2024-05-30 21:58:09 -04:00
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// Def.h
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//
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#pragma once
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#include <Windows.h>
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#define _DEMO FALSE // TRUE=demo, FALSE=complet
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#define _INTRO FALSE // TRUE si images d'introduction
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#define _EGAMES FALSE // TRUE version pour eGames
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#define _SE FALSE // TRUE eGames Special Edition
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#define LXIMAGE 640 // dimensions de la fen<65>tre 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 (d<>cor)
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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 d<>calage 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 caract<63>re
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#define DIMTEXTY 16
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#define DIMLITTLEX 16 // dimensions max d'un petit caract<63>re
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#define DIMLITTLEY 12
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#define CHBACK 0
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2024-06-03 09:00:06 -04:00
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#define CHBLUPI000
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2024-05-30 21:58:09 -04:00
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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 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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// Actions :
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#define ACTION_STOP 0 // arr<72>t
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#define ACTION_STOPf 1 // arr<72>t fatigu<67>
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#define ACTION_MARCHE 2 // marche
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#define ACTION_MARCHEf 3 // marche fatigu<67>
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#define ACTION_BUILD 4 // construit
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#define ACTION_PIOCHE 5 // pioche
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#define ACTION_ENERGY 6 // prend de l'<27>nergie
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#define ACTION_TAKE 8 // fait sauter un objet sur la t<>te (est)
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#define ACTION_DEPOSE 9 // repose l'objet sur la t<>te (est)
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#define ACTION_SCIE 10 // scie du bois
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#define ACTION_BRULE 11 // blupi crame !
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#define ACTION_TCHAO 12 // blupi disparait !
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#define ACTION_MANGE 13 // blupi mange
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#define ACTION_NAISSANCE 14 // naissance
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#define ACTION_SAUTE2 15 // saute par-dessus un obstacle
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#define ACTION_SAUTE3 16 // saute par-dessus un obstacle
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#define ACTION_SAUTE4 17 // saute par-dessus un obstacle
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#define ACTION_SAUTE5 18 // saute par-dessus un obstacle
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#define ACTION_PONT 19 // pousse un pont
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#define ACTION_MISC1 20 // divers 1 (hausse les <20>paules)
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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 fatigu<67> (bof-bof)
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#define ACTION_GLISSE 24 // glisse en marchant
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#define ACTION_BOIT 25 // blupi boit
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#define ACTION_LABO 26 // blupi travaille dans son laboratoire
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#define ACTION_DYNAMITE 27 // blupi fait p<>ter 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 // arr<72>t en bateau
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#define ACTION_MARCHEb 33 // avance en bateau
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#define ACTION_STOPj 34 // arr<72>t en jeep
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#define ACTION_MARCHEj 35 // avance en jeep
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#define ACTION_ELECTRO 36 // blupi <20>lectrocut<75>
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#define ACTION_GRILLE1 37 // blupi grille (phase 1)
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#define ACTION_GRILLE2 38 // blupi grille (phase 2)
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#define ACTION_GRILLE3 39 // blupi grille (phase 3)
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#define ACTION_MISC4 40 // divers 4 (ferme les yeux)
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#define ACTION_CONTENT 41 // blupi est content
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#define ACTION_ARROSE 42 // blupi arrose
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#define ACTION_BECHE 43 // blupi b<>che
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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 (oh<6F>)
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#define ACTION_TELEPORTE1 52 // t<>l<EFBFBD>porte
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#define ACTION_TELEPORTE2 53 // t<>l<EFBFBD>porte
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#define ACTION_TELEPORTE3 54 // t<>l<EFBFBD>porte
