mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
634 lines
24 KiB
C
634 lines
24 KiB
C
/*
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* This file is part of the planetblupi source code
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* Copyright (C) 1997, Daniel Roux & EPSITEC SA
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* Copyright (C) 2017, Mathieu Schroeter
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* http://epsitec.ch; http://www.blupi.org; http://github.com/blupi-games
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#pragma once
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#include <SDL2/SDL_stdinc.h>
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// clang-format off
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#define _INTRO true // true si images d'introduction
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#define LXIMAGE 640 // dimensions de la fenêtre de jeu
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#define LYIMAGE 480
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#define POSDRAWX 144 // surface de dessin
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#define POSDRAWY 15
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#define DIMDRAWX 480
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#define DIMDRAWY 450
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#define POSMAPX 8 // surface pour la carte
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#define POSMAPY 15
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#define DIMMAPX 128
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#define DIMMAPY 128
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#define MAXCELX 200 // nb max de cellules d'un monde
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#define MAXCELY 200
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#define DIMCELX 60 // dimensions d'une cellule (décor)
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#define DIMCELY 30
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#define DIMOBJX 120 // dimensions d'un objet
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#define DIMOBJY 120
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#define DIMBLUPIX 60 // dimensions de blupi
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#define DIMBLUPIY 60
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#define SHIFTBLUPIY 5 // petit décalage vers le haut
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#define DIMBUTTONX 40 // dimensions d'un button
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#define DIMBUTTONY 40
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#define DIMJAUGEX 124 // dimensions de la jauge
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#define DIMJAUGEY 22
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#define POSSTATX 12 // statistiques
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#define POSSTATY 220
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#define DIMSTATX 60
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#define DIMSTATY 30
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#define DIMTEXTX 16 // dimensions max d'un caractère
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#define DIMTEXTY 16
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#define DIMLITTLEX 16 // dimensions max d'un petit caractère
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#define DIMLITTLEY 12
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#define CHBACK 0
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#define CHFLOOR 1
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#define CHOBJECT 2
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#define CHOBJECTo 3
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#define CHBLUPI 4
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#define CHHILI 5
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#define CHFOG 6
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#define CHMASK1 7
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#define CHLITTLE 8
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#define CHMAP 9
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#define CHBUTTON 10
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#define CHGROUND 11
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#define CHJAUGE 12
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#define CHTEXT 13
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#define CHBIGNUM 14
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#define CHMASK2 15
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#define FOGHIDE 4
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// Directions :
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#define DIRECT_E (0*16) // est
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#define DIRECT_SE (1*16) // sud-est
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#define DIRECT_S (2*16) // sud
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#define DIRECT_SO (3*16) // sud-ouest
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#define DIRECT_O (4*16) // ouest
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#define DIRECT_NO (5*16) // nord-ouest
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#define DIRECT_N (6*16) // nord
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#define DIRECT_NE (7*16) // nord-est
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/* NO
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* O | N
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* \ | /
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* \ | /
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* \|/
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* SO -------o------- NE
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* /|\
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* / | \
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* / | \
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* S | E
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* (y) SE (x)
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*/
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// Actions :
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#define ACTION_STOP 0 // stop
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#define ACTION_STOPTIRED 1 // stop tiredness
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#define ACTION_WALK 2 // walk
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#define ACTION_WALKTIRED 3 // walk tiredness
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#define ACTION_BUILD 4 // build
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#define ACTION_PICKAXE 5 // pickaxe
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#define ACTION_ENERGY 6 // prend de l'énergie
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#define ACTION_CARRY 8 // take with a jump the object on the head (est)
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#define ACTION_DROP 9 // drop the object which is on the head (est)
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#define ACTION_SAW 10 // saw wood
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#define ACTION_BURN 11 // blupi is burning !
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#define ACTION_TCHAO 12 // blupi disappeard !
