{ Define

	_STOP_MUSIC             -1
	_CRAPMUSIC              0       //0
	_BATTLE                 1       //1
	_ZERO_G                 2       //2
	_TANKS                  3       //3
	_OPTIONS                4       //4
	_FIDO                   5       //5
	_TOWER_SCENE            6       //6
	_TUN_ROOM               7       //7
	_TEMPLE                 8       //8
	_TOMB                   9       //9
	_CHAOS                 10       //a
	_ATMOSPHERE            11       //b
	_WEIRD                 12       //c
	_INTRO_CELL            13       //d
	_TOWER                 14       //e
	_REACTOR               15       //f
	_DR_ESCHER_SCENE       16       //g
	_CITY                  17       //h
	_VICTORY               18       //i  
	_DIG_SITE              19       //j
	_CELPANEL              20       //k  
	_CONTROL               21       //l
	_DEFEAT                22       //m
	_OPROOM_SCENE          23       //n
	_GRAVITY_RING          24       //o
	_MACHINE_SHOP          25       //p
	_CRASHED_SHIP          26       //q
	_LANDPAD_LEDGE         27       //r 
	_SPIDERS               28       //s
	_MAIN_AIRLOCK          29       //t
	_FIGHT_CAYNAN          30       //u
	_GMRESET               31       //v
	_FIGHT_NURSEBOT_2      32       //w
	_FIGHT_NURSEBOT_1      33       //x
	_GOING_BACK            34       //y
	_TANK_MONSTER          35       //z
	_something             36       //A
	_MASTABA_FAREWELL      37       //B
	_INTRO                 38       //C  
	_MASTABA               39       //D  
	_TITLE_2               40       //E 
	_TITLE_3               41       //F
	_WARHEAD               42       //G
	_BLANK                 43       //H
	_OPROOM_SCENE_2        44       //I 
	_OPROOM_SCENE_3        45       //J         
	_NEW_INTRO             46       //K  
	_AFTER_CONBOT          47       //L
	_TITLEMUSIC            48       //M 

	// These defines are used for the monitors.  They define the states that
	//    a button or text can appear in.

	_MON_INVISIBLE                  1               // selectable but not drawn
	_MON_NORMAL                     2               // drawn in normal state
	_MON_HIGHLIGHT                  3               // drawn in highlighted state
	_MON_SELECTED                   4               // drawn in selected state
	_MON_SEL_AND_HIGH               5               // drawn selected and highlighted
	_MON_NOT_SELECTABLE             6               // not selectable and drawn that way
	_MON_TOGGLE_BUTTON                              1                               // Indicates toggle button
	_MON_NORMAL_BUTTON                              0                               // Indicates normal button

	// these are for mon_ScrollList()
	// from DKEY.H
	_PAGE_UP                        201             // kbPGUP
	_PAGE_DOWN                      209             // kbPGDN
	_ENTRY_UP                       45                              // kbMINUS
	_ENTRY_DOWN                     43              // kbPLUS
	_LINE_UP                        200             // kbUP
	_LINE_DOWN                      208             // kbDN
	_LINE_UP_WITHIN_ENTRY           203             // kbLEFT
	_LINE_DOWN_WITHIN_ENTRY         205             // kbRIGHT

	_FALSE          0
	_TRUE           1

	// These are subtitle color constants =================================

	_stcGold                117             // gold in world pallete

	_stcCyan                        127
	_stcGreen                       199
	_stcBlue                        249
	_stcFlesh                       186

	_stcLex                         127
	_stcEnemy                       199

	// These are for .curfig. numbers

	_HPS            0
	_ATTACK         1
	_DEFEND         2
	_ATK_STATUS     3
	_DAMAGE         4
	_MAX_HPS        5
	_AI_RESERVED    6               // some ai modules uses this one
	_HARD_HPS               7
	_QUAKING        8               // used by the earthquake code

	// These are the .curfig.ATK_STATUS values

	_ATK_STATUS_OK          0       // Default status
	_ATK_STATUS_RECOIL      1       // Figure currently recoiling
	_ATK_STATUS_STUNNED 2   // Figure currently stunned