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#define ACTION_STOPa 55 // arr<72>t armure
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#define ACTION_MARCHEa 56 // marche armure
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#define ACTION_ARMUREOPEN 57 // ouvre armure
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#define ACTION_ARMURECLOSE 58 // ferme armure
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#define ACTION_SAUTE1 59 // saute dans la jeep
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#define ACTION_MISC6 60 // divers 6 (diabolo)
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#define ACTION_A_STOP 100 // araign<67>e: arr<72>t
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#define ACTION_A_MARCHE 101 // araign<67>e: marche
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#define ACTION_A_SAUT 102 // araign<67>e: saute
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#define ACTION_A_GRILLE 103 // araign<67>e: grille dans rayon
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#define ACTION_A_POISON 105 // araign<67>e: empoison<6F>e
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#define ACTION_A_MORT1 106 // araign<67>e: meurt
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#define ACTION_A_MORT2 107 // araign<67>e: meurt
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#define ACTION_A_MORT3 108 // araign<67>e: meurt
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#define ACTION_V_STOP 200 // virus: arr<72>t
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#define ACTION_V_MARCHE 201 // virus: marche
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#define ACTION_V_GRILLE 202 // virus: grille dans rayon
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#define ACTION_T_STOP 300 // tracks: arr<72>t
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#define ACTION_T_MARCHE 301 // tracks: marche
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#define ACTION_T_ECRASE 302 // tracks: <20>crase un objet
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#define ACTION_R_STOP 400 // robot: arr<72>t
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#define ACTION_R_MARCHE 401 // robot: marche
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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_CHARGE 405 // robot: recharge
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#define ACTION_R_ECRASE 406 // robot: <20>crase un objet
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#define ACTION_B_STOP 500 // bombe: arr<72>t
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#define ACTION_B_MARCHE 501 // bombe: marche
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#define ACTION_D_DELAY 600 // d<>tonnateur: attend
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#define ACTION_E_STOP 700 // <20>lectro: arr<72>t
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#define ACTION_E_MARCHE 701 // <20>lectro: marche
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#define ACTION_E_DEBUT 702 // <20>lectro: d<>bute
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#define ACTION_E_RAYON 703 // <20>lectro: rayonne
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#define ACTION_D_STOP 800 // disciple: arr<72>t
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#define ACTION_D_MARCHE 801 // disciple: marche
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#define ACTION_D_BUILD 802 // disciple: construit
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#define ACTION_D_PIOCHE 803 // disciple: pioche
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#define ACTION_D_SCIE 804 // disciple: scie du bois
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#define ACTION_D_TCHAO 805 // disciple: disparait !
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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: b<>che
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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_SAUT 13
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#define SOUND_HOP 14
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#define SOUND_SCIE 15
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#define SOUND_FEU 16
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#define SOUND_BRULE 17
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#define SOUND_TCHAO 18
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#define SOUND_MANGE 19
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#define SOUND_NAISSANCE 20
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#define SOUND_A_SAUT 21
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#define SOUND_A_HIHI 22
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#define SOUND_PLOUF 23
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#define SOUND_BUT 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_GLISSE 28
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#define SOUND_BOIT 29
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#define SOUND_LABO 30
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#define SOUND_DYNAMITE 31
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#define SOUND_PORTE 32
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#define SOUND_FLEUR 33
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#define SOUND_T_MOTEUR 34
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#define SOUND_T_ECRASE 35
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#define SOUND_PIEGE 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_MOTEUR 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_CHARGE 42
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#define SOUND_B_SAUT 43
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#define SOUND_BATEAU 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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#define SOUND_MOVIE 99
