// Def.h // #pragma once #include #define _DEMO FALSE // TRUE=demo, FALSE=complet #define _INTRO FALSE // TRUE si images d'introduction #define _EGAMES FALSE // TRUE version pour eGames #define _SE FALSE // TRUE eGames Special Edition #define LXIMAGE 640 // dimensions de la fenêtre de jeu #define LYIMAGE 480 #define MAXCELX 100 // nb max de cellules d'un monde #define MAXCELY 100 //#define DIMCELX 60 // dimensions d'une cellule (décor) //#define DIMCELY 30 //#define DIMOBJX 120 // dimensions d'un objet //#define DIMOBJY 120 //#define DIMBLUPIX 60 // dimensions de blupi //#define DIMBLUPIY 60 //#define SHIFTBLUPIY 5 // petit décalage vers le haut #define DIMBUTTONX 40 // dimensions d'un button #define DIMBUTTONY 40 #define DIMJAUGEX 124 // dimensions de la jauge #define DIMJAUGEY 22 #define DIMTEXTX 16 // dimensions max d'un caractère #define DIMTEXTY 16 #define DIMLITTLEX 16 // dimensions max d'un petit caractère #define DIMLITTLEY 12 #define CHBACK 0 #define CHOBJECT 1 #define CHBLUPI 2 #define CHDECOR 3 #define CHHILI 5 #define CHFOG 6 #define CHMASK1 7 #define CHMAP 8 #define CHEXPLO 9 #define CHELEMENT 10 #define CHBLUPI001 11 #define CHBLUPI002 12 #define CHBLUPI003 13 #define CHTEMP 14 // Directions : #define DIRECT_LEFT 1 #define DIRECT_RIGHT 2 // Actions : #define ACTION_STOP 0 // arrêt #define ACTION_STOPf 1 // arrêt fatigué #define ACTION_MARCHE 2 // marche #define ACTION_MARCHEf 3 // marche fatigué #define ACTION_BUILD 4 // construit #define ACTION_PIOCHE 5 // pioche #define ACTION_ENERGY 6 // prend de l'énergie #define ACTION_TAKE 8 // fait sauter un objet sur la tête (est) #define ACTION_DEPOSE 9 // repose l'objet sur la tête (est) #define ACTION_SCIE 10 // scie du bois #define ACTION_BRULE 11 // blupi crame ! #define ACTION_TCHAO 12 // blupi disparait ! #define ACTION_MANGE 13 // blupi mange #define ACTION_NAISSANCE 14 // naissance #define ACTION_SAUTE2 15 // saute par-dessus un obstacle #define ACTION_SAUTE3 16 // saute par-dessus un obstacle #define ACTION_SAUTE4 17 // saute par-dessus un obstacle #define ACTION_SAUTE5 18 // saute par-dessus un obstacle #define ACTION_PONT 19 // pousse un pont #define ACTION_MISC1 20 // divers 1 (hausse les épaules) #define ACTION_MISC2 21 // divers 2 (grat-grat) #define ACTION_MISC3 22 // divers 3 (yoyo) #define ACTION_MISC1f 23 // divers 1 fatigué (bof-bof) #define ACTION_GLISSE 24 // glisse en marchant #define ACTION_BOIT 25 // blupi boit #define ACTION_LABO 26 // blupi travaille dans son laboratoire #define ACTION_DYNAMITE 27 // blupi fait péter la dynamite #define ACTION_DELAY 28 // blupi attend un frame #define ACTION_CUEILLE1 29 // blupi cueille des fleurs #define ACTION_CUEILLE2 30 // blupi cueille des fleurs #define ACTION_MECHE 31 // blupi se bouche les oreilles #define ACTION_STOPb 32 // arrêt en bateau #define ACTION_MARCHEb 33 // avance en bateau #define ACTION_STOPj 34 // arrêt en jeep #define ACTION_MARCHEj 35 // avance en jeep #define ACTION_ELECTRO 36 // blupi électrocuté #define ACTION_GRILLE1 37 // blupi grille (phase 1) #define ACTION_GRILLE2 38 // blupi grille (phase 2) #define ACTION_GRILLE3 39 // blupi grille (phase 3) #define ACTION_MISC4 40 // divers 4 (ferme les yeux) #define ACTION_CONTENT 41 // blupi est content #define ACTION_ARROSE 42 // blupi arrose #define ACTION_BECHE 43 // blupi bèche #define ACTION_CUEILLE3 44 // blupi cueille des fleurs #define ACTION_BUILDBREF 45 // construit #define ACTION_BUILDSEC 46 // construit #define ACTION_BUILDSOURD 47 // construit #define ACTION_BUILDPIERRE 48 // construit #define ACTION_PIOCHEPIERRE 49 // pioche #define ACTION_PIOCHESOURD 50 // pioche #define ACTION_MISC5 51 // divers 5 (ohé) #define ACTION_TELEPORTE1 52 // téléporte #define ACTION_TELEPORTE2 53 // téléporte #define ACTION_TELEPORTE3 54 // téléporte #define ACTION_STOPa 55 // arrêt armure #define ACTION_MARCHEa 56 // marche armure #define ACTION_ARMUREOPEN 57 // ouvre armure #define ACTION_ARMURECLOSE 58 // ferme armure #define ACTION_SAUTE1 59 // saute dans la jeep #define ACTION_MISC6 60 // divers 6 (diabolo) #define ACTION_A_STOP 100 // araignée: arrêt #define ACTION_A_MARCHE 101 // araignée: marche #define ACTION_A_SAUT 102 // araignée: saute #define ACTION_A_GRILLE 103 // araignée: grille dans rayon #define ACTION_A_POISON 105 // araignée: empoisonée #define ACTION_A_MORT1 106 // araignée: meurt #define ACTION_A_MORT2 107 // araignée: meurt #define ACTION_A_MORT3 108 // araignée: meurt #define ACTION_V_STOP 200 // virus: arrêt #define ACTION_V_MARCHE 201 // virus: marche #define ACTION_V_GRILLE 202 // virus: grille dans rayon #define ACTION_T_STOP 300 // tracks: arrêt #define ACTION_T_MARCHE 301 // tracks: marche #define ACTION_T_ECRASE 302 // tracks: écrase un objet #define ACTION_R_STOP 400 // robot: arrêt #define ACTION_R_MARCHE 401 // robot: marche #define ACTION_R_APLAT 402 // robot: applatit #define ACTION_R_BUILD 403 // robot: construit #define ACTION_R_DELAY 404 // robot: construit #define ACTION_R_CHARGE 405 // robot: recharge #define ACTION_R_ECRASE 406 // robot: écrase un objet #define ACTION_B_STOP 500 // bombe: arrêt #define ACTION_B_MARCHE 501 // bombe: marche #define ACTION_D_DELAY 600 // détonnateur: attend #define ACTION_E_STOP 700 // électro: arrêt #define ACTION_E_MARCHE 701 // électro: marche #define ACTION_E_DEBUT 702 // électro: débute #define ACTION_E_RAYON 703 // électro: rayonne #define ACTION_D_STOP 800 // disciple: arrêt #define ACTION_D_MARCHE 801 // disciple: marche #define ACTION_D_BUILD 802 // disciple: construit #define ACTION_D_PIOCHE 803 // disciple: pioche #define ACTION_D_SCIE 804 // disciple: scie du bois #define ACTION_D_TCHAO 805 // disciple: disparait ! #define ACTION_D_CUEILLE1 806 // disciple: cueille des fleurs #define ACTION_D_CUEILLE2 807 // disciple: cueille des fleurs #define ACTION_D_MECHE 808 // disciple: se bouche les oreilles #define ACTION_D_ARROSE 809 // disciple: arrose #define ACTION_D_BECHE 810 // disciple: bèche // Sons : #define SOUND_CLICK 0 #define SOUND_JUMP_MEDIUM 1 #define SOUND_JUMP_HIGH 2 #define SOUND_STEP 3 #define SOUND_BONK 4 #define SOUND_TURN 5 #define SOUND_WHOOPS 6 #define SOUND_CROUCH 7 #define SOUND_WAH 8 #define SOUND_RESPAWN 9 #define SOUND_EXPLODE 10 #define SOUND_CHEST 11 #define SOUND_EGG 12 #define SOUND_NOT_ENOUGH 13 #define SOUND_WIN 14 #define SOUND_HELI_START 