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mirror of https://github.com/blupi-games/planetblupi synced 2024-12-30 10:15:36 +01:00

Use enum instead of defines

This commit is contained in:
Mathieu Schroeter 2017-08-11 20:00:45 +02:00
parent 2085292545
commit 1cd4885fc8

494
src/def.h
View File

@ -87,19 +87,19 @@
#define CHMASK2 15
#define FOGHIDE 4
// clang-format on
// Directions :
#define DIRECT_E (0*16) // est
#define DIRECT_SE (1*16) // sud-est
#define DIRECT_S (2*16) // sud
#define DIRECT_SO (3*16) // sud-ouest
#define DIRECT_O (4*16) // ouest
#define DIRECT_NO (5*16) // nord-ouest
#define DIRECT_N (6*16) // nord
#define DIRECT_NE (7*16) // nord-est
enum Directions {
DIRECT_E = (0 * 16), // east
DIRECT_SE = (1 * 16), // south-east
DIRECT_S = (2 * 16), // south
DIRECT_SO = (3 * 16), // south-west
DIRECT_O = (4 * 16), // west
DIRECT_NO = (5 * 16), // north-west
DIRECT_N = (6 * 16), // north
DIRECT_NE = (7 * 16), // north-east
};
/* NO
* O | N
* \ | /
@ -113,250 +113,240 @@
* (y) SE (x)
*/
// Actions:
enum Actions {
ACTION_STOP = 0, // stop
ACTION_STOPTIRED = 1, // stop tiredness
ACTION_WALK = 2, // walk
ACTION_WALKTIRED = 3, // walk tiredness
ACTION_BUILD = 4, // build
ACTION_PICKAXE = 5, // pickaxe
ACTION_ENERGY = 6, // prend de l'énergie
ACTION_CARRY = 8, // take with a jump the object on the head (est)
ACTION_DROP = 9, // drop the object which is on the head (est)
ACTION_SAW = 10, // saw wood
ACTION_BURN = 11, // blupi is burning !
ACTION_TCHAO = 12, // blupi disappeard !
ACTION_EAT = 13, // blupi eats
ACTION_BORN = 14, // born
ACTION_JUMP2 = 15, // jump over an obstacle
ACTION_JUMP3 = 16, // jump over an obstacle
ACTION_JUMP4 = 17, // jump over an obstacle
ACTION_JUMP5 = 18, // jump over an obstacle
ACTION_BRIDGE = 19, // push a bridge
ACTION_MISC1 = 20, // divers 1 (hausse les épaules)
ACTION_MISC2 = 21, // divers 2 (grat-grat)
ACTION_MISC3 = 22, // divers 3 (yoyo)
ACTION_MISC1f = 23, // divers 1 fatigué (bof-bof)
ACTION_SLIDE = 24, // slide when walking
ACTION_DRINK = 25, // blupi is drinking
ACTION_LABO = 26, // blupi travaille dans son laboratoire
ACTION_DYNAMITE = 27, // blupi fait péter la dynamite
ACTION_DELAY = 28, // blupi attend un frame
ACTION_CUEILLE1 = 29, // blupi cueille des fleurs
ACTION_CUEILLE2 = 30, // blupi cueille des fleurs
ACTION_MECHE = 31, // blupi se bouche les oreilles
ACTION_STOPb = 32, // arrêt en bateau
ACTION_MARCHEb = 33, // avance en bateau
ACTION_STOPJEEP = 34, // stop when using a jeep
ACTION_WALKJEEP = 35, // going in jeep
ACTION_ELECTRO = 36, // blupi électrocuté
ACTION_GRILL1 = 37, // blupi grills (phase 1)
ACTION_GRILL2 = 38, // blupi grills (phase 2)
ACTION_GRILL3 = 39, // blupi grills (phase 3)
ACTION_MISC4 = 40, // divers 4 (ferme les yeux)
ACTION_HAPPY = 41, // blupi is happy
ACTION_ARROSE = 42, // blupi arrose
ACTION_BECHE = 43, // blupi bèche
ACTION_CUEILLE3 = 44, // blupi cueille des fleurs
ACTION_BUILDBREF = 45, // construit
ACTION_BUILDSEC = 46, // construit