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#define ACTION_EAT 13 // blupi eats
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#define ACTION_BORN 14 // born
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#define ACTION_JUMP2 15 // jump over an obstacle
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#define ACTION_JUMP3 16 // jump over an obstacle
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#define ACTION_JUMP4 17 // jump over an obstacle
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#define ACTION_JUMP5 18 // jump over an obstacle
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#define ACTION_BRIDGE 19 // push a bridge
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#define ACTION_MISC1 20 // divers 1 (hausse les épaules)
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#define ACTION_MISC2 21 // divers 2 (grat-grat)
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#define ACTION_MISC3 22 // divers 3 (yoyo)
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#define ACTION_MISC1f 23 // divers 1 fatigué (bof-bof)
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#define ACTION_SLIDE 24 // slide when walking
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#define ACTION_DRINK 25 // blupi is drinking
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#define ACTION_LABO 26 // blupi travaille dans son laboratoire
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#define ACTION_DYNAMITE 27 // blupi fait péter la dynamite
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#define ACTION_DELAY 28 // blupi attend un frame
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#define ACTION_CUEILLE1 29 // blupi cueille des fleurs
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#define ACTION_CUEILLE2 30 // blupi cueille des fleurs
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#define ACTION_MECHE 31 // blupi se bouche les oreilles
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#define ACTION_STOPb 32 // arrêt en bateau
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#define ACTION_MARCHEb 33 // avance en bateau
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#define ACTION_STOPJEEP 34 // stop when using a jeep
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#define ACTION_WALKJEEP 35 // going in jeep
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#define ACTION_ELECTRO 36 // blupi électrocuté
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#define ACTION_GRILL1 37 // blupi grills (phase 1)
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#define ACTION_GRILL2 38 // blupi grills (phase 2)
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#define ACTION_GRILL3 39 // blupi grills (phase 3)
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#define ACTION_MISC4 40 // divers 4 (ferme les yeux)
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#define ACTION_HAPPY 41 // blupi is happy
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#define ACTION_ARROSE 42 // blupi arrose
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#define ACTION_BECHE 43 // blupi bèche
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#define ACTION_CUEILLE3 44 // blupi cueille des fleurs
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#define ACTION_BUILDBREF 45 // construit
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#define ACTION_BUILDSEC 46 // construit
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#define ACTION_BUILDSOURD 47 // construit
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#define ACTION_BUILDPIERRE 48 // construit
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#define ACTION_PIOCHEPIERRE 49 // pioche
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#define ACTION_PIOCHESOURD 50 // pioche
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#define ACTION_MISC5 51 // divers 5 (ohé)
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#define ACTION_TELEPORTE1 52 // téléporte
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#define ACTION_TELEPORTE2 53 // téléporte
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#define ACTION_TELEPORTE3 54 // téléporte
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#define ACTION_STOPARMOR 55 // stop armor
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#define ACTION_WALKARMOR 56 // walk armor
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#define ACTION_ARMOROPEN 57 // open armor
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#define ACTION_ARMORCLOSE 58 // close armor
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#define ACTION_JUMPJEEP 59 // jump in the jeep
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#define ACTION_MISC6 60 // divers 6 (diabolo)
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#define ACTION_S_STOP 100 // spider: stop
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#define ACTION_S_WALK 101 // spider: walk
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#define ACTION_S_JUMP 102 // spider: jump
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#define ACTION_S_GRILL 103 // spider: grill in rays
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#define ACTION_S_POISON 105 // spider: poisoned
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#define ACTION_S_DEAD1 106 // spider: dead
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#define ACTION_S_DEAD2 107 // spider: dead
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#define ACTION_S_DEAD3 108 // spider: dead
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#define ACTION_V_STOP 200 // virus: stop
