/* 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. * */ void screenUpdate(); bool quitRequested(); void startup(); void startup1(); void switchRyanOn(); void switchRyanOff(); uint16 allocateMem(uint16 paragraphs); void deallocateMem(uint16 segment); uint8 *workspace(); uint8 *textUnder(); void allocateWork(); void clearWork(); void standardLoad(); uint16 standardLoad(const char *fileName); // Returns a segment handle which needs to be freed with deallocatemem for symmetry void loadIntoTemp(); void loadIntoTemp2(); void loadIntoTemp3(); void loadIntoTemp(const char *fileName); void loadIntoTemp2(const char *fileName); void loadIntoTemp3(const char *fileName); void loadTempCharset(); void loadTempCharset(const char *fileName); Frame *tempCharset(); void saveLoad(); void printCurs(); void delCurs(); void hangOnCurs(uint16 frameCount); void hangOnCurs(); void multiDump(); void multiDump(uint16 x, uint16 y, uint8 width, uint8 height); void frameOutV(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, int16 x, int16 y); void frameOutNm(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameOutBh(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameOutFx(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void workToScreen(); void workToScreenCPP(); void multiGet(); void multiGet(uint8 *dst, uint16 x, uint16 y, uint8 width, uint8 height); void convertKey(); void cls(); void printSprites(); void quickQuit(); void readOneBlock(); void printUnderMon(); void seeCommandTail(); void randomNumber(); void quickQuit2(); uint8 getNextWord(const Frame *charSet, const uint8 *string, uint8 *totalWidth, uint8 *charCount); void printBoth(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar); void printChar(); void printChar(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height); void printChar(const Frame* charSet, uint16 x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height); void printDirect(); uint8 printDirect(const uint8** string, uint16 x, uint16 *y, uint8 maxWidth, bool centered); uint8 printDirect(const uint8* string, uint16 x, uint16 y, uint8 maxWidth, bool centered); void printMessage(uint16 x, uint16 y, uint8 index, uint8 maxWidth, bool centered); void printMessage(); void useTimedText(); void dumpTimedText(); void setupTimedTemp(); void setupTimedTemp(uint8 textIndex, uint8 voiceIndex, uint8 x, uint8 y, uint16 countToTimed, uint16 timeCount); void getUnderTimed(); void putUnderTimed(); uint8 printSlow(const uint8 *string, uint16 x, uint16 y, uint8 maxWidth, bool centered); void printSlow(); void dumpTextLine(); void getNumber(); uint8 getNumber(const Frame *charSet, const uint8 *string, uint16 maxWidth, bool centered, uint16 *offset); uint8 kernChars(uint8 firstChar, uint8 secondChar, uint8 width); void oldToNames(); void namesToOld(); void loadPalFromIFF(); void readHeader(); void fillSpace(); void startLoading(const Room &room); Sprite *spriteTable(); void showFrame(); void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag, uint8 *width, uint8 *height); void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag); void printASprite(const Sprite *sprite); void width160(); void multiPut(const uint8 *src, uint16 x, uint16 y, uint8 width, uint8 height); void multiPut(); void eraseOldObs(); void clearSprites(); Sprite *makeSprite(uint8 x, uint8 y, uint16 updateCallback, uint16 frameData, uint16 somethingInDi); void spriteUpdate(); void initMan(); void mainMan(Sprite *sprite); void faceRightWay(); void walking(Sprite *sprite); void autoSetWalk(); void checkDest(const RoomPaths *roomsPaths); void aboutTurn(Sprite *sprite); void backObject(Sprite *sprite); void constant(Sprite *sprite, SetObject *objData); void steady(Sprite *sprite, SetObject *objData); void random(Sprite *sprite, SetObject *objData); void doDoor(Sprite *sprite, SetObject *objData, Common::Rect check); void doorway(Sprite *sprite, SetObject *objData); void wideDoor(Sprite *sprite, SetObject *objData); void lockedDoorway(Sprite *sprite, SetObject *objData); void liftSprite(Sprite *sprite, SetObject *objData); Frame *findSource(); void showGameReel(); void showGameReel(ReelRoutine *routine); void showReelFrame(Reel *reel); const Frame *getReelFrameAX(uint16 frame); void turnPathOn(uint8 param); void turnPathOff(uint8 param); void turnPathOn(); void turnPathOff(); void turnAnyPathOn(uint8 param, uint8 room); void turnAnyPathOff(uint8 param, uint8 room); void turnAnyPathOn(); void turnAnyPathOff(); RoomPaths *getRoomsPaths(); void makeBackOb(SetObject *objData); void modifyChar(); void lockMon(); void cancelCh0(); void cancelCh1(); void plotReel(); Reel *getReelStart(); void dealWithSpecial(uint8 firstParam, uint8 secondParam); void zoom(); void crosshair(); void showRain(); void delTextLine(); void commandOnly(); void commandOnly(uint8 command); void doBlocks(); void checkIfPerson(); bool checkIfPerson(uint8 x, uint8 y); void checkIfFree(); bool checkIfFree(uint8 x, uint8 y); void checkIfEx(); bool checkIfEx(uint8 x, uint8 y); const uint8 *findObName(uint8 type, uint8 index); void copyName(); void copyName(uint8 type, uint8 index, uint8 *dst); void commandWithOb(); void commandWithOb(uint8 command, uint8 type, uint8 index); void showPanel(); void updatePeople(); void madmanText(); void madMode(); void moveMap(uint8 param); bool addAlong(const uint8 *mapFlags); bool addLength(const uint8 *mapFlags); void getDimension(); void getDimension(uint8 *mapXstart, uint8 *mapYstart, uint8 *mapXsize, uint8 *mapYsize); void getMapAd(); void calcMapAd(); uint8 getMapAd(const uint8 *setData); uint8 getXAd(const uint8 *setData, uint8 *result); uint8 getYAd(const uint8 *setData, uint8 *result); void calcFrFrame(); void calcFrFrame(uint8* width, uint8* height); void finalFrame(); void finalFrame(uint16 *x, uint16 *y); void showAllObs(); void blockNameText(); void walkToText(); void personNameText(); void findXYFromPath(); void findOrMake(); void findOrMake(uint8 index, uint8 value, uint8 type); DynObject *getFreeAd(uint8 index); DynObject *getExAd(uint8 index); DynObject *getEitherAdCPP(); SetObject *getSetAd(uint8 index); void *getAnyAd(uint8 *value1, uint8 *value2); void *getAnyAdDir(uint8 index, uint8 flag); void setAllChanges(); void doChange(uint8 index, uint8 value, uint8 type); void deleteTaken(); bool isCD(); void placeSetObject(); void placeSetObject(uint8 index); void removeSetObject(); void removeSetObject(uint8 index); void showAllFree(); void showAllEx(); bool finishedWalkingCPP(); void finishedWalking(); void checkOne(); void checkOne(uint8 x, uint8 y, uint8 *flag, uint8 *flagEx, uint8 *type, uint8 *flagX, uint8 *flagY); void getFlagUnderP(); void getFlagUnderP(uint8 *flag, uint8 *flagEx); void walkAndExamine(); void obName(); void obName(uint8 command, uint8 commandType); void delPointer(); void showBlink(); void dumpBlink(); void dumpPointer(); void showPointer(); void animPointer(); void checkCoords(); void checkCoords(const RectWithCallback *rectWithCallbacks); void readMouse(); uint16 readMouseState(); uint16 waitFrames(); void drawFlags(); void addToPeopleList(); void addToPeopleList(ReelRoutine *routine); void getExPos(); void panelToMap(); void mapToPanel(); void dumpMap(); void obPicture(); void transferInv(); void obIcons(); void compare(); bool compare(uint8 index, uint8 flag, const char id[4]); bool pixelCheckSet(const ObjPos *pos, uint8 x, uint8 y); bool isItDescribed(const ObjPos *objPos); void checkIfSet(); bool checkIfSet(uint8 x, uint8 y); void checkIfPathIsOn(); bool checkIfPathIsOn(uint8 index); void isItWorn(); bool isItWorn(const DynObject *object); void wornError(); void makeWorn(); void makeWorn(DynObject *object); void obToInv(); void obToInv(uint8 index, uint8 flag, uint16 x, uint16 y); void showRyanPage(); void findAllRyan(); void findAllRyan(uint8 *inv); void fillRyan(); void useRoutine(); void hangOn(); void hangOn(uint16 frameCount); void hangOnW(); void hangOnW(uint16 frameCount); void hangOnP(); void hangOnP(uint16 count); void showIcon(); uint8 findNextColon(uint8 **string); void findNextColon(); uint8 *getObTextStartCPP(); void useText(const uint8 *string); void useText(); void getBlockOfPixel(); uint8 getBlockOfPixel(uint8 x, uint8 y); void bresenhams(); void examineObText(); void sortOutMap(); void showCity(); uint16 getPersFrame(uint8 index); void convIcons(); void examineOb(bool examineAgain = true); void showWatch(); void dumpWatch(); void showTime(); void roomName(); void transferText(); void initRain(); Rain *splitIntoLines(uint8 x, uint8 y, Rain *rain); uint8 *mainPalette(); uint8 *startPalette(); uint8 *endPalette(); void clearStartPal(); void clearEndPal(); void palToStartPal(); void endPalToStart(); void startPalToEnd(); void palToEndPal(); void fadeCalculation(); void watchCount(); void zoomIcon(); void loadRoom(); void getUnderMenu(); void putUnderMenu(); void textForMonk(); void textForEnd(); void readSetData(); void loadRoomsSample(); void fadeupYellows(); void fadeupMonFirst(); void printLogo(); void loadMenu(); void showMenu(); void dumpMenu(); void useMenu(); void useMon(); void scrollMonitor(); void showCurrentFile(); void input(); void monPrint(); const char *monPrint(const char *string); Frame *tempGraphics(); Frame *tempGraphics2(); Frame *tempGraphics3(); void accessLightOn(); void accessLightOff(); void randomAccess(uint16 count); void randomAccess(); void monMessage(uint8 index); void monMessage(); void netError(); void turnOnPower(); void powerLightOn(); void powerLightOff(); void playChannel0(); void playChannel0(uint8 index, uint8 repeat); void playChannel1(); void playChannel1(uint8 index); void showMainOps(); void showDiscOps(); void createPanel(); void createPanel2(); void findRoomInLoc(); void reelsOnScreen(); void reconstruct(); void look(); void autoLook(); void doLook(); void useTempCharset(); void useCharset1(); void getBackFromOb(); void showFirstUse(); void showSecondUse(); void actualSave(); void actualLoad(); void loadPosition(unsigned int slot); void savePosition(unsigned int slot, const uint8 *descbuf); void openForSave(unsigned int slot); bool openForLoad(unsigned int slot); uint16 allocateAndLoad(unsigned int size); void clearAndLoad(uint16 seg, uint8 c, unsigned int size, unsigned int maxSize); void loadRoomData(const Room &room, bool skipDat); void restoreAll(); void restoreReels(); void viewFolder(); void checkFolderCoords(); void loadFolder(); void showFolder(); void showLeftPage(); void showRightPage(); void nextFolder(); void lastFolder(); void folderHints(); void folderExit(); uint8 getLocation(uint8 index); void getLocation(); void setLocation(uint8 index); void setLocation(); const uint8 *getTextInFile1(uint16 index); void loadTempText(); void loadTempText(const char *fileName); void loadTravelText(); void drawFloor(); void allocateBuffers(); void workToScreenM(); bool checkSpeed(ReelRoutine *routine); void checkSpeed(); void sparkyDrip(ReelRoutine &routine); void otherSmoker(ReelRoutine &routine); void gamer(ReelRoutine &routine); void eden(ReelRoutine &routine); void sparky(ReelRoutine &routine); void femaleFan(ReelRoutine &routine); void maleFan(ReelRoutine &routine); void singleKey(uint8 key, uint16 x, uint16 y); void showKeypad(); void showOuterPad(); void buttonOne(); void buttonTwo(); void buttonThree(); void buttonFour(); void buttonFive(); void buttonSix(); void buttonSeven(); void buttonEight(); void buttonNine(); void buttonNought(); void buttonEnter(); void buttonPress(uint8 buttonId); void addToPressList(); bool isItRight(uint8 digit0, uint8 digit1, uint8 digit2, uint8 digit3); void enterCode(uint8 digit0, uint8 digit1, uint8 digit2, uint8 digit3); void enterCode(); unsigned int scanForNames();