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// some global definitions, found in debug release
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#define DMAXX 40
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#define DMAXY 40
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#define LIGHTSIZE 6912 // 27 * 256
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// must be unsigned to generate unsigned comparisons with pnum
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#define MAX_PLRS 4
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#define MAX_CHARACTERS 10
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#define MAX_LVLMTYPES 16
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// #define MAX_PATH 260
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#define MAX_SEND_STR_LEN 80
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#define MAX_SPELLS 37
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#define MAXDEAD 31
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#define MAXDUNX 112
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#define MAXDUNY 112
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#define MAXITEMS 127
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#define MAXBELTITEMS 8
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#define MAXLIGHTS 32
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#define MAXMISSILES 125
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#define MAXMONSTERS 200
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#define MAXMULTIQUESTS 4
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#define MAXOBJECTS 127
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#define MAXPORTAL 4
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#define MAXQUESTS 16
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#define MAXTHEMES 50
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#define MAXTILES 2048
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#define MAXTRIGGERS 5
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#define MAXVISION 32
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#define MDMAXX 40
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#define MDMAXY 40
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#define MAXCHARLEVEL 51
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// number of inventory grid cells
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#define NUM_INV_GRID_ELEM 40
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#define INV_SLOT_SIZE_PX 28
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// Item indestructible durability
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#define DUR_INDESTRUCTIBLE 255
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#define VOLUME_MIN -1600
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#define VOLUME_MAX 0
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// todo: enums
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#define NUM_SFX 858
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#define NUMLEVELS 17
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// from diablo 2 beta
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#define MAXEXP 2000000000
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#define PLR_NAME_LEN 32
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#define MAXPATHNODES 300
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// 256 kilobytes + 3 bytes (demo leftover) for file magic (262147)
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// final game uses 4-byte magic instead of 3
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#define FILEBUFF ((256*1024)+3)
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#define PMSG_COUNT 8
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// Diablo Retail Version Game ID
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#define GAME_ID ((int)'DRTL')
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// Diablo uses a 256 color palette
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// Entry 0-127 (0x00-0x7F) are level specific
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// Entry 128-255 (0x80-0xFF) are global
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// standard palette for all levels
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// 8 or 16 shades per color
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// example (dark blue): PAL16_BLUE+14, PAL8_BLUE+7
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// example (light red): PAL16_RED+2, PAL8_RED
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// example (orange): PAL16_ORANGE+8, PAL8_ORANGE+4
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#define PAL8_BLUE 128
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#define PAL8_RED 136
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#define PAL8_YELLOW 144
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#define PAL8_ORANGE 152
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#define PAL16_BEIGE 160
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#define PAL16_BLUE 176
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#define PAL16_YELLOW 192
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#define PAL16_ORANGE 208
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#define PAL16_RED 224
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#define PAL16_GRAY 240
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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// If defined, use 32-bit colors instead of 8-bit [Default -> Undefined]
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//#define RGBMODE
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#ifndef RGBMODE
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#define SCREEN_BPP 8
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#else
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#define SCREEN_BPP 32
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#endif
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#define BORDER_LEFT 64
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#define BORDER_TOP 160
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#define BORDER_RIGHT 64
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#define BORDER_BOTTOM 16
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#define SCREEN_X BORDER_LEFT
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#define SCREEN_Y BORDER_TOP
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#define BUFFER_WIDTH (BORDER_LEFT + SCREEN_WIDTH + BORDER_RIGHT)
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#define BUFFER_HEIGHT (BORDER_TOP + SCREEN_HEIGHT + BORDER_BOTTOM)
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#define TILE_SIZE 32
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#define VIEWPORT_HEIGHT 352
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#define SCREENXY(x, y) ((x) + SCREEN_X + ((y) + SCREEN_Y) * BUFFER_WIDTH)
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#define MemFreeDbg(p) \
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{ \
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void *p__p; \
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p__p = p; \
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p = NULL; \
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mem_free_dbg(p__p); \
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}
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#undef assert
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#ifndef _DEBUG
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#define assert(exp) ((void)0)
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#else
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#define assert(exp) (void)( (exp) || (assert_fail(__LINE__, __FILE__, #exp), 0) )
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#endif
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#ifndef INVALID_FILE_ATTRIBUTES
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#define INVALID_FILE_ATTRIBUTES ((DWORD)-1)
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#endif
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/////////////////////////////////////////////////////////////////////////
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/* temporary stuff from the decompiler */
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/* remove all the garbage below in the future */
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/////////////////////////////////////////////////////////////////////////
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#ifndef IDA_GARBAGE
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#define IDA_GARBAGE
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// Partially defined types. They are used when the decompiler does not know
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// anything about the type except its size.
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#define _BYTE unsigned char
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#define _WORD unsigned short
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#define _DWORD unsigned int
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// Some convenience macros to make partial accesses nicer
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#if defined(__BYTE_ORDER) && __BYTE_ORDER == __BIG_ENDIAN
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# define LOW_IND(x,part_type) (sizeof(x)/sizeof(part_type) - 1)
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#else
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# define LOW_IND(x,part_type) 0
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#endif
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// first unsigned macros:
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#define BYTEn(x, n) (*((BYTE*)&(x)+n))
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#define WORDn(x, n) (*((WORD*)&(x)+n))
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#define _LOBYTE(x) BYTEn(x,LOW_IND(x,BYTE))
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#define _LOWORD(x) WORDn(x,LOW_IND(x,WORD))
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#endif /* IDA_GARBAGE */
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// Typedef for the function pointer
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typedef void (*_PVFV)(void);
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#if defined(_MSC_VER) && !defined(__APPLE__)
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// Define our segment names
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#define SEGMENT_C_INIT ".CRT$XCU"
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// Build our various function tables and insert them into the correct segments.
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#pragma data_seg(SEGMENT_C_INIT)
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#pragma data_seg() // Switch back to the default segment
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// Call function pointer arrays and place them in the segments created above
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#define SEG_ALLOCATE(SEGMENT) __declspec(allocate(SEGMENT))
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#else
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#define SEG_ALLOCATE(SEGMENT)
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#endif
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