ACTION_BUILDSOURD = 47, // construit
ACTION_BUILDPIERRE = 48, // construit
ACTION_PIOCHEPIERRE = 49, // pioche
ACTION_PIOCHESOURD = 50, // pioche
ACTION_MISC5 = 51, // divers 5 (ohé)
ACTION_TELEPORTE1 = 52, // téléporte
ACTION_TELEPORTE2 = 53, // téléporte
ACTION_TELEPORTE3 = 54, // téléporte
ACTION_STOPARMOR = 55, // stop armor
ACTION_WALKARMOR = 56, // walk armor
ACTION_ARMOROPEN = 57, // open armor
ACTION_ARMORCLOSE = 58, // close armor
ACTION_JUMPJEEP = 59, // jump in the jeep
ACTION_MISC6 = 60, // divers 6 (diabolo)
ACTION_S_STOP = 100, // spider: stop
ACTION_S_WALK = 101, // spider: walk
ACTION_S_JUMP = 102, // spider: jump
ACTION_S_GRILL = 103, // spider: grill in rays
ACTION_S_POISON = 105, // spider: poisoned
ACTION_S_DEAD1 = 106, // spider: dead
ACTION_S_DEAD2 = 107, // spider: dead
ACTION_S_DEAD3 = 108, // spider: dead
ACTION_V_STOP = 200, // virus: stop
ACTION_V_WALK = 201, // virus: walk
ACTION_V_GRILL = 202, // virus: grill in rays
ACTION_T_STOP = 300, // tracks: stop
ACTION_T_WALK = 301, // tracks: walk
ACTION_T_CRUSHED = 302, // tracks: crushed an object
ACTION_R_STOP = 400, // robot: stop
ACTION_R_WALK = 401, // robot: walk
ACTION_R_APLAT = 402, // robot: applatit
ACTION_R_BUILD = 403, // robot: construit
ACTION_R_DELAY = 404, // robot: construit
ACTION_R_LOAD = 405, // robot: reload
ACTION_R_CRUSHED = 406, // robot: crushed an object
ACTION_B_STOP = 500, // bomb: stop
ACTION_B_WALK = 501, // bomb: walk
ACTION_D_DELAY = 600, // detonator: wait
ACTION_E_STOP = 700, // electro: stop
ACTION_E_WALK = 701, // electro: walk
ACTION_E_BEGIN = 702, // electro: begin
ACTION_E_RAYON = 703, // electro: rayon
ACTION_D_STOP = 800, // disciple: stop
ACTION_D_WALK = 801, // disciple: walk
ACTION_D_BUILD = 802, // disciple: build
ACTION_D_PICKAXE = 803, // disciple: pickaxe
ACTION_D_SAW = 804, // disciple: saw wood
ACTION_D_TCHAO = 805, // disciple: disappeard !
ACTION_D_CUEILLE1 = 806, // disciple: cueille des fleurs
ACTION_D_CUEILLE2 = 807, // disciple: cueille des fleurs
ACTION_D_MECHE = 808, // disciple: se bouche les oreilles
ACTION_D_ARROSE = 809, // disciple: arrose
ACTION_D_BECHE = 810, // disciple: bèche
};
// Actions :
// Sounds:
enum Sounds {
SOUND_CLICK = 0,
SOUND_BOING = 1,
SOUND_OK1 = 2,
SOUND_OK2 = 3,
SOUND_OK3 = 4,
SOUND_GO1 = 5,
SOUND_GO2 = 6,
SOUND_GO3 = 7,
SOUND_TERM1 = 8,
SOUND_TERM2 = 9,
SOUND_TERM3 = 10,
SOUND_COUPTERRE = 11,
SOUND_COUPTOC = 12,
SOUND_JUMP = 13,
SOUND_HOP = 14,
SOUND_SAW = 15,
SOUND_FIRE = 16,
SOUND_BURN = 17,
SOUND_TCHAO = 18,
SOUND_EAT = 19,
SOUND_BORN = 20,
SOUND_S_JUMP = 21,
SOUND_S_HIHI = 22,
SOUND_PLOUF = 23,
SOUND_GOAL = 24,
SOUND_RAYON1 = 25,
SOUND_RAYON2 = 26,
SOUND_VIRUS = 27,
SOUND_SLIDE = 28,
SOUND_DRINK = 29,
SOUND_LABO = 30,
SOUND_DYNAMITE = 31,
SOUND_DOOR = 32,
SOUND_FLOWER = 33,
SOUND_T_ENGINE = 34,
SOUND_T_ECRASE = 35,
SOUND_TRAP = 36,
SOUND_AIE = 37,
SOUND_A_POISON = 38,
SOUND_R_ENGINE = 39,
SOUND_R_APLAT = 40,
SOUND_R_ROTATE = 41,
SOUND_R_LOAD = 42,
SOUND_B_JUMP = 43,
SOUND_BOAT = 44,
SOUND_JEEP = 45,