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#define ACTION_V_WALK 201 // virus: walk
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#define ACTION_V_GRILL 202 // virus: grill in rays
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#define ACTION_T_STOP 300 // tracks: stop
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#define ACTION_T_WALK 301 // tracks: walk
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#define ACTION_T_CRUSHED 302 // tracks: crushed an object
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#define ACTION_R_STOP 400 // robot: stop
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#define ACTION_R_WALK 401 // robot: walk
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#define ACTION_R_APLAT 402 // robot: applatit
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#define ACTION_R_BUILD 403 // robot: construit
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#define ACTION_R_DELAY 404 // robot: construit
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#define ACTION_R_LOAD 405 // robot: reload
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#define ACTION_R_CRUSHED 406 // robot: crushed an object
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#define ACTION_B_STOP 500 // bomb: stop
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#define ACTION_B_WALK 501 // bomb: walk
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#define ACTION_D_DELAY 600 // detonator: wait
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#define ACTION_E_STOP 700 // electro: stop
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#define ACTION_E_WALK 701 // electro: walk
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#define ACTION_E_BEGIN 702 // electro: begin
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#define ACTION_E_RAYON 703 // electro: rayon
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#define ACTION_D_STOP 800 // disciple: stop
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#define ACTION_D_WALK 801 // disciple: walk
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#define ACTION_D_BUILD 802 // disciple: build
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#define ACTION_D_PICKAXE 803 // disciple: pickaxe
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#define ACTION_D_SAW 804 // disciple: saw wood
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#define ACTION_D_TCHAO 805 // disciple: disappeard !
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#define ACTION_D_CUEILLE1 806 // disciple: cueille des fleurs
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#define ACTION_D_CUEILLE2 807 // disciple: cueille des fleurs
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#define ACTION_D_MECHE 808 // disciple: se bouche les oreilles
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#define ACTION_D_ARROSE 809 // disciple: arrose
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#define ACTION_D_BECHE 810 // disciple: bèche
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// Sons :
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#define SOUND_CLICK 0
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#define SOUND_BOING 1
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#define SOUND_OK1 2
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#define SOUND_OK2 3
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#define SOUND_OK3 4
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#define SOUND_GO1 5
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#define SOUND_GO2 6
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#define SOUND_GO3 7
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#define SOUND_TERM1 8
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#define SOUND_TERM2 9
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#define SOUND_TERM3 10
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#define SOUND_COUPTERRE 11
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#define SOUND_COUPTOC 12
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#define SOUND_JUMP 13
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#define SOUND_HOP 14
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#define SOUND_SAW 15
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#define SOUND_FIRE 16
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#define SOUND_BURN 17
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#define SOUND_TCHAO 18
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#define SOUND_EAT 19
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#define SOUND_BORN 20
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#define SOUND_S_JUMP 21
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#define SOUND_S_HIHI 22
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#define SOUND_PLOUF 23
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#define SOUND_GOAL 24
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#define SOUND_RAYON1 25
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#define SOUND_RAYON2 26
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#define SOUND_VIRUS 27
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#define SOUND_SLIDE 28
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#define SOUND_DRINK 29
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#define SOUND_LABO 30
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#define SOUND_DYNAMITE 31
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#define SOUND_DOOR 32
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#define SOUND_FLOWER 33
