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