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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_MANGE 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_MUR 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_PONT 18
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#define BUTTON_TOUR 19
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#define BUTTON_BOIT 20
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#define BUTTON_LABO 21
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#define BUTTON_FLEUR 22
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#define BUTTON_FLEURn 23
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#define BUTTON_DYNAMITE 24
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#define BUTTON_BATEAU 25
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#define BUTTON_DJEEP 26
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#define BUTTON_DRAPEAU 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_DARMURE 33
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#define BUTTON_FABARMURE 34
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// Erreurs :
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#define ERROR_MISC 1
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#define ERROR_GROUND 2
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#define ERROR_FREE 3
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#define ERROR_PONTOP 4
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#define ERROR_PONTTERM 5
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#define ERROR_TOURISOL 6
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#define ERROR_TOUREAU 7
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#define ERROR_TELE2 8
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// Lutins pour la souris
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#define SPRITE_ARROW 1
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#define SPRITE_POINTER 2
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#define SPRITE_MAP 3
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#define SPRITE_ARROWU 4
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#define SPRITE_ARROWD 5
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#define SPRITE_ARROWL 6
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#define SPRITE_ARROWR 7
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#define SPRITE_ARROWUL 8
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#define SPRITE_ARROWUR 9
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#define SPRITE_ARROWDL 10
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#define SPRITE_ARROWDR 11
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#define SPRITE_WAIT 12
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#define SPRITE_EMPTY 13
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#define SPRITE_FILL 14
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// User define message
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#define WM_UPDATE (WM_USER+1)
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#define WM_DECOR1 (WM_USER+20)
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#define WM_DECOR2 (WM_USER+21)
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#define WM_DECOR3 (WM_USER+22)
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#define WM_DECOR4 (WM_USER+23)
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#define WM_DECOR5 (WM_USER+24)
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#define WM_ACTION_GO (WM_USER+30)
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#define WM_ACTION_ABAT1 (WM_USER+31)
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#define WM_ACTION_ABAT2 (WM_USER+32)
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#define WM_ACTION_ABAT3 (WM_USER+33)
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#define WM_ACTION_ABAT4 (WM_USER+34)
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#define WM_ACTION_ABAT5 (WM_USER+35)
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#define WM_ACTION_ABAT6 (WM_USER+36)
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#define WM_ACTION_BUILD1 (WM_USER+37)
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#define WM_ACTION_BUILD2 (WM_USER+38)
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#define WM_ACTION_BUILD3 (WM_USER+39)
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#define WM_ACTION_BUILD4 (WM_USER+40)
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#define WM_ACTION_BUILD5 (WM_USER+41)
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#define WM_ACTION_BUILD6 (WM_USER+42)
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#define WM_ACTION_STOP (WM_USER+43)
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#define WM_ACTION_CARRY (WM_USER+44)
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#define WM_ACTION_DEPOSE (WM_USER+45)
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#define WM_ACTION_ROC1 (WM_USER+46)
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#define WM_ACTION_ROC2 (WM_USER+47)
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#define WM_ACTION_ROC3 (WM_USER+48)
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#define WM_ACTION_ROC4 (WM_USER+49)
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#define WM_ACTION_ROC5 (WM_USER+50)
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#define WM_ACTION_ROC6 (WM_USER+51)
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#define WM_ACTION_ROC7 (WM_USER+52)
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#define WM_ACTION_MUR (WM_USER+53)
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|
#define WM_ACTION_CULTIVE (WM_USER+54)
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|
#define WM_ACTION_CULTIVE2 (WM_USER+55)
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#define WM_ACTION_MANGE (WM_USER+56)
