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mirror of https://github.com/blupi-games/planetblupi synced 2024-12-30 10:15:36 +01:00
2021-01-12 13:51:01 -06:00

639 lines
23 KiB
C

/*
* This file is part of the planetblupi source code
* Copyright (C) 1997, Daniel Roux & EPSITEC SA
* Copyright (C) 2017-2018, Mathieu Schroeter
* http://epsitec.ch; http://www.blupi.org; http://github.com/blupi-games
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#pragma once
#include <SDL_stdinc.h>
#include "display.h"
#include "misc.h"
// clang-format off
#define _INTRO true // true for init screen
#define DIMDRAWX (LXIMAGE () - (LXLOGIC () - LYLOGIC ()))
#define DIMDRAWY 450
#define POSDRAWX_ 144
#define POSDRAWX (IsRightReading () ? LXIMAGE () - POSDRAWX_ - DIMDRAWX : POSDRAWX_) // draw surface
#define POSDRAWY 15
#define DIMMAPX 128
#define DIMMAPY 128
#define POSMAPX (IsRightReading () ? LXIMAGE () - 8 - DIMMAPX : 8) // map surface
#define POSMAPY 15
#define MAXCELX 200 // max cells for a world
#define MAXCELY 200
#define DIMCELX 60 // cell size (decor)
#define DIMCELY 30
#define DIMOBJX 120 // object size
#define DIMOBJY 120
#define DIMBLUPIX 60 // Blupi size
#define DIMBLUPIY 60
#define SHIFTBLUPIY 5 // shift on top
#define DIMBUTTONX 40 // button size
#define DIMBUTTONY 40
#define DIMJAUGEX 124 // progress size
#define DIMJAUGEY 22
#define DIMSTATX 60
#define DIMSTATY 30
#define POSSTATX (IsRightReading () ? LXIMAGE () - 12 - DIMSTATX * 2 : 12) // statistics
#define POSSTATY 220
#define DIMTEXTX 16 // max char size
#define DIMTEXTY 16
#define DIMLITTLEX 16 // max small char size
#define DIMLITTLEY 16
#define CHBACK 0
#define CHFLOOR 1
#define CHOBJECT 2
#define CHOBJECTo 3
#define CHBLUPI 4
#define CHHILI 5
#define CHFOG 6
#define CHMASK1 7
#define CHLITTLE 8
#define CHMAP 9
#define CHBUTTON 10
#define CHGROUND 11
#define CHJAUGE 12
#define CHTEXT 13
#define CHBIGNUM 14
#define CHMASK2 15
#define MAX_PRIVATE_MISSIONS 20
#define FOGHIDE 4
// clang-format on
// Directions :
enum Directions {
DIRECT_E = (0 * 16), // east
DIRECT_SE = (1 * 16), // south-east
DIRECT_S = (2 * 16), // south
DIRECT_SW = (3 * 16), // south-west
DIRECT_W = (4 * 16), // west
DIRECT_NW = (5 * 16), // north-west
DIRECT_N = (6 * 16), // north
DIRECT_NE = (7 * 16), // north-east
};
/* NO
* O | N
* \ | /
* \ | /
* \|/
* SO -------o------- NE
* /|\
* / | \
* / | \
* S | E
* (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
};
// Sounds:
enum Sounds {
SOUND_NONE = -1,
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,
};
// 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,
GROUND = 2,
FREE = 3,
PONTOP = 4,
PONTTERM = 5,
TOURISOL = 6,
TOUREAU = 7,
TELE2 = 8,
ENERGY = 9,
