/* 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 GYRO2_H #define GYRO2_H #include "common/system.h" #include "common/str.h" #include "common/scummsys.h" #include "avalanche/roomnums.h" #include "avalanche/color.h" namespace Avalanche { namespace Gyro { ///////////////////////////// CONSTANTS ///////////////////////////// const char numobjs = 18; /* always preface with a # */ const int16 maxobjs = 12; /* carry limit */ const byte howlong = 1/*8*/; /* 18 ticks. */ const bool 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 int16 num = 32; /* Code for Num Lock */ const int16 mouse_size = 134; ///////////////////////////// TYPEDEFS ///////////////////////////// typedef void (*proc)(); struct postype { uint16 x, y, datapos; byte length; }; struct mp { /* mouse-void **/ uint16 mask[2][16]; int16 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... */ bool obj[numobjs]; /* ...and which ones they are. */ int16 score; /* your score, of course */ int32 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 */ byte rooms[100]; /* 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. */ bool wonnim; /* Have you *won* Nim? (That's harder.) */ byte winestate; /* 0=good (Notts), 1=passable(Argent) ... 3=vinegar.*/ bool cwytalot_gone; /* Has Cwytalot rushed off to Jerusalem yet?*/ byte pass_num; /* Number of the passuint16 for this game. */ bool ayles_is_awake; /* pretty obvious! */ byte drawbridge_open; /* Between 0 (shut) and 4 (open). */ byte avaricius_talk; /* How much Avaricius has said to you. */ bool bought_onion; /* Have you bought an onion yet? */ bool rotten_onion; /* And has it rotted? */ bool 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. */ bool cwytalot_in_herts; /* Have you passed Cwytalot in Herts?*/ bool avvy_is_awake; /* Well? Is Avvy awake? (Screen 1 only.) */ bool avvy_in_bed; /* True if Avvy's in bed, but awake. */ bool 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. */ bool givenbadgetoiby; /* Have you given the badge to Iby yet? */ bool friar_will_tie_you_up; /* If you're going to get tied up. */ bool tied_up; /* You ARE tied up! */ char box_contents; /* 0 = money (sixpence), 254 = empty, any other number implies the contents of the box. */ bool talked_to_crapulus; /* Pretty self-explanatory. */ byte jacques_awake; /* 0=asleep, 1=awake, 2=gets up, 3=gone. */ bool ringing_bells; /* Is Jacques ringing the bells? */ bool standing_on_dais; /* In room 71, inside Cardiff Castle. */ bool taken_pen; /* Have you taken the pen (in Cardiff?) */ bool arrow_triggered; /* And has the arrow been triggered? */ bool arrow_in_the_door; /* Did the arrow hit the wall? */ Common::String like2drink, favourite_song, worst_place_on_earth, spare_evening; /* Personalisation str's */ int32 total_time; /* Your total time playing this game, in ticks.*/ byte jumpstatus; /* Fixes how high you're jumping. */ bool mushroom_growing; /* Is the mushroom growing in 42? */ bool spludwicks_here; /* Is Spludwick at home? */ byte last_room; byte last_room_not_map; bool crapulus_will_tell; /* Will Crapulus tell you about Spludwick being away? */ bool enter_catacombs_from_lusties_room; bool teetotal; /* Are we touching any more drinks? */ byte malagauche; /* Position of Malagauche. See Celer for more info. */ char drinking; /* What's he getting you? */ bool entered_lusties_room_as_monk; byte cat_x, cat_y; /* XY coords in the catacombs. */ bool avvys_in_the_cupboard; /* On screen 22. */ bool geida_follows; /* Is Geida following you? */ byte geida_spin, geida_time; /* For the making "Geida dizzy" joke. */ byte nextbell; /* For the ringing. */ bool geida_given_potion; /* Does Geida have the potion? */ bool lustie_is_asleep; /* Is BDL asleep? */ byte flip_to_where, flip_to_ped; /* For the sequencer. */ bool been_tied_up; /* In r__Robins. */ bool sitting_in_pub; /* Are you sitting down in the pub? */ byte spurge_talk; /* Count for talking to Spurge. */ bool met_avaroid; bool taken_mushroom, given_pen_to_ayles, asked_dogfood_about_nim; }; struct pedtype { int16 x, y; byte dir; }; struct magictype { byte op; /* one of the operations */ uint16 data; /* data for them */ }; class fieldtype { public: int16 x1, y1, x2, y2; }; struct bytefield { byte x1, y1, x2, y2; }; class linetype : public fieldtype { public: byte col; }; struct adxtype { Common::String name; /* name of character */ byte num; /* number of pictures */ byte xl, yl; /* x & y lengths of pictures */ byte seq; /* how many in one stride */ uint16 size; /* the size of one picture */ byte fgc, bgc; /* foreground & background bubble colours */ }; typedef byte raw[256][16]; /* raw_font_type */ enum controllers {cjoy, ckey}; typedef Common::String previoustype[20]; struct corridor_type { /* Decarations for the corridors. */ uint16 doors; /* Door styles are calc'ed from this uint16. Assign a different number to each one! */ }; struct demo_type { uint16 delay; char key, extd; }; struct quasiped_type { byte whichped, fgc, room, bgc; uint16 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 byte tunetype[31]; struct vmctype { /* Virtual Mouse Cursor */ void *andpic, *xorpic; void *backpic[2]; void* wherewas[2]; byte picnumber; int8 ofsx, ofsy; }; struct sundry { /* Things which must be saved over a backtobootstrap, outside DNA. */ Common::String qenid_filename; bool qsoundfx; char qthinks; bool qthinkthing; }; struct joysetup { uint16 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. */ char id[9]; /* signature */ uint16 revision; /* EDNA revision, here 2 (1=dna256) */ Common::String game; /* Long name, eg Lord Avalot D'Argent */ Common::String shortname; /* Short name, eg Avalot */ uint16 number; /* Game's code number, here 2 */ uint16 ver; /* Version number as int16 (eg 1.00 = 100) */ Common::String verstr; /* Vernum as Common::String (eg 1.00 = "1.00" */ Common::String filename; /* Filename, eg AVALOT.EXE */ byte osbyte; /* Saving OS (here 1=DOS. See below for others.*/ Common::String os; /* Saving OS in text format. */ /* Info on this particular game */ Common::String fn; /* Filename (not extension ('cos that's .ASG)) */ byte d, m; /* D, M, Y are the Day, Month & Year this game was... */ uint16 y; /* ...saved on. */ Common::String desc; /* Description of game (same as in Avaricius!) */ uint16 len; /* Length of DNA (it's not going to be above 65535!) */ /* Quick reference & miscellaneous */ uint16 saves; /* no. of times this game has been saved */ int16 cash; /* contents of your wallet in numerical form */ Common::String money; /* ditto in Common::String form (eg 5/-, or 1 denarius)*/ uint16 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 */ ///////////////////////////// CONSTANTS ///////////////////////////// const char vernum[] = "1.30"; const char copyright[] = "1995"; const int16 thisvercode = 130; /* as "vernum", but numerically & without the ".". */ const int16 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 uint16 pavalot = 226; const uint16 pspludwick = 227; const uint16 pcrapulus = 230; const uint16 pdrduck = 231; const uint16 pmalagauche = 232; const uint16 pfriartuck = 233; const uint16 probinhood = 234; const uint16 pcwytalot = 235; const uint16 pdulustie = 236; const uint16 pduke = 237; const uint16 pdogfood = 240; const uint16 ptrader = 241; const uint16 pibythneth = 242; const uint16 payles = 243; const uint16 pport = 244; const uint16 pspurge = 245; const uint16 pjacques = 246; /* Girls: */ const uint16 parkata = 257; const uint16 pgeida = 260; const uint16 pwisewoman = 262; const int16 xw = 30; const int16 yw = 36; /* x width & y whatsit */ const int16 margin = 5; const mp mps[9] = { { /* 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 Common::String lads[17] = { "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 Common::String lasses[4] = {"Arkata", "Geida", "±", "the Wise Woman"}; const char ladchar[] = "ASCDMTRwLfgeIyPu"; const char lasschar[] = "kG±o"; const int16 numtr = 2; /* current max no. of sprites */ const bool a_thing = true; const bool a_person = false; /* for Thinkabout */ /* Magic/portal commands are */ /*N*/ const int16 nix = 0; /* ignore it if this line is touched */ /*B*/ const int16 bounces = 1; /* bounce off this line. Not valid for portals. */ /*E*/ const int16 exclaim = 2; /* put up a chain of scrolls */ /*T*/ const int16 transport = 3; /* enter new room */ /*U*/ const int16 unfinished = 4; /* unfinished connection */ /*S*/ const int16 special = 5; /* special function. */ /*O*/ const int16 mopendoor = 6; /* opening door. */ /* These following constants should be included in CFG when it's written. */ const bool slow_computer = false; /* stops walking when mouse touches toolbar */ /* --- */ const int16 border = 1; /* size of border on shadowboxes */ const int32 pagetop = 81920; const int16 up = 0; const int16 right = 1; const int16 down = 2; const int16 left = 3; const int16 ur = 4; const int16 dr = 5; const int16 dl = 6; const int16 ul = 7; const int16 stopped = 8; const int16 walk = 3; const int16 run = 5; const byte whereis[29] = { /* 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 int32 catamap[8][8] = { /* 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 bool demo = false; /* If this is true, we're in a demo of the game. */ const char