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#define WM_ACTION_MAKE (WM_USER+57)
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|
|
#define WM_ACTION_BUILD (WM_USER+58)
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|
|
#define WM_ACTION_PALIS (WM_USER+59)
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|
|
#define WM_ACTION_NEWBLUPI (WM_USER+60)
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|
|
#define WM_ACTION_PONTE (WM_USER+61)
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|
#define WM_ACTION_PONTS (WM_USER+62)
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#define WM_ACTION_PONTO (WM_USER+63)
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|
|
#define WM_ACTION_PONTN (WM_USER+64)
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|
#define WM_ACTION_PONTEL (WM_USER+65)
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|
#define WM_ACTION_PONTSL (WM_USER+66)
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|
|
#define WM_ACTION_PONTOL (WM_USER+67)
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|
#define WM_ACTION_PONTNL (WM_USER+68)
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|
|
#define WM_ACTION_TOUR (WM_USER+69)
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|
#define WM_ACTION_CARRY2 (WM_USER+70)
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|
|
#define WM_ACTION_DEPOSE2 (WM_USER+71)
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|
|
#define WM_ACTION_MANGE2 (WM_USER+72)
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|
#define WM_ACTION_BOIT (WM_USER+73)
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|
#define WM_ACTION_BOIT2 (WM_USER+74)
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|
|
#define WM_ACTION_LABO (WM_USER+75)
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|
#define WM_ACTION_FLEUR1 (WM_USER+76)
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|
#define WM_ACTION_FLEUR2 (WM_USER+77)
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|
|
#define WM_ACTION_DYNAMITE (WM_USER+78)
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|
|
#define WM_ACTION_DYNAMITE2 (WM_USER+79)
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|
|
#define WM_ACTION_T_DYNAMITE (WM_USER+80)
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|
#define WM_ACTION_FLEUR3 (WM_USER+81)
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|
|
#define WM_ACTION_R_BUILD1 (WM_USER+82)
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|
|
#define WM_ACTION_R_BUILD2 (WM_USER+83)
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|
#define WM_ACTION_R_BUILD3 (WM_USER+84)
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|
#define WM_ACTION_R_BUILD4 (WM_USER+85)
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|
#define WM_ACTION_R_MAKE1 (WM_USER+86)
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|
#define WM_ACTION_R_MAKE2 (WM_USER+87)
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#define WM_ACTION_R_MAKE3 (WM_USER+88)
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|
#define WM_ACTION_R_MAKE4 (WM_USER+89)
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|
#define WM_ACTION_R_BUILD5 (WM_USER+90)
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|
|
#define WM_ACTION_R_MAKE5 (WM_USER+91)
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|
|
#define WM_ACTION_BATEAUE (WM_USER+92)
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|
|
#define WM_ACTION_BATEAUS (WM_USER+93)
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|
|
#define WM_ACTION_BATEAUO (WM_USER+94)
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|
|
#define WM_ACTION_BATEAUN (WM_USER+95)
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|
|
#define WM_ACTION_BATEAUDE (WM_USER+96)
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|
|
#define WM_ACTION_BATEAUDS (WM_USER+97)
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|
|
#define WM_ACTION_BATEAUDO (WM_USER+98)
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|
|
#define WM_ACTION_BATEAUDN (WM_USER+99)
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|
|
#define WM_ACTION_BATEAUAE (WM_USER+100)
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|
|
#define WM_ACTION_BATEAUAS (WM_USER+101)
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|
|
#define WM_ACTION_BATEAUAO (WM_USER+102)
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|
|
#define WM_ACTION_BATEAUAN (WM_USER+103)
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|
|
#define WM_ACTION_MJEEP (WM_USER+104)
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|
|
#define WM_ACTION_DJEEP (WM_USER+105)
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|
|
#define WM_ACTION_DRAPEAU (WM_USER+106)
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|
|
#define WM_ACTION_DRAPEAU2 (WM_USER+107)
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|
|
#define WM_ACTION_DRAPEAU3 (WM_USER+108)
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|
|
#define WM_ACTION_EXTRAIT (WM_USER+109)
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|
|
#define WM_ACTION_FABJEEP (WM_USER+110)
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|
|
#define WM_ACTION_FABMINE (WM_USER+111)
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|
|
#define WM_ACTION_MINE (WM_USER+112)
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|
|
#define WM_ACTION_MINE2 (WM_USER+113)
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|
|
#define WM_ACTION_R_BUILD6 (WM_USER+114)
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|
|
#define WM_ACTION_R_MAKE6 (WM_USER+115)
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|
|
#define WM_ACTION_E_RAYON (WM_USER+116)
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|
|
#define WM_ACTION_ELECTRO (WM_USER+117)
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|
|
#define WM_ACTION_ELECTROm (WM_USER+118)
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|