SOUND_MINE = 46,
SOUND_USINE = 47,
SOUND_E_RAYON = 48,
SOUND_E_TOURNE = 49,
SOUND_ARROSE = 50,
SOUND_BECHE = 51,
SOUND_D_BOING = 52,
SOUND_D_OK = 53,
SOUND_D_GO = 54,
SOUND_D_TERM = 55,
SOUND_BOING1 = 56,
SOUND_BOING2 = 57,
SOUND_BOING3 = 58,
SOUND_OK4 = 59,
SOUND_OK5 = 60,
SOUND_OK6 = 61,
SOUND_OK1f = 62,
SOUND_OK2f = 63,
SOUND_OK3f = 64,
SOUND_OK1e = 65,
SOUND_OK2e = 66,
SOUND_OK3e = 67,
SOUND_GO4 = 68,
SOUND_GO5 = 69,
SOUND_GO6 = 70,
SOUND_TERM4 = 71,
SOUND_TERM5 = 72,
SOUND_TERM6 = 73,
SOUND_COUPSEC = 74,
SOUND_COUPPIERRE = 75,
SOUND_COUPSOURD = 76,
SOUND_COUPBREF = 77,
SOUND_OPEN = 78,
SOUND_CLOSE = 79,
SOUND_TELEPORTE = 80,
SOUND_ARMUREOPEN = 81,
SOUND_ARMURECLOSE = 82,
SOUND_WIN = 83,
SOUND_LOST = 84,
};
#define ACTION_STOP 0 // stop
#define ACTION_STOPTIRED 1 // stop tiredness
#define ACTION_WALK 2 // walk
#define ACTION_WALKTIRED 3 // walk tiredness
#define ACTION_BUILD 4 // build
#define ACTION_PICKAXE 5 // pickaxe
#define ACTION_ENERGY 6 // prend de l'énergie
#define ACTION_CARRY 8 // take with a jump the object on the head (est)
#define ACTION_DROP 9 // drop the object which is on the head (est)
#define ACTION_SAW 10 // saw wood
#define ACTION_BURN 11 // blupi is burning !
#define ACTION_TCHAO 12 // blupi disappeard !
#define ACTION_EAT 13 // blupi eats
#define ACTION_BORN 14 // born
#define ACTION_JUMP2 15 // jump over an obstacle
#define ACTION_JUMP3 16 // jump over an obstacle
#define ACTION_JUMP4 17 // jump over an obstacle
#define ACTION_JUMP5 18 // jump over an obstacle
#define ACTION_BRIDGE 19 // push a bridge
#define ACTION_MISC1 20 // divers 1 (hausse les épaules)
#define ACTION_MISC2 21 // divers 2 (grat-grat)
#define ACTION_MISC3 22 // divers 3 (yoyo)
#define ACTION_MISC1f 23 // divers 1 fatigué (bof-bof)
#define ACTION_SLIDE 24 // slide when walking
#define ACTION_DRINK 25 // blupi is drinking
#define ACTION_LABO 26 // blupi travaille dans son laboratoire
#define ACTION_DYNAMITE 27 // blupi fait péter la dynamite
#define ACTION_DELAY 28 // blupi attend un frame
#define ACTION_CUEILLE1 29 // blupi cueille des fleurs
#define ACTION_CUEILLE2 30 // blupi cueille des fleurs
#define ACTION_MECHE 31 // blupi se bouche les oreilles
#define ACTION_STOPb 32 // arrêt en bateau
#define ACTION_MARCHEb 33 // avance en bateau
#define ACTION_STOPJEEP 34 // stop when using a jeep
#define ACTION_WALKJEEP 35 // going in jeep
#define ACTION_ELECTRO 36 // blupi électrocuté
#define ACTION_GRILL1 37 // blupi grills (phase 1)
#define ACTION_GRILL2 38 // blupi grills (phase 2)
#define ACTION_GRILL3 39 // blupi grills (phase 3)
#define ACTION_MISC4 40 // divers 4 (ferme les yeux)
#define ACTION_HAPPY 41 // blupi is happy
#define ACTION_ARROSE 42 // blupi arrose
#define ACTION_BECHE 43 // blupi bèche
#define ACTION_CUEILLE3 44 // blupi cueille des fleurs
#define ACTION_BUILDBREF 45 // construit
#define ACTION_BUILDSEC 46 // construit
#define ACTION_BUILDSOURD 47 // construit
#define ACTION_BUILDPIERRE 48 // construit
#define ACTION_PIOCHEPIERRE 49 // pioche