REPEAT = 500,
};
// Lutins pour la souris
enum MouseSprites {
SPRITE_BEGIN = 1,
SPRITE_ARROW = 1,
SPRITE_POINTER = 2,
SPRITE_MAP = 3,
SPRITE_ARROWU = 4,
SPRITE_ARROWD = 5,
SPRITE_ARROWL = 6,
SPRITE_ARROWR = 7,
SPRITE_ARROWUL = 8,
SPRITE_ARROWUR = 9,
SPRITE_ARROWDL = 10,
SPRITE_ARROWDR = 11,
SPRITE_WAIT = 12,
SPRITE_EMPTY = 13,
SPRITE_FILL = 14,
SPRITE_END = 14,
};
enum ShiftDirection {
DIRECTION_UP = (1 << 0),
DIRECTION_DOWN = (1 << 1),
DIRECTION_LEFT = (1 << 2),
DIRECTION_RIGHT = (1 << 3),
};
// clang-format off
#define EV_OFFSET 0x0400
#define EV_UPDATE (EV_OFFSET+1)
#define EV_WARPMOUSE (EV_OFFSET+2)
#define EV_CHECKUPDATE (EV_OFFSET+3)
#define EV_DECOR1 (EV_OFFSET+20)
#define EV_DECOR2 (EV_OFFSET+21)
#define EV_DECOR3 (EV_OFFSET+22)
#define EV_DECOR4 (EV_OFFSET+23)
#define EV_DECOR5 (EV_OFFSET+24)
#define EV_ACTION_GO (EV_OFFSET+30)
#define EV_ACTION_ABAT1 (EV_OFFSET+31)
#define EV_ACTION_ABAT2 (EV_OFFSET+32)
#define EV_ACTION_ABAT3 (EV_OFFSET+33)
#define EV_ACTION_ABAT4 (EV_OFFSET+34)
#define EV_ACTION_ABAT5 (EV_OFFSET+35)
#define EV_ACTION_ABAT6 (EV_OFFSET+36)
#define EV_ACTION_BUILD1 (EV_OFFSET+37)
#define EV_ACTION_BUILD2 (EV_OFFSET+38)
#define EV_ACTION_BUILD3 (EV_OFFSET+39)
#define EV_ACTION_BUILD4 (EV_OFFSET+40)
#define EV_ACTION_BUILD5 (EV_OFFSET+41)
#define EV_ACTION_BUILD6 (EV_OFFSET+42)
#define EV_ACTION_STOP (EV_OFFSET+43)
#define EV_ACTION_CARRY (EV_OFFSET+44)
#define EV_ACTION_DROP (EV_OFFSET+45)
#define EV_ACTION_ROC1 (EV_OFFSET+46)
#define EV_ACTION_ROC2 (EV_OFFSET+47)
#define EV_ACTION_ROC3 (EV_OFFSET+48)
#define EV_ACTION_ROC4 (EV_OFFSET+49)
#define EV_ACTION_ROC5 (EV_OFFSET+50)
#define EV_ACTION_ROC6 (EV_OFFSET+51)
#define EV_ACTION_ROC7 (EV_OFFSET+52)
#define EV_ACTION_WALL (EV_OFFSET+53)
#define EV_ACTION_CULTIVE (EV_OFFSET+54)
#define EV_ACTION_CULTIVE2 (EV_OFFSET+55)
#define EV_ACTION_EAT (EV_OFFSET+56)
#define EV_ACTION_MAKE (EV_OFFSET+57)
#define EV_ACTION_BUILD (EV_OFFSET+58)
#define EV_ACTION_PALIS (EV_OFFSET+59)
#define EV_ACTION_NEWBLUPI (EV_OFFSET+60)
#define EV_ACTION_BRIDGEE (EV_OFFSET+61)
#define EV_ACTION_BRIDGES (EV_OFFSET+62)
#define EV_ACTION_BRIDGEO (EV_OFFSET+63)
#define EV_ACTION_BRIDGEN (EV_OFFSET+64)
#define EV_ACTION_BRIDGEEL (EV_OFFSET+65)
#define EV_ACTION_BRIDGESL (EV_OFFSET+66)
#define EV_ACTION_BRIDGEOL (EV_OFFSET+67)
#define EV_ACTION_BRIDGENL (EV_OFFSET+68)
#define EV_ACTION_TOWER (EV_OFFSET+69)
#define EV_ACTION_CARRY2 (EV_OFFSET+70)
#define EV_ACTION_DROP2 (EV_OFFSET+71)
#define EV_ACTION_EAT2 (EV_OFFSET+72)
#define EV_ACTION_DRINK (EV_OFFSET+73)
#define EV_ACTION_DRINK2 (EV_OFFSET+74)
#define EV_ACTION_LABO (EV_OFFSET+75)
#define EV_ACTION_FLOWER1 (EV_OFFSET+76)
#define EV_ACTION_FLOWER2 (EV_OFFSET+77)
