@ -5,9 +5,9 @@
USHORT automaptype[512];
static int MapX;
static int MapY;
bool automapflag; // idb
BOOL automapflag; // idb
char AMbyte_4B7E4C[32];
char automapview[DMAXX][DMAXY];
unsigned char automapview[DMAXX][DMAXY];
int AutoMapScale; // idb
int AutoMapXOfs; // weak
int AutoMapYOfs; // weak
@ -3,9 +3,9 @@
#define __AUTOMAP_H__
extern USHORT automaptype[512];
extern bool automapflag; // idb
extern BOOL automapflag; // idb
extern char AMbyte_4B7E4C[32];
extern char automapview[DMAXX][DMAXY];
extern unsigned char automapview[DMAXX][DMAXY];
extern int AutoMapScale; // idb
extern int AutoMapXOfs; // weak
extern int AutoMapYOfs; // weak
@ -2,13 +2,13 @@
#ifndef __LOADSAVE_H__
#define __LOADSAVE_H__
extern void *tbuff;
extern unsigned char *tbuff;
void __fastcall LoadGame(BOOL firstflag);
char __cdecl BLoad();
int __cdecl WLoad();
int __cdecl ILoad();
int __cdecl ILoad_2();
bool __cdecl OLoad();
BOOL __cdecl OLoad();
void __fastcall LoadPlayer(int i);
void __fastcall LoadMonster(int i);
void __fastcall LoadMissile(int i);
@ -21,9 +21,9 @@ void __fastcall LoadVision(int i);
void __fastcall LoadPortal(int i);
void __cdecl SaveGame();
void __fastcall BSave(char v);
void __fastcall WSave(int v);
void __fastcall ISave(int v);
void __fastcall ISave_2(int v);
void __fastcall OSave(unsigned char v);
void __fastcall OSave(BOOL v);
void __fastcall SavePlayer(int i);
void __fastcall SaveMonster(int i);
void __fastcall SaveMissile(int i);
@ -32,7 +32,7 @@
#define MDMAXY 40
// number of inventory grid cells
#define NUM_INV_GRID_ELEM 40
#define INV_SLOT_SIZE_PX 28
// Item indestructible durability
@ -50,6 +50,10 @@
#define PLR_NAME_LEN 32
// 256 kilobytes + 3 bytes (demo leftover) for file magic (262147)
// final game uses 4-byte magic instead of 3
#define FILEBUFF ((256*1024)+3)
// Diablo uses a 256 color palette
// Entry 0-127 (0x00-0x7F) are level specific
// Entry 128-255 (0x80-0xFF) are global