; Here we define some consts

;OPTIONS
; for units
(define O_NONE		0)
(define O_STAY		1)
(define O_BUILD		2)
(define O_CHOP		4)
(define O_JOY		8)
(define O_DIE		16)
(define O_LADD		32)
(define O_GROUND_ATACK	64)
(define O_DIE2		128)
(define O_THROW_ROCK	256)
(define O_THROW_WEAPON	512)
(define O_ALPHA		1024)
(define O_FLANK		2048)
(define O_PUSH		4096)

; for weapon animations
(define O_PARTICLE	1)
(define O_EXPLOSION	2)
; for animation propertis
(define O_SHADOW	4)
; for buildings
(define O_BASE_BUILDING 1)
(define O_SMOKE		2)

; COMMANDS
(define	NONE		0)		; no command
(define	MOVE		1)              ; initiate movement
(define	WORK		2)              ; tell him to work
(define COMMAND_CHOP	4)		; cut a tree
(define FIGHT		5)		; fight-club
(define THROW_ROCK	12)		; 
(define THROW_WEAPON	13)		; 
(define JOIN		14)		; join to something
(define	FOLLOW		16)		; follow someone
(define PATROL		17)		; patrol
(define DETACH		18)		; detach units
(define	STOP		100)		; tell him to stop doing that ...
(define	BUILD		1000)		; BUILDING command to build
(define PLACE-BUILD	1001)           ; HUMAN    command to build
(define REPAIR		1002)		; help somthing to stay alive
(define CHANGE-MENU	2000)		; change a menu with other menu

; AI TYPES
(define AI_BUILDING	1)
(define AI_HUMAN	2)
(define AI_SLAVE	3)
(define AI_HORSE	4)
(define AI_TOWER	5)
(define AI_BOAT		6)
(define AI_LADDER	7)
(define AI_WARRIOR	8)
(define AI_BULLET	9)
(define AI_CREATURE 	10)
(define AI_ANIMATION	11)
(define AI_BIG_BOAT	12)
(define AI_PRIST	13)

; DIRECTIONS :
(define up 		0)
(define up-left 	1)
(define left		2)
(define down-left	3)
(define down		4)

; ANIMATION TYPES :
(define ANIMATION_MOVE 		0)
(define ANIMATION_MOVE_GOLD 	1)
(define ANIMATION_MOVE_ION 	2)
(define ANIMATION_MOVE_WOOD 	3)
(define ANIMATION_MOVE_ROCK	4)
(define ANIMATION_WORK 		5)
(define ANIMATION_DIE2 		6)
(define ANIMATION_THROW_WEAPON	7)
(define ANIMATION_THROW_ROCK	8)
(define ANIMATION_LADD		11)
(define ANIMATION_CHOP		12)
(define ANIMATION_DIE 		13)
(define ANIMATION_STAY 		14)
(define ANIMATION_JOY 		15)
(define ANIMATION_PUSH		17)
(define ANIMATION_PULL		18)

(define ANIMATION_RIGHT_HIT	1)
(define ANIMATION_TOP_HIT	2)
(define ANIMATION_FRONT_HIT	3)
(define ANIMATION_DEFENSE	4)
(define ANIMATION_HIGH_FIGHT	5)

(define ANIMATION_FLANK_FRONT	12)
(define ANIMATION_FLANK_LEFT	9 )
(define ANIMATION_FLANK_RIGHT	10)
(define ANIMATION_FLANK_MIDDLE	16)
; for big boats
(define ANIMATION_CHANGE_DIRECTION	12)
(define ANIMATION_START			10)
(define ANIMATION_STOP			16)

; Button types :
(define BUTTON          0)
(define	SWITCH		1)

; Button states :
(define NORMAL 		0)
(define DISABLED	3)
(define	HIDE		4)

; sound types
(define S_DEFAULT		0)
(define S_AMBIENT		1)
(define S_WORK_TREE		2)
(define S_WORK_ROCK		3)
(define S_WORK_BUILD		4)
(define S_WORK_ICNET		5)
(define S_WORK_SONG		6)
(define S_BATTLE		7)
(define S_REPPLY_UNITS		8)
(define S_REPPLY_BUILDINGS	9)
(define S_REPPLY_MASTER		10)

(define N 			2)
(define S_MIN 			14)
(define S_MAX 			70)