* special run-time errors */ const integer runerr_getset_overflow = 50; #ifdef __gyro_implementation__ #undef EXTERN #define EXTERN #endif EXTERN varying_string<77> current; EXTERN byte curpos; EXTERN boolean cursoron; /* previous:^previoustype;*/ EXTERN varying_string<77> last; EXTERN dnatype dna; EXTERN array<1,50,linetype> lines; /* For Also. */ EXTERN integer c; EXTERN registers r; EXTERN enum { m_no , m_yes , m_virtual } visible; EXTERN boolean dropsok,screturn,soundfx,cheat; EXTERN word mx,my; /* mouse x & y now */ EXTERN word mpx,mpy; /* mouse x & y when pressed */ EXTERN word mrx,mry; /* mouse x & y when released */ EXTERN byte mpress,mrelease; /* times left mouse button has been pressed/released */ EXTERN byte keystatus; /* Mouse key status */ EXTERN array<1,10,varying_string<20> > un; EXTERN byte unn; EXTERN string mousetext; /* which:array[0..5] of byte;*/ EXTERN pointer p; EXTERN boolean weirdword; EXTERN byte to_do; EXTERN boolean lmo,mousemade; EXTERN array<1,15,varying_string<50> > scroll; EXTERN byte scrolln,score,whichwas; EXTERN char thinks; EXTERN boolean thinkthing; /* pp:array[1..1000] of postype; bb:array[1..9000] of byte;*/ EXTERN word pptr,bptr; EXTERN matrix<0,0,0,1,integer> ppos; EXTERN array<1,24,word> pozzes; EXTERN byte anim; EXTERN pointer copier; EXTERN integer talkx,talky; EXTERN byte talkb,talkf; EXTERN byte scrollbells; /* no. of times to ring the bell */ EXTERN boolean ontoolbar,seescroll; EXTERN array<1,10,char> objlist; EXTERN array<'0','9',pointer> digit; EXTERN array<0,8,pointer> rwlite; EXTERN byte oldrw; EXTERN varying_string<3> lastscore; EXTERN byte cmp; /* current mouse-pointer */ EXTERN varying_string<10> verbstr; /* what you can do with your object. :-) */ EXTERN matrix<0,30,0,1,string*> also; EXTERN array<1,15,pedtype> peds; EXTERN array<1,15,magictype> magics; EXTERN array<9,15,magictype> portals; EXTERN array<1,30,fieldtype> fields; EXTERN byte numfields; EXTERN varying_string<26> flags; EXTERN string listen; EXTERN word oh,onh,om,h,m,s,s1; EXTERN varying_string<4> atkey; /* For XTs, set to "alt-". For ATs, set to "f1". */ EXTERN byte cp,ledstatus,defaultled; EXTERN raw little; EXTERN boolean quote; /* 66 or 99 next? */ EXTERN boolean alive; EXTERN array<1,2000,char> buffer; EXTERN word bufsize; EXTERN byte oldjw; /* Old joystick-way */ EXTERN controllers ctrl; EXTERN integer underscroll; /* Y-coord of just under the scroll text. */ /* TSkellern is only temporary, and I'll replace it with a local version when it's all fixed up. */ /* tskellern:longint absolute $0:244; { Over int $61 }*/ EXTERN boolean ddmnow; /* Kludge so we don't have to keep referring to Dropdown */ EXTERN varying_string<40> roomname; /* Name of this room */ EXTERN text logfile; EXTERN boolean logging,log_epson; EXTERN boolean cl_override; EXTERN byte locks; /*ABSOLUTE $40:$17;*/ EXTERN varying_string<20> subject; /* What you're talking to them about. */ EXTERN byte subjnumber; /* The same thing. */ EXTERN boolean keyboardclick; /* Is a keyboard click noise wanted? */ EXTERN char him,her,it; EXTERN longint roomtime; /* Set to 0 when you enter a room, added to in every loop.*/ EXTERN boolean after_the_scroll; /* For the demo: */ EXTERN demo_type demo_rec; EXTERN file demofile; EXTERN char last_person; /* Last person to have been selected using the People menu. */ EXTERN boolean doing_sprite_run; /* Only set to True if we're doing a sprite_run at this moment. This stops the trippancy system from moving any of the sprites. */ EXTERN vmctype vmc; EXTERN string filetoload; EXTERN boolean holdthedawn; /* If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning. */ EXTERN word storage_seg,storage_ofs; /* Seg and ofs of the Storage area. */ EXTERN word skellern; /* Offset of the timer variable - 1 more than storage_OFS */ EXTERN boolean reloaded; /* Is this NOT the primary loading? */ EXTERN boolean super_was_virtual,super_was_off; /* Used by Super_Off and Super_On */ EXTERN pathstr enid_filename; EXTERN joysetup js; EXTERN word cxmin,cxmax,cymin,cymax; EXTERN boolean use_joy_a; #undef EXTERN #define EXTERN extern void newpointer(byte m); void wait(); /* makes hourglass */ void on(); void off(); void on_virtual(); void off_virtual(); void xycheck(); void hopto(integer x,integer y); /* Moves mouse pointer to x,y */ void check(); void note(word hertz); void blip(); string strf(longint x); void shbox(integer x1,integer y1,integer x2,integer y2, string t); void newgame(); void click(); void slowdown(); boolean flagset(char x); void force_numlock(); boolean pennycheck(word howmuchby); string getname(char whose); char getnamechar(char whose); string get_thing(char which); char get_thingchar(char which); string get_better(char which); string f5_does(); void plot_vmc(integer xx,integer yy, byte page_); void wipe_vmc(byte page_); void setup_vmc(); void clear_vmc(); void load_a_mouse(byte which); void background(byte x); void hang_around_for_a_while(); void super_off(); void super_on(); boolean mouse_near_text(); #endif