#define ACTION_PIOCHESOURD 50 // pioche
#define ACTION_MISC5 51 // divers 5 (ohé)
#define ACTION_TELEPORTE1 52 // téléporte
#define ACTION_TELEPORTE2 53 // téléporte
#define ACTION_TELEPORTE3 54 // téléporte
#define ACTION_STOPARMOR 55 // stop armor
#define ACTION_WALKARMOR 56 // walk armor
#define ACTION_ARMOROPEN 57 // open armor
#define ACTION_ARMORCLOSE 58 // close armor
#define ACTION_JUMPJEEP 59 // jump in the jeep
#define ACTION_MISC6 60 // divers 6 (diabolo)
#define ACTION_S_STOP 100 // spider: stop
#define ACTION_S_WALK 101 // spider: walk
#define ACTION_S_JUMP 102 // spider: jump
#define ACTION_S_GRILL 103 // spider: grill in rays
#define ACTION_S_POISON 105 // spider: poisoned
#define ACTION_S_DEAD1 106 // spider: dead
#define ACTION_S_DEAD2 107 // spider: dead
#define ACTION_S_DEAD3 108 // spider: dead
#define ACTION_V_STOP 200 // virus: stop
#define ACTION_V_WALK 201 // virus: walk
#define ACTION_V_GRILL 202 // virus: grill in rays
#define ACTION_T_STOP 300 // tracks: stop
#define ACTION_T_WALK 301 // tracks: walk
#define ACTION_T_CRUSHED 302 // tracks: crushed an object
#define ACTION_R_STOP 400 // robot: stop
#define ACTION_R_WALK 401 // robot: walk
#define ACTION_R_APLAT 402 // robot: applatit
#define ACTION_R_BUILD 403 // robot: construit
#define ACTION_R_DELAY 404 // robot: construit
#define ACTION_R_LOAD 405 // robot: reload
#define ACTION_R_CRUSHED 406 // robot: crushed an object
#define ACTION_B_STOP 500 // bomb: stop
#define ACTION_B_WALK 501 // bomb: walk
#define ACTION_D_DELAY 600 // detonator: wait
#define ACTION_E_STOP 700 // electro: stop
#define ACTION_E_WALK 701 // electro: walk
#define ACTION_E_BEGIN 702 // electro: begin
#define ACTION_E_RAYON 703 // electro: rayon
#define ACTION_D_STOP 800 // disciple: stop
#define ACTION_D_WALK 801 // disciple: walk
#define ACTION_D_BUILD 802 // disciple: build
#define ACTION_D_PICKAXE 803 // disciple: pickaxe
#define ACTION_D_SAW 804 // disciple: saw wood
#define ACTION_D_TCHAO 805 // disciple: disappeard !
#define ACTION_D_CUEILLE1 806 // disciple: cueille des fleurs
#define ACTION_D_CUEILLE2 807 // disciple: cueille des fleurs
#define ACTION_D_MECHE 808 // disciple: se bouche les oreilles
#define ACTION_D_ARROSE 809 // disciple: arrose
#define ACTION_D_BECHE 810 // disciple: bèche
// Sons :
#define SOUND_CLICK 0
#define SOUND_BOING 1
#define SOUND_OK1 2
#define SOUND_OK2 3
#define SOUND_OK3 4
#define SOUND_GO1 5
#define SOUND_GO2 6
#define SOUND_GO3 7
#define SOUND_TERM1 8
#define SOUND_TERM2 9
#define SOUND_TERM3 10
#define SOUND_COUPTERRE 11
#define SOUND_COUPTOC 12
#define SOUND_JUMP 13
#define SOUND_HOP 14
#define SOUND_SAW 15
#define SOUND_FIRE 16
#define SOUND_BURN 17
#define SOUND_TCHAO 18
#define SOUND_EAT 19
#define SOUND_BORN 20
#define SOUND_S_JUMP 21
#define SOUND_S_HIHI 22
#define SOUND_PLOUF 23
#define SOUND_GOAL 24
#define SOUND_RAYON1 25
#define SOUND_RAYON2 26
#define SOUND_VIRUS 27
#define SOUND_SLIDE 28
#define SOUND_DRINK 29