|
#define WM_ACTION_GRILLE (WM_USER+119)
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|
|
#define WM_ACTION_MAISON (WM_USER+120)
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|
|
#define WM_ACTION_FABDISC (WM_USER+121)
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|
|
#define WM_ACTION_A_MORT (WM_USER+122)
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|
|
#define WM_ACTION_REPEAT (WM_USER+123)
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|
|
#define WM_ACTION_TELEPORTE00 (WM_USER+124)
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|
|
#define WM_ACTION_TELEPORTE10 (WM_USER+125)
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|
|
#define WM_ACTION_TELEPORTE01 (WM_USER+126)
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|
|
#define WM_ACTION_TELEPORTE11 (WM_USER+127)
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|
|
#define WM_ACTION_FABARMURE (WM_USER+128)
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|
|
#define WM_ACTION_MARMURE (WM_USER+129)
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|
|
#define WM_ACTION_DARMURE (WM_USER+130)
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|
|
#define WM_BUTTON0 (WM_USER+200)
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|
|
#define WM_BUTTON1 (WM_USER+201)
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|
|
#define WM_BUTTON2 (WM_USER+202)
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|
|
#define WM_BUTTON3 (WM_USER+203)
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|
|
#define WM_BUTTON4 (WM_USER+204)
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|
|
#define WM_BUTTON5 (WM_USER+205)
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|
|
#define WM_BUTTON6 (WM_USER+206)
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|
|
#define WM_BUTTON7 (WM_USER+207)
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|
|
#define WM_BUTTON8 (WM_USER+208)
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|
|
#define WM_BUTTON9 (WM_USER+209)
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|
|
#define WM_BUTTON10 (WM_USER+210)
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|
|
#define WM_BUTTON11 (WM_USER+211)
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|
|
#define WM_BUTTON12 (WM_USER+212)
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|
|
#define WM_BUTTON13 (WM_USER+213)
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|
|
#define WM_BUTTON14 (WM_USER+214)
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|
|
#define WM_BUTTON15 (WM_USER+215)
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|
|
#define WM_BUTTON16 (WM_USER+216)
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|
|
#define WM_BUTTON17 (WM_USER+217)
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|
|
#define WM_BUTTON18 (WM_USER+218)
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|
|
#define WM_BUTTON19 (WM_USER+219)
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|
|
#define WM_BUTTON20 (WM_USER+220)
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|
|
#define WM_BUTTON21 (WM_USER+221)
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|
|
#define WM_BUTTON22 (WM_USER+222)
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|
|
#define WM_BUTTON23 (WM_USER+223)
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|
|
#define WM_BUTTON24 (WM_USER+224)
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|
|
#define WM_BUTTON25 (WM_USER+225)
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|
|
#define WM_BUTTON26 (WM_USER+226)
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|
|
#define WM_BUTTON27 (WM_USER+227)
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|
|
#define WM_BUTTON28 (WM_USER+228)
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|
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|
|
#define WM_BUTTON29 (WM_USER+229)
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|
|
#define WM_BUTTON30 (WM_USER+230)
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|
|
#define WM_BUTTON31 (WM_USER+231)
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|
|
#define WM_BUTTON32 (WM_USER+232)
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|
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|
|
#define WM_BUTTON33 (WM_USER+233)
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|
|
#define WM_BUTTON34 (WM_USER+234)
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|
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|
|
#define WM_BUTTON35 (WM_USER+235)
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|
|
#define WM_BUTTON36 (WM_USER+236)
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|
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|
|
#define WM_BUTTON37 (WM_USER+237)
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|
|
#define WM_BUTTON38 (WM_USER+238)
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|
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|
|
#define WM_BUTTON39 (WM_USER+239)
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|
|
|
|
|
|
|
#define WM_READ0 (WM_USER+300)
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|
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|
|
#define WM_READ1 (WM_USER+301)
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|
|
#define WM_READ2 (WM_USER+302)
|
|
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|
|
#define WM_READ3 (WM_USER+303)
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|
|
#define WM_READ4 (WM_USER+304)
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|
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|
|
#define WM_READ5 (WM_USER+305)
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|
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|
|
#define WM_READ6 (WM_USER+306)
|
|
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|
|
#define WM_READ7 (WM_USER+307)
|
|