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#define SOUND_T_ENGINE 34
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#define SOUND_T_ECRASE 35
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#define SOUND_TRAP 36
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#define SOUND_AIE 37
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#define SOUND_A_POISON 38
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#define SOUND_R_ENGINE 39
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#define SOUND_R_APLAT 40
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#define SOUND_R_ROTATE 41
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#define SOUND_R_LOAD 42
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#define SOUND_B_JUMP 43
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#define SOUND_BOAT 44
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#define SOUND_JEEP 45
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#define SOUND_MINE 46
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#define SOUND_USINE 47
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#define SOUND_E_RAYON 48
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#define SOUND_E_TOURNE 49
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#define SOUND_ARROSE 50
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#define SOUND_BECHE 51
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#define SOUND_D_BOING 52
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#define SOUND_D_OK 53
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#define SOUND_D_GO 54
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#define SOUND_D_TERM 55
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#define SOUND_BOING1 56
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#define SOUND_BOING2 57
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#define SOUND_BOING3 58
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#define SOUND_OK4 59
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#define SOUND_OK5 60
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#define SOUND_OK6 61
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#define SOUND_OK1f 62
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#define SOUND_OK2f 63
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#define SOUND_OK3f 64
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#define SOUND_OK1e 65
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#define SOUND_OK2e 66
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#define SOUND_OK3e 67
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#define SOUND_GO4 68
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#define SOUND_GO5 69
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#define SOUND_GO6 70
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#define SOUND_TERM4 71
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#define SOUND_TERM5 72
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#define SOUND_TERM6 73
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#define SOUND_COUPSEC 74
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#define SOUND_COUPPIERRE 75
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#define SOUND_COUPSOURD 76
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#define SOUND_COUPBREF 77
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#define SOUND_OPEN 78
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#define SOUND_CLOSE 79
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#define SOUND_TELEPORTE 80
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#define SOUND_ARMUREOPEN 81
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#define SOUND_ARMURECLOSE 82
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#define SOUND_WIN 83
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#define SOUND_LOST 84
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// Boutons (play) :
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#define MAXBUTTON 40
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#define BUTTON_GO 0
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#define BUTTON_STOP 1
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#define BUTTON_EAT 2
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#define BUTTON_CARRY 3
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#define BUTTON_DEPOSE 4
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#define BUTTON_ABAT 5
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#define BUTTON_ROC 6
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#define BUTTON_CULTIVE 7
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#define BUTTON_BUILD1 8
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#define BUTTON_BUILD2 9
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#define BUTTON_BUILD3 10
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#define BUTTON_BUILD4 11
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#define BUTTON_BUILD5 12
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#define BUTTON_BUILD6 13
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#define BUTTON_WALL 14
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#define BUTTON_PALIS 15
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#define BUTTON_ABATn 16
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#define BUTTON_ROCn 17
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#define BUTTON_BRIDGE 18
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#define BUTTON_TOWER 19