#define SOUND_LABO 30
#define SOUND_DYNAMITE 31
#define SOUND_DOOR 32
#define SOUND_FLOWER 33
#define SOUND_T_ENGINE 34
#define SOUND_T_ECRASE 35
#define SOUND_TRAP 36
#define SOUND_AIE 37
#define SOUND_A_POISON 38
#define SOUND_R_ENGINE 39
#define SOUND_R_APLAT 40
#define SOUND_R_ROTATE 41
#define SOUND_R_LOAD 42
#define SOUND_B_JUMP 43
#define SOUND_BOAT 44
#define SOUND_JEEP 45
#define SOUND_MINE 46
#define SOUND_USINE 47
#define SOUND_E_RAYON 48
#define SOUND_E_TOURNE 49
#define SOUND_ARROSE 50
#define SOUND_BECHE 51
#define SOUND_D_BOING 52
#define SOUND_D_OK 53
#define SOUND_D_GO 54
#define SOUND_D_TERM 55
#define SOUND_BOING1 56
#define SOUND_BOING2 57
#define SOUND_BOING3 58
#define SOUND_OK4 59
#define SOUND_OK5 60
#define SOUND_OK6 61
#define SOUND_OK1f 62
#define SOUND_OK2f 63
#define SOUND_OK3f 64
#define SOUND_OK1e 65
#define SOUND_OK2e 66
#define SOUND_OK3e 67
#define SOUND_GO4 68
#define SOUND_GO5 69
#define SOUND_GO6 70
#define SOUND_TERM4 71
#define SOUND_TERM5 72
#define SOUND_TERM6 73
#define SOUND_COUPSEC 74
#define SOUND_COUPPIERRE 75
#define SOUND_COUPSOURD 76
#define SOUND_COUPBREF 77
#define SOUND_OPEN 78
#define SOUND_CLOSE 79
#define SOUND_TELEPORTE 80
#define SOUND_ARMUREOPEN 81
#define SOUND_ARMURECLOSE 82
#define SOUND_WIN 83
#define SOUND_LOST 84
// Boutons (play) :
#define MAXBUTTON 40
#define BUTTON_GO 0
#define BUTTON_STOP 1
#define BUTTON_EAT 2
#define BUTTON_CARRY 3
#define BUTTON_DEPOSE 4
#define BUTTON_ABAT 5
#define BUTTON_ROC 6
#define BUTTON_CULTIVE 7
#define BUTTON_BUILD1 8
#define BUTTON_BUILD2 9
#define BUTTON_BUILD3 10
#define BUTTON_BUILD4 11
#define BUTTON_BUILD5 12
#define BUTTON_BUILD6 13
#define BUTTON_WALL 14
#define BUTTON_PALIS 15
#define BUTTON_ABATn 16
#define BUTTON_ROCn 17
#define BUTTON_BRIDGE 18
#define BUTTON_TOWER 19
#define BUTTON_BOIT 20
#define BUTTON_LABO 21
#define BUTTON_FLOWER 22
#define BUTTON_FLOWERn 23
#define BUTTON_DYNAMITE 24
#define BUTTON_BOAT 25
#define BUTTON_DJEEP 26
#define BUTTON_FLAG 27
#define BUTTON_EXTRAIT 28
#define BUTTON_FABJEEP 29
#define BUTTON_FABMINE 30
#define BUTTON_FABDISC 31
#define BUTTON_REPEAT 32
#define BUTTON_DARMOR 33
#define BUTTON_MAKEARMOR 34
// clang-format on
// Erreurs :
// Buttons (play):
enum Buttons {
BUTTON_NONE = -1,
BUTTON_GO = 0,
BUTTON_STOP = 1,
BUTTON_EAT = 2,
BUTTON_CARRY = 3,
BUTTON_DEPOSE = 4,
BUTTON_ABAT = 5,
BUTTON_ROC = 6,
BUTTON_CULTIVE = 7,
BUTTON_BUILD1 = 8,
BUTTON_BUILD2 = 9,
BUTTON_BUILD3 = 10,
BUTTON_BUILD4 = 11,
BUTTON_BUILD5 = 12,
BUTTON_BUILD6 = 13,
BUTTON_WALL = 14,
BUTTON_PALIS = 15,
BUTTON_ABATn = 16,
BUTTON_ROCn = 17,
BUTTON_BRIDGE = 18,
BUTTON_TOWER = 19,
BUTTON_BOIT = 20,
BUTTON_LABO = 21,
BUTTON_FLOWER = 22,
BUTTON_FLOWERn = 23,
BUTTON_DYNAMITE = 24,
BUTTON_BOAT = 25,
BUTTON_DJEEP = 26,
BUTTON_FLAG = 27,
BUTTON_EXTRAIT = 28,
BUTTON_FABJEEP = 29,
BUTTON_FABMINE = 30,
BUTTON_FABDISC = 31,
BUTTON_REPEAT = 32,
BUTTON_DARMOR = 33,
BUTTON_MAKEARMOR = 34,
MAXBUTTON = 40,
};
// Errors:
enum Errors {
NONE = 0,
MISC = 1,