spludwick_order[3] = {onion, ink, mushroom}; const quasiped_type quasipeds[16] = { {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, 177}, /* 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, 177}, /* 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 int16 lower = 0; const int16 same = 1; const int16 higher = 2; const char keys[] = "QWERTYUIOP[]"; const uint16 notes[12] = {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 int16 runerr_getset_overflow = 50; ///////////////////////////// VARIABLES ///////////////////////////// Common::String current; byte curpos; bool cursoron; /* previous:^previoustype;*/ Common::String last; dnatype dna; linetype lines[50]; /* For Also. */ int16 c; //registers r; // http://www.freepascal.org/docs-html/rtl/dos/registers.html enum { m_no , m_yes , m_virtual } visible; bool dropsok, screturn, soundfx, cheat; uint16 mx, my; /* mouse x & y now */ uint16 mpx, mpy; /* mouse x & y when pressed */ uint16 mrx, mry; /* mouse x & y when released */ byte mpress, mrelease; /* times left mouse button has been pressed/released */ byte keystatus; /* Mouse key status */ Common::String un[10]; byte unn; Common::String mousetext; /* which:array[0..5] of byte;*/ void *p; bool weirduint16; byte to_do; bool lmo, mousemade; Common::String scroll[15]; byte scrolln, score, whichwas; char thinks; bool thinkthing; /* pp:array[1..1000] of postype; bb:array[1..9000] of byte;*/ uint16 pptr, bptr; int16 ppos[1][2]; uint16 pozzes[24]; byte anim; void *copier; int16 talkx, talky; byte talkb, talkf; byte scrollbells; /* no. of times to ring the bell */ bool ontoolbar, seescroll; char objlist[10]; void * digit[10]; void *rwlite[9]; byte oldrw; Common::String lastscore; byte cmp; /* current mouse-void **/ Common::String verbstr; /* what you can do with your object. :-) */ Common::String * also[31][2]; pedtype peds[15]; magictype magics[15]; magictype portals[7]; fieldtype fields[30]; byte numfields; Common::String flags; Common::String listen; uint16 oh, onh, om, h, m, s, s1; Common::String atkey; /* For XTs, set to "alt-". For ATs, set to "f1". */ byte cp, ledstatus, defaultled; raw little; bool quote; /* 66 or 99 next? */ bool alive; char buffer[2000]; uint16 bufsize; byte oldjw; /* Old joystick-way */ controllers ctrl; int16 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:int32 absolute $0:244; { Over int $61 }*/ bool ddmnow; /* Kludge so we don't have to keep referring to Dropdown */ Common::String roomname; /* Name of this room */ //text logfile; // http://wiki.freepascal.org/Text bool logging, log_epson; bool cl_override; byte locks; /*ABSOLUTE $40:$17;*/ Common::String subject; /* What you're talking to them about. */ byte subjnumber; /* The same thing. */ bool keyboardclick; /* Is a keyboard click noise wanted? */ char him, her, it; int32 roomtime; /* Set to 0 when you enter a room, added to in every loop.*/ bool after_the_scroll; /* For the demo: */ demo_type demo_rec; //file demofile; // http://www.freepascal.org/docs-html/ref/refsu21.html#x45-520003.3.4 char last_person; /* Last person to have been selected using the People menu. */ bool 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. */ vmctype vmc; Common::String filetoload; bool holdthedawn; /* If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning. */ uint16 storage_seg, storage_ofs; /* Seg and ofs of the Storage area. */ uint16 skellern; /* Offset of the timer variable - 1 more than storage_OFS */ bool reloaded; /* Is this NOT the primary loading? */ bool super_was_virtual, super_was_off; /* Used by Super_Off and Super_On */ Common::String enid_filename; joysetup js; uint16 cxmin, cxmax, cymin, cymax; bool use_joy_a; ///////////////////////////// FUNCTIONS ///////////////////////////// void newpointer(byte m); void wait(); /* makes hourglass */ void on(); void off(); void on_virtual(); void off_virtual(); void xycheck(); void hopto(int16 x, int16 y); /* Moves mouse pointer to x,y */ void check(); void note(uint16 hertz); void blip(); Common::String strf(int32 x); void shbox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t); void newgame(); void click(); void slowdown(); bool flagset(char x); void force_numlock(); bool pennycheck(uint16 howmuchby); Common::String getname(byte whose); char getnamechar(byte whose); Common::String get_thing(byte which); char get_thingchar(byte which); Common::String get_better(byte which); Common::String f5_does(); void plot_vmc(int16 xx, int16 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(); bool mouse_near_text(); } // End of namespace Gyro } // End of namespace Avalanche #endif // GYRO2_H