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|
|
#define WM_READ8 (WM_USER+308)
|
|
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|
|
#define WM_READ9 (WM_USER+309)
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|
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|
|
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|
|
#define WM_WRITE0 (WM_USER+310)
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|
|
|
|
#define WM_WRITE1 (WM_USER+311)
|
|
|
|
|
#define WM_WRITE2 (WM_USER+312)
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|
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|
|
#define WM_WRITE3 (WM_USER+313)
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|
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|
|
#define WM_WRITE4 (WM_USER+314)
|
|
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|
|
#define WM_WRITE5 (WM_USER+315)
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|
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|
|
#define WM_WRITE6 (WM_USER+316)
|
|
|
|
|
#define WM_WRITE7 (WM_USER+317)
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|
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|
|
#define WM_WRITE8 (WM_USER+318)
|
|
|
|
|
#define WM_WRITE9 (WM_USER+319)
|
|
|
|
|
|
|
|
|
|
#define WM_PHASE_INIT (WM_USER+500)
|
|
|
|
|
#define WM_PHASE_PLAY (WM_USER+501)
|
|
|
|
|
#define WM_PHASE_BUILD (WM_USER+502)
|
|
|
|
|
#define WM_PHASE_READ (WM_USER+503)
|
|
|
|
|
#define WM_PHASE_WRITE (WM_USER+504)
|
|
|
|
|
#define WM_PHASE_INFO (WM_USER+505)
|
|
|
|
|
#define WM_PHASE_BUTTON (WM_USER+506)
|
|
|
|
|
#define WM_PHASE_TERM (WM_USER+507)
|
|
|
|
|
#define WM_PHASE_WIN (WM_USER+508)
|
|
|
|
|
#define WM_PHASE_LOST (WM_USER+509)
|
|
|
|
|
#define WM_PHASE_STOP (WM_USER+510)
|
|
|
|
|
#define WM_PHASE_SETUP (WM_USER+511)
|
|
|
|
|
#define WM_PHASE_MUSIC (WM_USER+512)
|
|
|
|
|
#define WM_PHASE_PLAYMOVIE (WM_USER+513)
|
|
|
|
|
#define WM_PHASE_WINMOVIE (WM_USER+514)
|
|
|
|
|
#define WM_PHASE_SCHOOL (WM_USER+515)
|
|
|
|
|
#define WM_PHASE_MISSION (WM_USER+516)
|
|
|
|
|
#define WM_PHASE_LASTWIN (WM_USER+517)
|
|
|
|
|
#define WM_PHASE_WRITEp (WM_USER+518)
|
|
|
|
|
#define WM_PHASE_SETUPp (WM_USER+519)
|
|
|
|
|
#define WM_PHASE_REGION (WM_USER+520)
|
|
|
|
|
#define WM_PHASE_INSERT (WM_USER+521)
|
|
|
|
|
#define WM_PHASE_HISTORY0 (WM_USER+522)
|
|
|
|
|
#define WM_PHASE_HISTORY1 (WM_USER+523)
|
|
|
|
|
#define WM_PHASE_HELP (WM_USER+524)
|
|
|
|
|
#define WM_PHASE_H0MOVIE (WM_USER+525)
|
|
|
|
|
#define WM_PHASE_H1MOVIE (WM_USER+526)
|
|
|
|
|
#define WM_PHASE_H2MOVIE (WM_USER+527)
|
|
|
|
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#define WM_PHASE_TESTCD (WM_USER+528)
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#define WM_PHASE_MANUEL (WM_USER+529)
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#define WM_PHASE_PRIVATE (WM_USER+530)
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#define WM_PHASE_UNDO (WM_USER+531)
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#define WM_PHASE_BYE (WM_USER+532)
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#define WM_PHASE_SKILL1 (WM_USER+533)
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#define WM_PHASE_SKILL2 (WM_USER+534)
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#define WM_PHASE_DEMO (WM_USER+535)
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#define WM_PHASE_INTRO1 (WM_USER+536)
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#define WM_PHASE_INTRO2 (WM_USER+537)
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#define WM_PHASE_PLAYTEST (WM_USER+538)
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2024-06-03 21:48:56 -04:00
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#define WM_PHASE_WINMOVIEDESIGN (WM_USER+539)
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#define WM_PHASE_WINMOVIEMULTI (WM_USER+540)
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2024-05-30 21:58:09 -04:00
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#define WM_PREV (WM_USER+600)
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#define WM_NEXT (WM_USER+601)
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#define WM_MOVIE (WM_USER+602)
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// Types de gestion de la souris.
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#define MOUSETYPEGRA 1
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#define MOUSETYPEWIN 2
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#define MOUSETYPEWINPOS 3
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// Conditions pour gagner.
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typedef struct
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{
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short bHachBlupi; // blupi sur dalle hachur<75>e
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short bHachPlanche; // planches sur dalle hachur<75>e
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short bStopFire; // feu <20>teint
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short nbMinBlupi; // nb de blupi n<>cessaires
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short nbMaxBlupi; // nb de blupi n<>cessaires
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short bHomeBlupi; // blupi <20> la maison
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short bKillRobots; // plus d'ennemis
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short bHachTomate; // tomates sur dalle hachur<75>e
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short bHachMetal; // m<>tal sur dalle hachur<75>e
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short bHachRobot; // robot sur dalle hachur<75>e
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short reserve[14];
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}
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Term;
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