Vehicles
Overview
Vehicles modify Blupi's movement, passability, and combat properties.
The vehicule field in the Blupi struct identifies the current vehicle.
vehicule |
Vehicle | Sprite actions |
|---|---|---|
| 0 | On foot | ACTION_STOP, ACTION_MARCHE, etc. |
| 1 | Boat (bateau) | ACTION_STOPb, ACTION_MARCHEb |
| 2 | Jeep | ACTION_STOPj, ACTION_MARCHEj, ACTION_SAUTE1 |
| 3 | Armour (armure) | ACTION_STOPa, ACTION_MARCHEa, ACTION_ARMUREOPEN/CLOSE |
Boat (vehicule=1)
Effect: Allows Blupi to navigate water cells. On land, the boat is an object on the map and cannot be driven.
Terrain: Only passable on water cells. Cannot enter land cells (except for embarking/disembarking at the water's edge).
Sounds: SOUND_BATEAU (44) — boat movement
Boarding: WM_ACTION_BATEAUAE/AS/AO/AN (+100–103) — embark from each direction
Disembarking: WM_ACTION_BATEAUDE/DS/DO/DN (+96–99) — disembark to each direction
Movement in boat: WM_ACTION_BATEAUE/S/O/N (+92–95) — move in each direction
Passability checks:
- IsFreeCelEmbarque(cel, rank, action, limit) — can Blupi board here?
- IsFreeCelDebarque(cel, rank, action, limit) — can Blupi land here?
- SearchOtherBateau(rank, initCel, distMax, foundCel, foundIcon) — find a boat
Notes: A boat on the map appears as an object (CHOBJECT). When Blupi boards it,
the object is removed and vehicule=1 is set. When Blupi disembarks, the object
is placed back and vehicule=0 is restored.
Jeep (vehicule=2)
Effect: Faster movement than on foot. Can cross terrain that is slower or harder on foot.
Boarding: WM_ACTION_MJEEP (+104) — board a jeep from adjacent cell
Disembarking: WM_ACTION_DJEEP (+105) — exit the jeep
Sounds: SOUND_JEEP (45) — jeep engine
Building a jeep: WM_ACTION_FABJEEP (+110) — factory manufactures a jeep
(GOAL_USINEBUILD + GOAL_USINEFREE)
Notes: Like the boat, the jeep exists as a map object until boarded.
ACTION_SAUTE1 (59) is the jump animation for leaping into the jeep.
Armour (vehicule=3, Armure)
Effect: Makes Blupi nearly invulnerable to enemy attacks. Most enemy attacks are blocked while Blupi is in armour. Energy is consumed faster.
Boarding: WM_ACTION_MARMURE (+129) — enter armour
Disembarking: WM_ACTION_DARMURE (+130) — exit armour
Building armour: WM_ACTION_FABARMURE (+128) — factory manufactures armour
Sounds: SOUND_ARMUREOPEN (81) — opening, SOUND_ARMURECLOSE (82) — closing
Animation sequence:
1. ACTION_ARMUREOPEN (57) — armour opens
2. Blupi enters, vehicule=3 set
3. ACTION_STOPa (55) / ACTION_MARCHEa (56) — movement in armour
4. ACTION_ARMURECLOSE (58) — armour closes when exiting
Notes: The armour suit is manufactured in a factory. It appears as a map object
until Blupi boards it. While in armour, most GOAL_* operations work normally
but combat-related enemies are less effective.