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#define BUTTON_BOIT 20
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#define BUTTON_LABO 21
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#define BUTTON_FLOWER 22
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#define BUTTON_FLOWERn 23
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#define BUTTON_DYNAMITE 24
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#define BUTTON_BOAT 25
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#define BUTTON_DJEEP 26
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#define BUTTON_FLAG 27
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#define BUTTON_EXTRAIT 28
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#define BUTTON_FABJEEP 29
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#define BUTTON_FABMINE 30
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#define BUTTON_FABDISC 31
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#define BUTTON_REPEAT 32
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#define BUTTON_DARMOR 33
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#define BUTTON_MAKEARMOR 34
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// clang-format on
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// Erreurs :
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enum Errors {
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NONE = 0,
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MISC = 1,
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GROUND = 2,
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FREE = 3,
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PONTOP = 4,
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PONTTERM = 5,
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TOURISOL = 6,
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TOUREAU = 7,
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TELE2 = 8,
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ENERGY = 9,
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REPEAT = 500,
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};
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// Lutins pour la souris
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enum MouseSprites {
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SPRITE_BEGIN = 1,
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SPRITE_ARROW = 1,
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SPRITE_POINTER = 2,
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SPRITE_MAP = 3,
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SPRITE_ARROWU = 4,
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SPRITE_ARROWD = 5,
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SPRITE_ARROWL = 6,
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SPRITE_ARROWR = 7,
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SPRITE_ARROWUL = 8,
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SPRITE_ARROWUR = 9,
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SPRITE_ARROWDL = 10,
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SPRITE_ARROWDR = 11,
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SPRITE_WAIT = 12,
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SPRITE_EMPTY = 13,
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SPRITE_FILL = 14,
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SPRITE_END = 14,
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};
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// clang-format off
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#define EV_OFFSET 0x0400
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#define EV_UPDATE (EV_OFFSET+1)
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#define EV_WARPMOUSE (EV_OFFSET+2)
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#define EV_DECOR1 (EV_OFFSET+20)
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#define EV_DECOR2 (EV_OFFSET+21)
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#define EV_DECOR3 (EV_OFFSET+22)
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#define EV_DECOR4 (EV_OFFSET+23)
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#define EV_DECOR5 (EV_OFFSET+24)
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#define EV_ACTION_GO (EV_OFFSET+30)
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#define EV_ACTION_ABAT1 (EV_OFFSET+31)
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#define EV_ACTION_ABAT2 (EV_OFFSET+32)
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#define EV_ACTION_ABAT3 (EV_OFFSET+33)
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#define EV_ACTION_ABAT4 (EV_OFFSET+34)
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#define EV_ACTION_ABAT5 (EV_OFFSET+35)
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#define EV_ACTION_ABAT6 (EV_OFFSET+36)
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#define EV_ACTION_BUILD1 (EV_OFFSET+37)
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#define EV_ACTION_BUILD2 (EV_OFFSET+38)
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#define EV_ACTION_BUILD3 (EV_OFFSET+39)
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#define EV_ACTION_BUILD4 (EV_OFFSET+40)
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#define EV_ACTION_BUILD5 (EV_OFFSET+41)
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#define EV_ACTION_BUILD6 (EV_OFFSET+42)
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#define EV_ACTION_STOP (EV_OFFSET+43)
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#define EV_ACTION_CARRY (EV_OFFSET+44)