15 #define SOUND_HELI_MOVE 16 #define SOUND_HELI_STOP 17 #define SOUND_HELI_IDLE 18 #define SOUND_CHEST_LAST 19 #define SOUND_CROUCH_END 20 #define SOUND_LOOK_UP 21 #define SOUND_JUMP_LOW 22 #define SOUND_SPLASH_BIG 23 #define SOUND_BUBBLES 24 #define SOUND_GASP 25 #define SOUND_DROWN 26 #define SOUND_CANT_USE 27 #define SOUND_JEEP_START 28 #define SOUND_JEEP_MOVE 29 #define SOUND_JEEP_STOP 30 #define SOUND_JEEP_IDLE 31 #define SOUND_LEVEL_START 32 #define SOUND_DOOR_OPEN 33 #define SOUND_BAR_GRAB 34 #define SOUND_BAR_PULLUP 35 #define SOUND_MONKEY 36 #define SOUND_FOOT_TAP 37 #define SOUND_CASE_PUSH 38 #define SOUND_CASE_PULL 39 #define SOUND_HURT_HEAD 40 #define SOUND_DOINK 41 #define SOUND_SHIELD_START 42 #define SOUND_SHIELD_END 43 #define SOUND_LOLLY_START 44 #define SOUND_LOLLY_END 45 #define SOUND_PHEW 46 #define SOUND_EXHILARATED 47 #define SOUND_EFFORT 48 #define SOUND_FRIGHTEN 49 #define SOUND_LOLLY_EAT 50 #define SOUND_GLUE_HIT 51 #define SOUND_GLUE_FIRE 52 #define SOUND_NO_ITEMS 53 #define SOUND_GLUE_GET 54 #define SOUND_POWER_START 55 #define SOUND_POWER_END 56 #define SOUND_DRINK 57 #define SOUND_POWER_GET 58 #define SOUND_POWER_HIT 59 #define SOUND_BOMB_GET 60 #define SOUND_BOMB_USE 61 #define SOUND_INVIS_START 62 #define SOUND_INVIS_END 63 #define SOUND_SPLASH_SMALL 64 #define SOUND_TAUNT 65 // Speedy Blupi 2 #define SOUND_INVERT_START 66 #define SOUND_INVERT_END 67 #define SOUND_SPRING 68 // where is this used ? #define SOUND_LIGHTNING 69 #define SOUND_CRUSH_START 70 #define SOUND_TELEPORT 71 #define SOUND_BRIDGE_BREAK 72 #define SOUND_BRIDGE_APPEAR 73 #define SOUND_DIE 74 #define SOUND_SAW_HIT 75 #define SOUND_SAW_STOP 76 #define SOUND_SAW_START 77 #define SOUND_STEP_WOOD 78 #define SOUND_BONK_WOOD 79 #define SOUND_STEP_METAL 80 #define SOUND_BONK_METAL 81 #define SOUND_STEP_CAVE 82 #define SOUND_BONK_CAVE 83 #define SOUND_STEP_SLIME 84 #define SOUND_BONK_SLIME 85 #define SOUND_STEP_PLASTIC 86 #define SOUND_BONK_PLASTIC 87 #define SOUND_STEP_CHEESE 88 #define SOUND_BONK_CHEESE 89 #define SOUND_STEP_GRASS 90 #define SOUND_BONK_GRASS 91 #define SOUND_HOMING_BOMB 92 #define SOUND_MOVIE 99 // Boutons (play) : #define MAXBUTTON 40 /* ? #define BUTTON_GO 0 #define BUTTON_STOP 1 #define BUTTON_MANGE 2 #define BUTTON_CARRY 3 #define BUTTON_DEPOSE 4 #define BUTTON_ABAT 5 #define BUTTON_ROC 6 #define BUTTON_CULTIVE 7 #define BUTTON_BUILD1 8 #define BUTTON_BUILD2 9 #define BUTTON_BUILD3 10 #define BUTTON_BUILD4 11 #define BUTTON_BUILD5 12 #define BUTTON_BUILD6 13 #define BUTTON_MUR 14 #define BUTTON_PALIS 15 #define BUTTON_ABATn 16 #define BUTTON_ROCn 17 #define BUTTON_PONT 18 #define BUTTON_TOUR 19 #define BUTTON_BOIT 20 #define BUTTON_LABO 21 #define BUTTON_FLEUR 22 #define BUTTON_FLEURn 23 #define BUTTON_DYNAMITE 24 #define BUTTON_BATEAU 25 #define BUTTON_DJEEP 26 #define BUTTON_DRAPEAU 27 #define BUTTON_EXTRAIT 28 #define BUTTON_FABJEEP 29 #define BUTTON_FABMINE 30 #define BUTTON_FABDISC 31 #define BUTTON_REPEAT 32 #define BUTTON_DARMURE 33 #define BUTTON_FABARMURE 34 */ // Lutins pour la souris #define SPRITE_ARROW 1 #define SPRITE_POINTER 2 #define SPRITE_MAP 3 #define SPRITE_ARROWU 4 #define SPRITE_ARROWD 