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/* 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.
*
*/
uint16 allocatemem(uint16 paragraphs);
uint8 *workspace();
void allocatework();
void clearwork();
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, uint16 x, uint16 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 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 printdirect();
void printdirect(const uint8** string, uint16 x, uint16 *y, uint8 maxWidth, bool centered);
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);
void kernchars();
uint8 kernchars(uint8 firstChar, uint8 secondChar, uint8 width);
void getroomdata();
void getroomdata(uint8 roomIndex);
void readheader();
void fillspace();
void startloading();
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 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();
void makesprite();
Sprite *makesprite(uint8 x, uint8 y, uint16 updateCallback, uint16 frameData, uint16 somethingInDi);
void spriteupdate();
void initman();
void mainman(Sprite *sprite);
void facerightway();
void walking();
void walking(Sprite *sprite);
void autosetwalk();
void checkdest(const uint8 *roomsPaths);
void aboutturn(Sprite *sprite);
void backobject(Sprite *sprite);
void constant(Sprite *sprite, ObjData *objData);
void steady(Sprite *sprite, ObjData *objData);
void random(Sprite *sprite, ObjData *objData);
void dodoor();
void dodoor(Sprite *sprite, ObjData *objData);
void doorway(Sprite *sprite, ObjData *objData);
void widedoor(Sprite *sprite, ObjData *objData);
void lockeddoorway(Sprite *sprite, ObjData *objData);
void liftsprite(Sprite *sprite, ObjData *objData);
void findsource();
Frame *findsourceCPP();
void showgamereel();
void showreelframe();
void showreelframe(Reel *reel);
const Frame *getreelframeax(uint16 frame);
void turnpathonCPP(uint8 param);
void turnpathoffCPP(uint8 param);
void getroomspaths();
uint8 *getroomspathsCPP();
void makebackob();
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 doblocks();
void checkifperson();
bool checkifperson(uint8 x, uint8 y);
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