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#define EV_ACTION_DROP (EV_OFFSET+45)
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#define EV_ACTION_ROC1 (EV_OFFSET+46)
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#define EV_ACTION_ROC2 (EV_OFFSET+47)
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#define EV_ACTION_ROC3 (EV_OFFSET+48)
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#define EV_ACTION_ROC4 (EV_OFFSET+49)
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#define EV_ACTION_ROC5 (EV_OFFSET+50)
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#define EV_ACTION_ROC6 (EV_OFFSET+51)
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#define EV_ACTION_ROC7 (EV_OFFSET+52)
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#define EV_ACTION_WALL (EV_OFFSET+53)
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#define EV_ACTION_CULTIVE (EV_OFFSET+54)
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#define EV_ACTION_CULTIVE2 (EV_OFFSET+55)
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#define EV_ACTION_EAT (EV_OFFSET+56)
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#define EV_ACTION_MAKE (EV_OFFSET+57)
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#define EV_ACTION_BUILD (EV_OFFSET+58)
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#define EV_ACTION_PALIS (EV_OFFSET+59)
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#define EV_ACTION_NEWBLUPI (EV_OFFSET+60)
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#define EV_ACTION_BRIDGEE (EV_OFFSET+61)
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#define EV_ACTION_BRIDGES (EV_OFFSET+62)
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#define EV_ACTION_BRIDGEO (EV_OFFSET+63)
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#define EV_ACTION_BRIDGEN (EV_OFFSET+64)
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#define EV_ACTION_BRIDGEEL (EV_OFFSET+65)
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#define EV_ACTION_BRIDGESL (EV_OFFSET+66)
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#define EV_ACTION_BRIDGEOL (EV_OFFSET+67)
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#define EV_ACTION_BRIDGENL (EV_OFFSET+68)
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#define EV_ACTION_TOWER (EV_OFFSET+69)
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#define EV_ACTION_CARRY2 (EV_OFFSET+70)
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#define EV_ACTION_DROP2 (EV_OFFSET+71)
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#define EV_ACTION_EAT2 (EV_OFFSET+72)
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#define EV_ACTION_DRINK (EV_OFFSET+73)
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#define EV_ACTION_DRINK2 (EV_OFFSET+74)
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#define EV_ACTION_LABO (EV_OFFSET+75)
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#define EV_ACTION_FLOWER1 (EV_OFFSET+76)
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#define EV_ACTION_FLOWER2 (EV_OFFSET+77)
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#define EV_ACTION_DYNAMITE (EV_OFFSET+78)
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#define EV_ACTION_DYNAMITE2 (EV_OFFSET+79)
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#define EV_ACTION_T_DYNAMITE (EV_OFFSET+80)
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#define EV_ACTION_FLOWER3 (EV_OFFSET+81)
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#define EV_ACTION_R_BUILD1 (EV_OFFSET+82)
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#define EV_ACTION_R_BUILD2 (EV_OFFSET+83)
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#define EV_ACTION_R_BUILD3 (EV_OFFSET+84)
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#define EV_ACTION_R_BUILD4 (EV_OFFSET+85)
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#define EV_ACTION_R_MAKE1 (EV_OFFSET+86)
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#define EV_ACTION_R_MAKE2 (EV_OFFSET+87)
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#define EV_ACTION_R_MAKE3 (EV_OFFSET+88)
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#define EV_ACTION_R_MAKE4 (EV_OFFSET+89)
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#define EV_ACTION_R_BUILD5 (EV_OFFSET+90)
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#define EV_ACTION_R_MAKE5 (EV_OFFSET+91)
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#define EV_ACTION_BOATE (EV_OFFSET+92)
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#define EV_ACTION_BOATS (EV_OFFSET+93)
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#define EV_ACTION_BOATO (EV_OFFSET+94)
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#define EV_ACTION_BOATN (EV_OFFSET+95)
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#define EV_ACTION_BOATDE (EV_OFFSET+96)
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#define EV_ACTION_BOATDS (EV_OFFSET+97)
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#define EV_ACTION_BOATDO (EV_OFFSET+98)
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#define EV_ACTION_BOATDN (EV_OFFSET+99)
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#define EV_ACTION_BOATAE (EV_OFFSET+100)
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#define EV_ACTION_BOATAS (EV_OFFSET+101)
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#define EV_ACTION_BOATAO (EV_OFFSET+102)
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#define EV_ACTION_BOATAN (EV_OFFSET+103)
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#define EV_ACTION_MJEEP (EV_OFFSET+104)
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#define EV_ACTION_DJEEP (EV_OFFSET+105)