	// These are for .curitem. numbers
	_CHARGES                0
	_MAX_CHARGES    1
	// this is for batteries
	_BATTERY_TYPE   2
	_SUPER_POWERFUL   3             // used to mark the battery given by the Elite

	// types of batteries, used so we know what to set the alias after we
	//   remove the battery from some placeholder (leg or bike) -bes
	_BAT_150        1
	_BAT_100        2
	_ABAT_500       3

	// AddKey Support - used for Demo's etc.
	_HK_INVALID       00
	_HK_ESC           01
	_HK_1             02
	_HK_2             03
	_HK_3             04
	_HK_4             05
	_HK_5             06
	_HK_6             07
	_HK_7             08
	_HK_8             09
	_HK_9             10
	_HK_0             11
	_HK_MINUS         12
	_HK_EQUALS        13
	_HK_BACKSPACE     14
	_HK_TAB           15
	_HK_Q             16
	_HK_W             17
	_HK_E             18
	_HK_R             19
	_HK_T             20
	_HK_Y             21
	_HK_U             22
	_HK_I             23
	_HK_O             24
	_HK_P             25
	_HK_LEFT_BRACKET  26
	_HK_RIGHT_BRACKET 27
	_HK_ENTER         28
	_HK_LEFT_CTRL     29
	_HK_A             30
	_HK_S             31
	_HK_D             32
	_HK_F             33
	_HK_G             34
	_HK_H             35
	_HK_J             36
	_HK_K             37
	_HK_L             38
	_HK_SEMICOLON     39
	_HK_APOSTROPHE    40
	_HK_TILDE         41

	_HK_LEFT_SHIFT    42
	_HK_BACKSLASH     43
	_HK_Z             44
	_HK_X             45
	_HK_C             46
	_HK_V             47
	_HK_B             48
	_HK_N             49
	_HK_M             50
	_HK_COMMA         51
	_HK_PERIOD        52
	_HK_SLASH         53
	_HK_RIGHT_SHIFT   54
	_HK_PRINT_SCREEN  55
	_HK_LEFT_ALT      56
	_HK_SPACEBAR      57
	_HK_CAPSLOCK      58
	_HK_F1            59
	_HK_F2            60
	_HK_F3            61
	_HK_F4            62
	_HK_F5            63
	_HK_F6            64
	_HK_F7            65
	_HK_F8            66
	_HK_F9            67
	_HK_F10           68

	_HK_SCROLLLOCK    70
	_HK_KEYPAD7       71
	_HK_KEYPAD8       72
	_HK_KEYPAD9       73
	_HK_KEYPAD_MINUS  74
	_HK_KEYPAD4       75
	_HK_KEYPAD5       76
	_HK_KEYPAD6       77
	_HK_KEYPAD_PLUS   78
	_HK_KEYPAD1       79
	_HK_KEYPAD2       80
	_HK_KEYPAD3       81
	_HK_KEYPAD0       82
	_HK_KEYPAD_PERIOD 83

	// start the extended section
	//_HK_KEYPAD_ENTER   84
	//_HK_RIGHT_CTRL     85
	//_HK_KEYPAD_SLASH   86
	//_HK_KEYPAD_STAR    87
	//_HK_RIGHT_ALT      88
	//_HK_HOME           89
	//_HK_UP_ARROW       90
	//_HK_PAGE_UP        91
	//_HK_LEFT_ARROW     92
	//_HK_RIGHT_ARROW    93
	//_HK_END            94
	//_HK_DOWN_ARROW     95
	//_HK_PAGE_DOWN      96
	//_HK_INSERT         97
	//_HK_DELETE         98

