VERSION 1.0 CLASS
BEGIN
  MultiUse = -1  'True
  Persistable = 0  'NotPersistable
  DataBindingBehavior = 0  'vbNone
  DataSourceBehavior  = 0  'vbNone
  MTSTransactionMode  = 0  'NotAnMTSObject
END
Attribute VB_Name = "file562"
Attribute VB_GlobalNameSpace = False
Attribute VB_Creatable = True
Attribute VB_PredeclaredId = False
Attribute VB_Exposed = False

'  i8  Byte1830[2];  // Start of graphic 0x232
    '0a 00, linefeed
    
'  i32 Long1828[4]; // masks for text !not reversed!
'  i32 Long1812[4]; // masks for text !not reversed!

'  RectPos wRectPos1796;   // ... bottom of screen rect
'  RectPos wRectPos1788;   // ... right side of screen rect
'  RectPos wRectPos1780;   // ... top of screen rect

'  SOUND sound1772[22]; //        ...
    ' word[0-1] ... graphic address
    ' byte[2] ... unused
    ' byte[3] ... Timer type, always 0x70 (now unused)
    ' byte[4] ... length of time sound exists
    ' byte[5] ... unused
    ' byte[6] ...  distance sound will travel as 'loud'
    ' byte[7] ...  distance sound will travel as 'soft'

'  i8  Byte1596[8]; 'rooms timertype function when receiving a 'switch'

'  i16 Word1588;      // unused

'  i16 DropOrder[30];//1586 //Order in which possessions are dropped

'  i16 Word1526[4][3];   // offset? of each lifebar per character (where to draw)
'  i16 Word1502[4][6];   // lifebar colors or widths maybe...

'  RectPos wRectPos1454[4];  // champion facings rects

'  i8  SpecialChars[6]; //1422 comma,period,semi-colon,colon,space, for wall texts

'  i8  Byte1416[2]; // max number of cahracters to print while reincarnating?
'  i8  Byte1414[2]; // .... same
'  i8  Byte1412[6]; // resistances to ouches (getting hurt...) :P

'  i16 Word1406[4];   // eye rectangle
'  i16 Word1398[4];   // mouth rectangle
'  i8  Byte1390[4];   // character portrait rect
'  i8  Byte1386[4];   // character name colors
'  i8  Byte1382[16];  // object in hand/cursor palette
'  i8  Byte1366[16];  // object in hand/cursor palette

'  i8  Byte1350[128]; // hand cursor? (actual graphic!)
'  i8  Byte1222[128]; // Arrow cursor... (actual graphic!)

'  i8  Byte1094[8];   // black area rect, assuming sleeping/gamefrozen stuff.

'  i16 PaletteBrightness[6];//1086;   // swapped when read
'                     // Value of Brightness for each palette.
'         0 1 2 3 4 5 would be at a brightness level of 4, use the 5th palette...

'  i16 Word1074[16];  // swapped when read       ...
'                     // [2] added to 13282 when we put a
'                     // Illumulet necklace on a character
'    [2] added to brightness upon atk_Light
'    seems to be word1074[torches-charges] = light added when held

'  i16 CarryLocation[38];//1042 //swapped when read
'                     // Word for each location that
'                     // an object can be carried.
'                     // See HandleClothingClick for a
'                     // list of the locations and their
'                     // numbers.  For example, not all
'                     // objects can be put in all locations.
'                     // You cannot put shoes on your head!
'                     // There are 30 locations for body and
'                     // backpack and 8 for the chest.
'  RectPos wRectPos966;// poisoned draw rect box (static 48x12);
'  RectPos wRectPos958;// water (24x12) 12 = transparent pixel?
'  RectPos wRectPos950;// food (24x12) 12 = transparent pixel?
'  RectPos wRectPos942;// item circle (16x12) 12 = transparent pixel?
'  RectPos wRectPos934;// arrow/eye (8x8) 8 = transparent pixel?
'  RectPos wRectPos926;// empty inventory box rect: 8 = transparent pixel?
'  i16 Unused918;//Word918;        //
'  ICONDISPLAY IconDisplay[46]; //916// swapped when read
'                      // 46 entries.
'                      //   8 for hands in portraits
'                      //  30 for clothing/backpack
'                      //   8 for chest
'                      // 'struct { int pixelx, pixely, objecttype }
'                      // pixelx = x coordinate, y = y coordinate,
'                      // put a box around it automatically.
'                      // objecttype = the image drawn while no item is there.

'  i8  Byte640[16];     //  offset of torch graphic for x charges remaining

'  RectPos wRectPos624;// held object name rect (for clearing only)
'  FILL(616,612)       // another entry for word612?
'  i16 Word612[7];     // Swapped when read
'                      // The various objects in the game
'                      // have bitmaps grouped in larger
'                      // graphics.  This array tells the
'                      // first OBJECTTYPE in each of the
'                      // seven graphics.
'  FILL(598,590)        // another entry for word612?

'  ui8 uByte590[4];    // critical hit table, contains a mask for 'ouches'
' A monsters word22 has direct relation to this.  If a monster hits you, it
' has a chance to do 'ouches' from this table.  it takes a nibble off the
' least significant side of word22, if it is less than a random(0-15),
' it landed a crit and uss the mask of ubyte590[0].  It then takes another nibble
' and tests if that is less than the same random(0-15) as before.  If it is
' still less than it, it uses the mask of ubyte590[1], and moves all the way up
' to ubyte590[3].  monsters with low values for the least significant nibbles in
' word22 will do 'deep' crits which I assume deal many ouches.  This explains why
' a single hit from a dragon almost is a guaranteed ouch =]

'  i8  Byte586[8][4];// something to do with monsters hitting you from a
'                   //direction your not facing and how to reposition your players
'  i16 Word554;       // Swapped when read       ... if its 555 it stops some timers
'  PALETTE Palette552[6]; // Swapped when read  ... we'll see
'//  i8  Byte520[160];  //        ...
'  PALETTE Palette360;   // Palette...// Swapped when read from file
'  PALETTE Palette328;   // Palette...// Swapped when read from file
'  ui16 DefaultGraphicList[70];  //  array of graphic numbers that are manditory at all times     ...
'  i8  Byte156[16];   // special lightning bolt/fireball/poison/dispel palette?
'  i16 Word140[4];    // rect of first character's graphic on screen,
    ' +48 for each additional to the x coordinates. (note 1 = transparency)
'  i16 Word132[4];    // rect of first character's death graphic.  +48 again.
    'note, 10 = transparent
'  i16 Word124[4];    // some rect for 'restarting' the game, cleared when used
'  i16 Word116[4];    // some rect for 'restarting' the game, cleared when used
'  i16 Word108[4];    // "THE END" label rect (for graphic 6)
'  i16 Word100[4];    // entrance door (right) rect
'  i16 Word92[4];     // entrance door (left) rect
'  i16 Word84[4];     // saved rect from before opening doors (saves a quick ss of this rect)
'  i16 Word76[4];     // modifyable entrance door (right) rect
'  i16 Word68[4];     // modifyable entrance door (left) rect (moves it as u open)
'  i16 Word60[4];     // left part of interior rect as you open doors
'  i16 Word52[4];     // intro graphic rect to delay display (its around "presents");
'  i16 Word44[4];     // into graphic rect to delay display ("presents" again???)
'  i16 Word36[4];     // into graphic rect for "stikes back"
'  i16 Word28[4];     // movement arrow key rects
'  i16 Word20[4];     // attack damage rect
'  i16 Word12[4];     // magic spell area rect
'                     // End of graphic 0x232