#define EV_ACTION_DYNAMITE (EV_OFFSET+78)
#define EV_ACTION_DYNAMITE2 (EV_OFFSET+79)
#define EV_ACTION_T_DYNAMITE (EV_OFFSET+80)
#define EV_ACTION_FLOWER3 (EV_OFFSET+81)
#define EV_ACTION_R_BUILD1 (EV_OFFSET+82)
#define EV_ACTION_R_BUILD2 (EV_OFFSET+83)
#define EV_ACTION_R_BUILD3 (EV_OFFSET+84)
#define EV_ACTION_R_BUILD4 (EV_OFFSET+85)
#define EV_ACTION_R_MAKE1 (EV_OFFSET+86)
#define EV_ACTION_R_MAKE2 (EV_OFFSET+87)
#define EV_ACTION_R_MAKE3 (EV_OFFSET+88)
#define EV_ACTION_R_MAKE4 (EV_OFFSET+89)
#define EV_ACTION_R_BUILD5 (EV_OFFSET+90)
#define EV_ACTION_R_MAKE5 (EV_OFFSET+91)
#define EV_ACTION_BOATE (EV_OFFSET+92)
#define EV_ACTION_BOATS (EV_OFFSET+93)
#define EV_ACTION_BOATO (EV_OFFSET+94)
#define EV_ACTION_BOATN (EV_OFFSET+95)
#define EV_ACTION_BOATDE (EV_OFFSET+96)
#define EV_ACTION_BOATDS (EV_OFFSET+97)
#define EV_ACTION_BOATDO (EV_OFFSET+98)
#define EV_ACTION_BOATDN (EV_OFFSET+99)
#define EV_ACTION_BOATAE (EV_OFFSET+100)
#define EV_ACTION_BOATAS (EV_OFFSET+101)
#define EV_ACTION_BOATAO (EV_OFFSET+102)
#define EV_ACTION_BOATAN (EV_OFFSET+103)
#define EV_ACTION_MJEEP (EV_OFFSET+104)
#define EV_ACTION_DJEEP (EV_OFFSET+105)
#define EV_ACTION_FLAG (EV_OFFSET+106)
#define EV_ACTION_FLAG2 (EV_OFFSET+107)
#define EV_ACTION_FLAG3 (EV_OFFSET+108)
#define EV_ACTION_EXTRAIT (EV_OFFSET+109)
#define EV_ACTION_FABJEEP (EV_OFFSET+110)
#define EV_ACTION_FABMINE (EV_OFFSET+111)
#define EV_ACTION_MINE (EV_OFFSET+112)
#define EV_ACTION_MINE2 (EV_OFFSET+113)
#define EV_ACTION_R_BUILD6 (EV_OFFSET+114)
#define EV_ACTION_R_MAKE6 (EV_OFFSET+115)
#define EV_ACTION_E_RAYON (EV_OFFSET+116)
#define EV_ACTION_ELECTRO (EV_OFFSET+117)
#define EV_ACTION_ELECTROm (EV_OFFSET+118)
#define EV_ACTION_GRILLE (EV_OFFSET+119)
#define EV_ACTION_HOUSE (EV_OFFSET+120)
#define EV_ACTION_FABDISC (EV_OFFSET+121)
#define EV_ACTION_A_MORT (EV_OFFSET+122)
#define EV_ACTION_REPEAT (EV_OFFSET+123)
#define EV_ACTION_TELEPORTE00 (EV_OFFSET+124)
#define EV_ACTION_TELEPORTE10 (EV_OFFSET+125)
#define EV_ACTION_TELEPORTE01 (EV_OFFSET+126)
#define EV_ACTION_TELEPORTE11 (EV_OFFSET+127)
#define EV_ACTION_FABARMURE (EV_OFFSET+128)
#define EV_ACTION_MARMURE (EV_OFFSET+129)
#define EV_ACTION_DARMURE (EV_OFFSET+130)
#define EV_BUTTON0 (EV_OFFSET+200)
#define EV_BUTTON1 (EV_OFFSET+201)
#define EV_BUTTON2 (EV_OFFSET+202)
#define EV_BUTTON3 (EV_OFFSET+203)
#define EV_BUTTON4 (EV_OFFSET+204)
#define EV_BUTTON5 (EV_OFFSET+205)
#define EV_BUTTON6 (EV_OFFSET+206)
#define EV_BUTTON7 (EV_OFFSET+207)
#define EV_BUTTON8 (EV_OFFSET+208)
#define EV_BUTTON9 (EV_OFFSET+209)
#define EV_BUTTON10 (EV_OFFSET+210)
#define EV_BUTTON11 (EV_OFFSET+211)
#define EV_BUTTON12 (EV_OFFSET+212)
#define EV_BUTTON13 (EV_OFFSET+213)
