scummvm/engines/dreamweb/stubs.h

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C
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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.
*
*/
void screenUpdate();
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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);
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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 getRoomData();
Room *getRoomData(uint8 room);
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();
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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);
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void zoom();
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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();
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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();
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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);
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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);
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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 useMon();
void scrollMonitor();
void showCurrentFile();
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void input();
void monPrint();
const char *monPrint(const char *string);
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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();
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void reconstruct();
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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);
void 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();
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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);
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void gamer(ReelRoutine &routine);
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void eden(ReelRoutine &routine);
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void sparky(ReelRoutine &routine);
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void singleKey(uint8 key, uint16 x, uint16 y);
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void showKeypad();
void buttonOne();
void buttonTwo();
void buttonThree();
void buttonFour();
void buttonFive();
void buttonSix();
void buttonSeven();
void buttonEight();
void buttonNine();
void buttonNought();
void buttonEnter();
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void buttonPress(uint8 buttonId);
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bool isItRight(uint8 digit0, uint8 digit1, uint8 digit2, uint8 digit3);
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void enterCode(uint8 digit0, uint8 digit1, uint8 digit2, uint8 digit3);
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void enterCode();
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