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#define EV_ACTION_FLAG (EV_OFFSET+106)
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#define EV_ACTION_FLAG2 (EV_OFFSET+107)
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#define EV_ACTION_FLAG3 (EV_OFFSET+108)
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#define EV_ACTION_EXTRAIT (EV_OFFSET+109)
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#define EV_ACTION_FABJEEP (EV_OFFSET+110)
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#define EV_ACTION_FABMINE (EV_OFFSET+111)
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#define EV_ACTION_MINE (EV_OFFSET+112)
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#define EV_ACTION_MINE2 (EV_OFFSET+113)
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#define EV_ACTION_R_BUILD6 (EV_OFFSET+114)
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#define EV_ACTION_R_MAKE6 (EV_OFFSET+115)
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#define EV_ACTION_E_RAYON (EV_OFFSET+116)
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#define EV_ACTION_ELECTRO (EV_OFFSET+117)
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#define EV_ACTION_ELECTROm (EV_OFFSET+118)
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#define EV_ACTION_GRILLE (EV_OFFSET+119)
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#define EV_ACTION_HOUSE (EV_OFFSET+120)
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#define EV_ACTION_FABDISC (EV_OFFSET+121)
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#define EV_ACTION_A_MORT (EV_OFFSET+122)
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#define EV_ACTION_REPEAT (EV_OFFSET+123)
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#define EV_ACTION_TELEPORTE00 (EV_OFFSET+124)
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#define EV_ACTION_TELEPORTE10 (EV_OFFSET+125)
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#define EV_ACTION_TELEPORTE01 (EV_OFFSET+126)
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#define EV_ACTION_TELEPORTE11 (EV_OFFSET+127)
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#define EV_ACTION_FABARMURE (EV_OFFSET+128)
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#define EV_ACTION_MARMURE (EV_OFFSET+129)
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#define EV_ACTION_DARMURE (EV_OFFSET+130)
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#define EV_BUTTON0 (EV_OFFSET+200)
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#define EV_BUTTON1 (EV_OFFSET+201)
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#define EV_BUTTON2 (EV_OFFSET+202)
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#define EV_BUTTON3 (EV_OFFSET+203)
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#define EV_BUTTON4 (EV_OFFSET+204)
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#define EV_BUTTON5 (EV_OFFSET+205)
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#define EV_BUTTON6 (EV_OFFSET+206)
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#define EV_BUTTON7 (EV_OFFSET+207)
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#define EV_BUTTON8 (EV_OFFSET+208)
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#define EV_BUTTON9 (EV_OFFSET+209)
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#define EV_BUTTON10 (EV_OFFSET+210)
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#define EV_BUTTON11 (EV_OFFSET+211)
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#define EV_BUTTON12 (EV_OFFSET+212)
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#define EV_BUTTON13 (EV_OFFSET+213)
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#define EV_BUTTON14 (EV_OFFSET+214)
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#define EV_BUTTON15 (EV_OFFSET+215)
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#define EV_BUTTON16 (EV_OFFSET+216)
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#define EV_BUTTON17 (EV_OFFSET+217)
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#define EV_BUTTON18 (EV_OFFSET+218)
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#define EV_BUTTON19 (EV_OFFSET+219)
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#define EV_BUTTON20 (EV_OFFSET+220)
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#define EV_BUTTON21 (EV_OFFSET+221)
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#define EV_BUTTON22 (EV_OFFSET+222)
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#define EV_BUTTON23 (EV_OFFSET+223)
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#define EV_BUTTON24 (EV_OFFSET+224)
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#define EV_BUTTON25 (EV_OFFSET+225)
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#define EV_BUTTON26 (EV_OFFSET+226)
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#define EV_BUTTON27 (EV_OFFSET+227)
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#define EV_BUTTON28 (EV_OFFSET+228)
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#define EV_BUTTON29 (EV_OFFSET+229)
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#define EV_BUTTON30 (EV_OFFSET+230)
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#define EV_BUTTON31 (EV_OFFSET+231)
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#define EV_BUTTON32 (EV_OFFSET+232)
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#define EV_BUTTON33 (EV_OFFSET+233)
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#define EV_BUTTON34 (EV_OFFSET+234)
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#define EV_BUTTON35 (EV_OFFSET+235)
