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// Def.h
//

#pragma once

#include <SDL2/SDL_stdinc.h>

#define _INTRO			false	// true si images d'introduction


#define LXIMAGE			640		// dimensions de la fenêtre de jeu
#define LYIMAGE			480

#define POSDRAWX		144		// surface de dessin
#define POSDRAWY		15
#define DIMDRAWX		480
#define DIMDRAWY		450

#define POSMAPX			8		// surface pour la carte
#define POSMAPY			15
#define DIMMAPX			128
#define DIMMAPY			128

#define MAXCELX			200		// nb max de cellules d'un monde
#define MAXCELY			200

#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 POSSTATX		12		// statistiques
#define POSSTATY		220
#define DIMSTATX		60
#define DIMSTATY		30

#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 CHFLOOR			1
#define CHOBJECT		2
#define CHOBJECTo		3
#define CHBLUPI			4
#define CHHILI			5
#define CHFOG			6
#define CHMASK1			7
#define CHLITTLE		8
#define CHMAP			9
#define CHBUTTON		10
#define CHGROUND		11
#define CHJAUGE			12
#define CHTEXT			13
#define CHBIGNUM		14

#define FOGHIDE			4


// Directions :

#define DIRECT_E		(0*16)		// est
#define DIRECT_SE		(1*16)		// sud-est
#define DIRECT_S		(2*16)		// sud
#define DIRECT_SO		(3*16)		// sud-ouest
#define DIRECT_O		(4*16)		// ouest
#define DIRECT_NO		(5*16)		// nord-ouest
#define DIRECT_N		(6*16)		// nord
#define DIRECT_NE		(7*16)		// nord-est

/*                  NO
 *            O     |     N
 *             \    |    / 
 *               \  |  / 
 *                 \|/
 *        SO -------o------- NE
 *                 /|\
 *               /  |  \
 *             /    |    \
 *            S     |     E
 *          (y)     SE    (x)
 */


// 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_BOING			1
#define SOUND_OK1			2
#define SOUND_OK2			3
#define SOUND_OK3			4
#define SOUND_GO1			5
#define SOUND_GO2			6
#define SOUND_GO3			7
#define SOUND_TERM1			8
#define SOUND_TERM2			9
#define SOUND_TERM3			10
#define SOUND_COUPTERRE		11
#define SOUND_COUPTOC		12
#define SOUND_SAUT			13
#define SOUND_HOP			14
#define SOUND_SCIE			15
#define SOUND_FEU			16
#define SOUND_BRULE			17
#define SOUND_TCHAO			18
#define SOUND_MANGE			19
#define SOUND_NAISSANCE		20
#define SOUND_A_SAUT		21
#define SOUND_A_HIHI		22
#define SOUND_PLOUF			23
#define SOUND_BUT			24
#define SOUND_RAYON1		25
#define SOUND_RAYON2		26
#define SOUND_VIRUS			27
#define SOUND_GLISSE		28
#define SOUND_BOIT			29
#define SOUND_LABO			30
#define SOUND_DYNAMITE		31
#define SOUND_PORTE			32
#define SOUND_FLEUR			33
#define SOUND_T_MOTEUR		34
#define SOUND_T_ECRASE		35
#define SOUND_PIEGE			36
#define SOUND_AIE			37
#define SOUND_A_POISON		38
#define SOUND_R_MOTEUR		39
#define SOUND_R_APLAT		40
#define SOUND_R_ROTATE		41
#define SOUND_R_CHARGE		42
#define SOUND_B_SAUT		43
#define SOUND_BATEAU		44
#define SOUND_JEEP			45
#define SOUND_MINE			46
#define SOUND_USINE			47
#define SOUND_E_RAYON		48
#define SOUND_E_TOURNE		49
#define SOUND_ARROSE		50
#define SOUND_BECHE			51
#define SOUND_D_BOING		52
#define SOUND_D_OK			53
#define SOUND_D_GO			54
#define SOUND_D_TERM		55
#define SOUND_BOING1		56
#define SOUND_BOING2		57
#define SOUND_BOING3		58
#define SOUND_OK4			59
#define SOUND_OK5			60
#define SOUND_OK6			61
#define SOUND_OK1f			62
#define SOUND_OK2f			63
#define SOUND_OK3f			64
#define SOUND_OK1e			65
#define SOUND_OK2e			66
#define SOUND_OK3e			67
#define SOUND_GO4			68
#define SOUND_GO5			69
#define SOUND_GO6			70
#define SOUND_TERM4			71
#define SOUND_TERM5			72
#define SOUND_TERM6			73
#define SOUND_COUPSEC		74
#define SOUND_COUPPIERRE	75
#define SOUND_COUPSOURD		76
#define SOUND_COUPBREF		77
#define SOUND_OPEN			78
#define SOUND_CLOSE			79
#define SOUND_TELEPORTE		80
#define SOUND_ARMUREOPEN	81
#define SOUND_ARMURECLOSE	82
#define SOUND_WIN			83
#define SOUND_LOST			84