5 #define SPRITE_ARROWL 6 #define SPRITE_ARROWR 7 #define SPRITE_ARROWUL 8 #define SPRITE_ARROWUR 9 #define SPRITE_ARROWDL 10 #define SPRITE_ARROWDR 11 #define SPRITE_WAIT 12 #define SPRITE_EMPTY 13 #define SPRITE_FILL 14 // User define message #define WM_UPDATE (WM_USER+1) #define WM_DECOR1 (WM_USER+20) #define WM_DECOR2 (WM_USER+21) #define WM_DECOR3 (WM_USER+22) #define WM_DECOR4 (WM_USER+23) #define WM_DECOR5 (WM_USER+24) #define WM_BUTTON0 (WM_USER+200) #define WM_BUTTON1 (WM_USER+201) #define WM_BUTTON2 (WM_USER+202) #define WM_BUTTON3 (WM_USER+203) #define WM_BUTTON4 (WM_USER+204) #define WM_BUTTON5 (WM_USER+205) #define WM_BUTTON6 (WM_USER+206) #define WM_BUTTON7 (WM_USER+207) #define WM_BUTTON8 (WM_USER+208) #define WM_BUTTON9 (WM_USER+209) #define WM_BUTTON10 (WM_USER+210) #define WM_BUTTON11 (WM_USER+211) #define WM_BUTTON12 (WM_USER+212) #define WM_BUTTON13 (WM_USER+213) #define WM_BUTTON14 (WM_USER+214) #define WM_BUTTON15 (WM_USER+215) #define WM_BUTTON16 (WM_USER+216) #define WM_BUTTON17 (WM_USER+217) #define WM_BUTTON18 (WM_USER+218) #define WM_BUTTON19 (WM_USER+219) #define WM_BUTTON20 (WM_USER+220) #define WM_BUTTON21 (WM_USER+221) #define WM_BUTTON22 (WM_USER+222) #define WM_BUTTON23 (WM_USER+223) #define WM_BUTTON24 (WM_USER+224) #define WM_BUTTON25 (WM_USER+225) #define WM_BUTTON26 (WM_USER+226) #define WM_BUTTON27 (WM_USER+227) #define WM_BUTTON28 (WM_USER+228) #define WM_BUTTON29 (WM_USER+229) #define WM_BUTTON30 (WM_USER+230) #define WM_BUTTON31 (WM_USER+231) #define WM_BUTTON32 (WM_USER+232) #define WM_BUTTON33 (WM_USER+233) #define WM_BUTTON34 (WM_USER+234) #define WM_BUTTON35 (WM_USER+235) #define WM_BUTTON36 (WM_USER+236) #define WM_BUTTON37 (WM_USER+237) #define WM_BUTTON38 (WM_USER+238) #define WM_BUTTON39 (WM_USER+239) #define WM_READ0 (WM_USER+300) #define WM_READ1 (WM_USER+301) #define WM_READ2 (WM_USER+302) #define WM_READ3 (WM_USER+303) #define WM_READ4 (WM_USER+304) #define WM_READ5 (WM_USER+305) #define WM_READ6 (WM_USER+306) #define WM_READ7 (WM_USER+307) #define WM_READ8 (WM_USER+308) #define WM_READ9 (WM_USER+309) #define WM_WRITE0 (WM_USER+310) #define WM_WRITE1 (WM_USER+311) #define WM_WRITE2 (WM_USER+312) #define WM_WRITE3 (WM_USER+313) #define WM_WRITE4 (WM_USER+314) #define WM_WRITE5 (WM_USER+315) #define WM_WRITE6 (WM_USER+316) #define WM_WRITE7 (WM_USER+317) #define WM_WRITE8 (WM_USER+318) #define WM_WRITE9 (WM_USER+319) #define WM_PHASE_INIT (WM_USER+500) //0x5F4 #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) // 0x600 //#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) #define WM_PHASE_TESTCD (WM_USER+528) // 0x610 #define WM_PHASE_MANUEL (WM_USER+529) //#define WM_PHASE_PRIVATE (WM_USER+530) //#define WM_PHASE_UNDO (WM_USER+531) #define WM_PHASE_BYE (WM_USER+532) //#define WM_PHASE_SKILL1 (WM_USER+533) //#define WM_PHASE_SKILL2 (WM_USER+534) #define WM_PHASE_DEMO (WM_USER+535) #define WM_PHASE_INTRO1 (WM_USER+536) #define WM_PHASE_INTRO2 (WM_USER+537) #define WM_PREV (WM_USER+600) #define WM_NEXT (WM_USER+601) #define WM_MOVIE (WM_USER+602) // Types de gestion de la souris. #define MOUSETYPEGRA 1 #define MOUSETYPEWIN 2 #define MOUSETYPEWINPOS 3 */