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#define EV_BUTTON36 (EV_OFFSET+236)
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#define EV_BUTTON37 (EV_OFFSET+237)
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#define EV_BUTTON38 (EV_OFFSET+238)
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#define EV_BUTTON39 (EV_OFFSET+239)
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#define EV_READ0 (EV_OFFSET+300)
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#define EV_READ1 (EV_OFFSET+301)
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#define EV_READ2 (EV_OFFSET+302)
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#define EV_READ3 (EV_OFFSET+303)
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#define EV_READ4 (EV_OFFSET+304)
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#define EV_READ5 (EV_OFFSET+305)
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#define EV_READ6 (EV_OFFSET+306)
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#define EV_READ7 (EV_OFFSET+307)
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#define EV_READ8 (EV_OFFSET+308)
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#define EV_READ9 (EV_OFFSET+309)
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#define EV_WRITE0 (EV_OFFSET+310)
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#define EV_WRITE1 (EV_OFFSET+311)
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#define EV_WRITE2 (EV_OFFSET+312)
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#define EV_WRITE3 (EV_OFFSET+313)
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#define EV_WRITE4 (EV_OFFSET+314)
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#define EV_WRITE5 (EV_OFFSET+315)
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|
#define EV_WRITE6 (EV_OFFSET+316)
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#define EV_WRITE7 (EV_OFFSET+317)
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#define EV_WRITE8 (EV_OFFSET+318)
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#define EV_WRITE9 (EV_OFFSET+319)
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#define EV_PHASE_INIT (EV_OFFSET+500)
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#define EV_PHASE_PLAY (EV_OFFSET+501)
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#define EV_PHASE_BUILD (EV_OFFSET+502)
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#define EV_PHASE_READ (EV_OFFSET+503)
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#define EV_PHASE_WRITE (EV_OFFSET+504)
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#define EV_PHASE_INFO (EV_OFFSET+505)
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|
#define EV_PHASE_BUTTON (EV_OFFSET+506)
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|
#define EV_PHASE_TERM (EV_OFFSET+507)
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|
#define EV_PHASE_WIN (EV_OFFSET+508)
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|
#define EV_PHASE_LOST (EV_OFFSET+509)
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|
#define EV_PHASE_STOP (EV_OFFSET+510)
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|
#define EV_PHASE_SETUP (EV_OFFSET+511)
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|
#define EV_PHASE_MUSIC (EV_OFFSET+512)
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|
#define EV_PHASE_PLAYMOVIE (EV_OFFSET+513)
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|
#define EV_PHASE_WINMOVIE (EV_OFFSET+514)
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|
#define EV_PHASE_SCHOOL (EV_OFFSET+515)
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|
#define EV_PHASE_MISSION (EV_OFFSET+516)
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|
#define EV_PHASE_LASTWIN (EV_OFFSET+517)
|
|
#define EV_PHASE_WRITEp (EV_OFFSET+518)
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|
#define EV_PHASE_SETUPp (EV_OFFSET+519)
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|
#define EV_PHASE_REGION (EV_OFFSET+520)
|
|
#define EV_PHASE_INSERT (EV_OFFSET+521)
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|
#define EV_PHASE_HISTORY0 (EV_OFFSET+522)
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|
#define EV_PHASE_HISTORY1 (EV_OFFSET+523)
|
|
#define EV_PHASE_HELP (EV_OFFSET+524)
|
|
#define EV_PHASE_H0MOVIE (EV_OFFSET+525)
|
|
#define EV_PHASE_H1MOVIE (EV_OFFSET+526)
|
|
#define EV_PHASE_H2MOVIE (EV_OFFSET+527)
|
|
#define EV_PHASE_TESTCD (EV_OFFSET+528)
|
|
#define EV_PHASE_MANUEL (EV_OFFSET+529)
|
|
#define EV_PHASE_PRIVATE (EV_OFFSET+530)
|
|
#define EV_PHASE_UNDO (EV_OFFSET+531)
|
|
#define EV_PHASE_BYE (EV_OFFSET+532)
|
|
#define EV_PHASE_SKILL1 (EV_OFFSET+533)
|
|
#define EV_PHASE_SKILL2 (EV_OFFSET+534)
|
|
#define EV_PHASE_DEMO (EV_OFFSET+535)
|
|
#define EV_PHASE_INTRO1 (EV_OFFSET+536)
|
|
#define EV_PHASE_SETTINGS (EV_OFFSET+537)
|
|
|
|
#define EV_MUSIC_STOP (EV_OFFSET+550)
|
|
|
|
#define EV_PREV (EV_OFFSET+600)
|
|
#define EV_NEXT (EV_OFFSET+601)
|
|
#define EV_MOVIE (EV_OFFSET+602)
|
|
#define EV_MOVIE_PLAY (EV_OFFSET+603)
|
|
// clang-format on
|
|
|
|
// Conditions pour gagner.
|
|
|
|
typedef struct {
|
|
Sint16 bHachBlupi; // blupi sur dalle hachurée
|
|
Sint16 bHachPlanche; // planches sur dalle hachurée
|
|
Sint16 bStopFire; // feu éteint
|
|
Sint16 nbMinBlupi; // nb de blupi nécessaires
|
|
Sint16 nbMaxBlupi; // nb de blupi nécessaires
|
|
Sint16 bHomeBlupi; // blupi à la maison
|
|
Sint16 bKillRobots; // plus d'ennemis
|
|
Sint16 bHachTomate; // tomates sur dalle hachurée
|
|
Sint16 bHachMetal; // métal sur dalle hachurée
|
|
Sint16 bHachRobot; // robot sur dalle hachurée
|
|
Sint16 reserve[14];
|
|
} Term;
|