// 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


// Erreurs :

#define ERROR_MISC			1
#define ERROR_GROUND		2
#define ERROR_FREE			3
#define ERROR_PONTOP		4
#define ERROR_PONTTERM		5
#define ERROR_TOURISOL		6
#define ERROR_TOUREAU		7
#define ERROR_TELE2			8


// Lutins pour la souris

enum MouseSprites
{
	SPRITE_BEGIN	= 1,
	SPRITE_ARROW	= 1,
	SPRITE_POINTER	= 2,
	SPRITE_MAP		= 3,
	SPRITE_ARROWU	= 4,
	SPRITE_ARROWD	= 5,
	SPRITE_ARROWL	= 6,
	SPRITE_ARROWR	= 7,
	SPRITE_ARROWUL	= 8,
	SPRITE_ARROWUR	= 9,
	SPRITE_ARROWDL	= 10,
	SPRITE_ARROWDR	= 11,
	SPRITE_WAIT		= 12,
	SPRITE_EMPTY	= 13,
	SPRITE_FILL		= 14,
	SPRITE_END		= 14,
};


#define WM_USER					0x0400

#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_ACTION_GO			(WM_USER+30)
#define WM_ACTION_ABAT1			(WM_USER+31)
#define WM_ACTION_ABAT2			(WM_USER+32)
#define WM_ACTION_ABAT3			(WM_USER+33)
#define WM_ACTION_ABAT4			(WM_USER+34)
#define WM_ACTION_ABAT5			(WM_USER+35)
#define WM_ACTION_ABAT6			(WM_USER+36)
#define WM_ACTION_BUILD1		(WM_USER+37)
#define WM_ACTION_BUILD2		(WM_USER+38)
#define WM_ACTION_BUILD3		(WM_USER+39)
#define WM_ACTION_BUILD4		(WM_USER+40)
#define WM_ACTION_BUILD5		(WM_USER+41)
#define WM_ACTION_BUILD6		(WM_USER+42)
#define WM_ACTION_STOP			(WM_USER+43)
#define WM_ACTION_CARRY			(WM_USER+44)
#define WM_ACTION_DEPOSE		(WM_USER+45)
#define WM_ACTION_ROC1			(WM_USER+46)
#define WM_ACTION_ROC2			(WM_USER+47)
#define WM_ACTION_ROC3			(WM_USER+48)
#define WM_ACTION_ROC4			(WM_USER+49)
#define WM_ACTION_ROC5			(WM_USER+50)
#define WM_ACTION_ROC6			(WM_USER+51)
#define WM_ACTION_ROC7			(WM_USER+52)
#define WM_ACTION_MUR			(WM_USER+53)
#define WM_ACTION_CULTIVE		(WM_USER+54)
#define WM_ACTION_CULTIVE2		(WM_USER+55)
#define WM_ACTION_MANGE			(WM_USER+56)
#define WM_ACTION_MAKE			(WM_USER+57)
#define WM_ACTION_BUILD			(WM_USER+58)
#define WM_ACTION_PALIS			(WM_USER+59)
#define WM_ACTION_NEWBLUPI		(WM_USER+60)
#define WM_ACTION_PONTE			(WM_USER+61)
#define WM_ACTION_PONTS			(WM_USER+62)
#define WM_ACTION_PONTO			(WM_USER+63)
