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Object Types
Object Types (TYPE_*)
Moving game objects — enemies, items, effects, vehicles, and bombs — are identified by
TYPE_* constants (values 1–203). Defined in include/def.hpp.
Objects are tracked in MoveObject structs and managed by CDecor
via the moveObject[200] array in src/decmove.cpp.
Lifts and Elevators
Constant Value Description
TYPE_ASCENSEUR1 Standard lift/elevator
TYPE_ASCENSEURs47 Conveyor belt moving right
TYPE_ASCENSEURsi48 Conveyor belt moving left
Enemies
Constant Value Description
TYPE_POISSON17 Fish (aquatic enemy)
TYPE_OISEAU20 Bird (aerial enemy)
TYPE_GUEPE44 Wasp (stings Blupi → ACTION_BALLOON)
TYPE_TENTACULE53 Slime tentacle effect
TYPE_CREATURE54 Moving slime creature
Bombs and Explosions
Constant Value Description
TYPE_BOMBEDOWN2 Floor bomb
TYPE_BOMBEUP3 Hanging bomb
TYPE_BOMBEMOVE16 Moving bomb (patrols a path)
TYPE_BOMBEFOLLOW196 Homing bomb (stopped)
TYPE_BOMBEFOLLOW297 Homing bomb (moving — tracks player)
TYPE_DYNAMITE55 Dynamite stick (inert)
TYPE_DYNAMITEf56 Lit dynamite (fuse burning)
TYPE_BOMBEPERSO1200 Player 1 personal bomb (yellow)
TYPE_BOMBEPERSO2201 Player 2 personal bomb (orange)
TYPE_BOMBEPERSO3202 Player 3 personal bomb (blue)
TYPE_BOMBEPERSO4203 Player 4 personal bomb (green)
TYPE_EXPLO1–TYPE_EXPLO48–11 Explosion effects 1–4
TYPE_EXPLO5–TYPE_EXPLO1090–95 Explosion effects 5–10
TYPE_SPLOUTCH1–TYPE_SPLOUTCH398–100 Splat particle effects
Collectibles and Keys
Constant Value Description
TYPE_TRESOR5 Treasure (collectible — increments nbTresor)
TYPE_EGG6 Egg collectible
TYPE_CLE21 Gold key
TYPE_CLE149 Red key
TYPE_CLE250 Green key
TYPE_CLE351 Blue key
Doors and Goals
Constant Value Description
TYPE_DOOR22 Door (opened with matching key)
TYPE_GOAL7 Goal/exit marker (triggers WM_PHASE_WIN)
TYPE_BRIDGE52 Fragile bridge (collapses when walked on)
Vehicles
Constant Value Description
TYPE_HELICO13 Helicopter (empty)
TYPE_BLUPIHELICO32 Blupi inside helicopter
TYPE_JEEP19 Jeep
TYPE_TANK28 Tank (empty)
TYPE_BLUPITANK33 Blupi inside tank
TYPE_OVER46 Hovercraft
TYPE_BULLDOZER4 Bulldozer
Interactive Items and Pick-ups
Constant Value Description
TYPE_CAISSE12 Crate (pushable/pullable box)
TYPE_SKATE24 Skateboard (pick up or drop)
TYPE_DRINK30 Drinkable item
TYPE_CHARGE31 Charging device
Power-up Effects
Constant Value Description
TYPE_SHIELD25 Shield power-up (SEC_SHIELD)
TYPE_POWER26 Lollipop power-up (SEC_POWER)
TYPE_MAGICTRACK27 Sparkle trail
TYPE_TRESORTRACK39 Treasure sparkle trail
TYPE_SHIELDTRACK57 Shield particle trail
TYPE_HIDETRACK58 Invisibility particle trail
Water Effects
Constant Value Description
TYPE_PLOUF14 Big water splash
TYPE_TIPLOUF35 Small water splash
TYPE_BLUP15 Underwater bubble
TYPE_GLU34 Glue blob (traps player)
Hazards
Constant Value Description
TYPE_BALLE23 Glue ball projectile (traps in ACTION_GLU)
TYPE_BULLET29 Tank bullet
TYPE_POLLUTION36 Pollution/toxic zone
TYPE_ELECTRO38 Shocked Blupi effect
TYPE_CLEAR37 Burned Blupi effect
Special Effects
Constant Value Description
TYPE_INVERT40 Controls inversion (active — sets blupiInvert)
TYPE_INVERTSTART41 Controls inversion start animation
TYPE_INVERTSTOP42 Controls inversion end animation
TYPE_INVERTSPIN43 Controls inversion spin effect
TYPE_TOMATES18 Tomatoes (unused)