#define EV_BUTTON14 (EV_OFFSET+214)
#define EV_BUTTON15 (EV_OFFSET+215)
#define EV_BUTTON16 (EV_OFFSET+216)
#define EV_BUTTON17 (EV_OFFSET+217)
#define EV_BUTTON18 (EV_OFFSET+218)
#define EV_BUTTON19 (EV_OFFSET+219)
#define EV_BUTTON20 (EV_OFFSET+220)
#define EV_BUTTON21 (EV_OFFSET+221)
#define EV_BUTTON22 (EV_OFFSET+222)
#define EV_BUTTON23 (EV_OFFSET+223)
#define EV_BUTTON24 (EV_OFFSET+224)
#define EV_BUTTON25 (EV_OFFSET+225)
#define EV_BUTTON26 (EV_OFFSET+226)
#define EV_BUTTON27 (EV_OFFSET+227)
#define EV_BUTTON28 (EV_OFFSET+228)
#define EV_BUTTON29 (EV_OFFSET+229)
#define EV_BUTTON30 (EV_OFFSET+230)
#define EV_BUTTON31 (EV_OFFSET+231)
#define EV_BUTTON32 (EV_OFFSET+232)
#define EV_BUTTON33 (EV_OFFSET+233)
#define EV_BUTTON34 (EV_OFFSET+234)
#define EV_BUTTON35 (EV_OFFSET+235)
#define EV_BUTTON36 (EV_OFFSET+236)
#define EV_BUTTON37 (EV_OFFSET+237)
#define EV_BUTTON38 (EV_OFFSET+238)
#define EV_BUTTON39 (EV_OFFSET+239)
#define EV_READ0 (EV_OFFSET+300)
#define EV_READ1 (EV_OFFSET+301)
#define EV_READ2 (EV_OFFSET+302)
#define EV_READ3 (EV_OFFSET+303)
#define EV_READ4 (EV_OFFSET+304)
#define EV_READ5 (EV_OFFSET+305)
#define EV_READ6 (EV_OFFSET+306)
#define EV_READ7 (EV_OFFSET+307)
#define EV_READ8 (EV_OFFSET+308)
#define EV_READ9 (EV_OFFSET+309)
#define EV_READ_EXIT (EV_OFFSET+320)
#define EV_WRITE0 (EV_OFFSET+310)
#define EV_WRITE1 (EV_OFFSET+311)
#define EV_WRITE2 (EV_OFFSET+312)
#define EV_WRITE3 (EV_OFFSET+313)
#define EV_WRITE4 (EV_OFFSET+314)
#define EV_WRITE5 (EV_OFFSET+315)
#define EV_WRITE6 (EV_OFFSET+316)
#define EV_WRITE7 (EV_OFFSET+317)
#define EV_WRITE8 (EV_OFFSET+318)
#define EV_WRITE9 (EV_OFFSET+319)
#define EV_PHASE_INIT (EV_OFFSET+500)
#define EV_PHASE_PLAY (EV_OFFSET+501)
#define EV_PHASE_BUILD (EV_OFFSET+502)
#define EV_PHASE_READ (EV_OFFSET+503)
#define EV_PHASE_WRITE (EV_OFFSET+504)
#define EV_PHASE_INFO (EV_OFFSET+505)
#define EV_PHASE_BUTTON (EV_OFFSET+506)
#define EV_PHASE_TERM (EV_OFFSET+507)
#define EV_PHASE_WIN (EV_OFFSET+508)
#define EV_PHASE_LOST (EV_OFFSET+509)
#define EV_PHASE_STOP (EV_OFFSET+510)
#define EV_PHASE_SETUP (EV_OFFSET+511)
#define EV_PHASE_MUSIC (EV_OFFSET+512)
#define EV_PHASE_PLAYMOVIE (EV_OFFSET+513)
#define EV_PHASE_WINMOVIE (EV_OFFSET+514)
#define EV_PHASE_SCHOOL (EV_OFFSET+515)
#define EV_PHASE_MISSION (EV_OFFSET+516)
#define EV_PHASE_LASTWIN (EV_OFFSET+517)
#define EV_PHASE_WRITEp (EV_OFFSET+518)
#define EV_PHASE_SETUPp (EV_OFFSET+519)
#define EV_PHASE_REGION (EV_OFFSET+520)
#define EV_PHASE_INSERT (EV_OFFSET+521)
#define EV_PHASE_HISTORY0 (EV_OFFSET+522)
#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_SETUP_EXIT (EV_OFFSET+560)
#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;