/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * 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"*/ namespace Avalanche { 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(); } // End of namespace Avalanche. #endif