	_KB_TAB                                 9

	_LEFT_ALT_PRESSED       128
	_RIGHT_ALT_PRESSED      64
	_LEFT_CTRL_PRESSED      32
	_RIGHT_CTRL_PRESSED     16
	_LEFT_SHIFT_PRESSED     8
	_RIGHT_SHIFT_PRESSED 4
	// (LEFT_ALT_PRESSED | RIGHT_ALT_PRESSED)
	_EITHER_ALT_PRESSED  192
	// (LEFT_CTRL_PRESSED | RIGHT_CTRL_PRESSED)
	_EITHER_CTRL_PRESSED 48
	// (LEFT_SHIFT_PRESSED | RIGHT_SHIFT_PRESSED)
	_EITHER_SHIFT_PRESSED 12

	// Tower Scene
	_GN1_NO_FRAMES 20
	_GN2_NO_FRAMES 20
	_LND1_NO_FRAMES 41
	_LND2_NO_FRAMES 62

	// The gun fires but the ship is nowhere nearby, so don't show
	// shots crossing the bow or anything.
	_Ship_State_Empty       0

	// The gun fires and the ship is at least close, but not actually
	// hit.
	_Ship_State_Full        1

	// The gun fires and you hit the ship.
	_Ship_State_Hit         2

	// These are the defines for solidity, matching those you find
	// in PHYSICAL.H. Neutral space objects are simply considered
	// to be 'not there'.
	_NEGATIVE       0
	_POSITIVE       1
	_NEUTRAL        2

	_INVALID_PROCESS_ID     0

	// Levels
	_TOWER_LEVEL    1
	_CHAOS_LEVEL    2
	_CONTROL_LEVEL  3
	_LANDPAD_LEVEL  4
	_TUNROOM_LEVEL  5
	_PLATFORM_LEVEL 6
	_Beach_Level    7

	// Robo Control characters
	_UseBot_Id              0
	_ForkLift_Id    1

	// Area Ids for calling monitors
	_ParagonMonitorAreaId           1
	_EvacuationMonitorAreaId    2
	_HistoryMonitorAreaId           3
	_ArchMonitorAreaId                      4

	// TEMPLE DEFINES
	// Temple ball (WAK) for opening Temple has 26 frames, 0-25
	_first_WAK_frame    1
	_last_WAK_frame     25

	// Digsite
	// _wall: North-1 South-2 East-3 West-4
	// correspond to frames shown in monitor
	_NorthWall          1
	_SouthWall          3
	_EastWall           5
	_WestWall           7
	_ObliskWall         1
	

	// _CloseEnough distance for Go Waypoint walk commands
	_CloseEnough        60
	_CloseEnough2       25
	_CloseEnough3       20

	// Tubes defines
	_MAX_GLO_FRAME      27

	// Tube room flickering lights
	_MAX_LIT_FRAME      30

	// Credits Shadowing
	_Credits_NO_Shadow  0
	_Credits_UL_Shadow  1
	_Credits_DR_Shadow  2
	// Flags to send in for mon_Code
	// mon_Code reserves monitor #s to accomodate these flags for
	// the Options - ie. DlgOpts occupies 0..flag0+flag1+...+flagX
	// corresponding to DlgOpts::FlagsType
	_OPTS_DEFAULT           1
	_OPTS_MUST_RELOAD   2
	_OPTS_LOAD          4
	_OPTS_SAVE          8
	_OPTS_CREDITS       16
	_OPTS_AUDIO         32
	_OPTS_LEVEL         64
	_OPTS_TEST                      128
	_OPTS_NEW                       256
	_OPTS_DIFFICULTY        512
	_OPTS_EXIT                      1024

	// Ascii values for the foreign languages are as follows:
	_ENGLISH        69      // 'E'
	_FRENCH         70      // 'F'
	_GERMAN         71      // 'G'
	_JAPANESE       74      // 'J'
	_KOREAN         75      // 'K'
	_SPANISH        83      // 'S'

	_CENTER         0
	_LEFT_CENTER    1
	_RIGHT_CENTER   2
	_TOP_CENTER     4
	_BOTTOM_CENTER  8

	_TOP_LEFT       5
	_TOP_RIGHT      6
	_BOTTOM_LEFT    9
	_BOTTOM_RIGHT   10

	_PACING         0
	_GREETING       1
	_FIGHTING       2
}