#define WM_ACTION_PONTN			(WM_USER+64)
#define WM_ACTION_PONTEL		(WM_USER+65)
#define WM_ACTION_PONTSL		(WM_USER+66)
#define WM_ACTION_PONTOL		(WM_USER+67)
#define WM_ACTION_PONTNL		(WM_USER+68)
#define WM_ACTION_TOUR			(WM_USER+69)
#define WM_ACTION_CARRY2		(WM_USER+70)
#define WM_ACTION_DEPOSE2		(WM_USER+71)
#define WM_ACTION_MANGE2		(WM_USER+72)
#define WM_ACTION_BOIT			(WM_USER+73)
#define WM_ACTION_BOIT2			(WM_USER+74)
#define WM_ACTION_LABO			(WM_USER+75)
#define WM_ACTION_FLEUR1		(WM_USER+76)
#define WM_ACTION_FLEUR2		(WM_USER+77)
#define WM_ACTION_DYNAMITE		(WM_USER+78)
#define WM_ACTION_DYNAMITE2		(WM_USER+79)
#define WM_ACTION_T_DYNAMITE	(WM_USER+80)
#define WM_ACTION_FLEUR3		(WM_USER+81)
#define WM_ACTION_R_BUILD1		(WM_USER+82)
#define WM_ACTION_R_BUILD2		(WM_USER+83)
#define WM_ACTION_R_BUILD3		(WM_USER+84)
#define WM_ACTION_R_BUILD4		(WM_USER+85)
#define WM_ACTION_R_MAKE1		(WM_USER+86)
#define WM_ACTION_R_MAKE2		(WM_USER+87)
#define WM_ACTION_R_MAKE3		(WM_USER+88)
#define WM_ACTION_R_MAKE4		(WM_USER+89)
#define WM_ACTION_R_BUILD5		(WM_USER+90)
#define WM_ACTION_R_MAKE5		(WM_USER+91)
#define WM_ACTION_BATEAUE		(WM_USER+92)
#define WM_ACTION_BATEAUS		(WM_USER+93)
#define WM_ACTION_BATEAUO		(WM_USER+94)
#define WM_ACTION_BATEAUN		(WM_USER+95)
#define WM_ACTION_BATEAUDE		(WM_USER+96)
#define WM_ACTION_BATEAUDS		(WM_USER+97)
#define WM_ACTION_BATEAUDO		(WM_USER+98)
#define WM_ACTION_BATEAUDN		(WM_USER+99)
#define WM_ACTION_BATEAUAE		(WM_USER+100)
#define WM_ACTION_BATEAUAS		(WM_USER+101)
#define WM_ACTION_BATEAUAO		(WM_USER+102)
#define WM_ACTION_BATEAUAN		(WM_USER+103)
#define WM_ACTION_MJEEP			(WM_USER+104)
#define WM_ACTION_DJEEP			(WM_USER+105)
#define WM_ACTION_DRAPEAU		(WM_USER+106)
#define WM_ACTION_DRAPEAU2		(WM_USER+107)
#define WM_ACTION_DRAPEAU3		(WM_USER+108)
#define WM_ACTION_EXTRAIT		(WM_USER+109)
#define WM_ACTION_FABJEEP		(WM_USER+110)
#define WM_ACTION_FABMINE		(WM_USER+111)
#define WM_ACTION_MINE			(WM_USER+112)
#define WM_ACTION_MINE2			(WM_USER+113)
#define WM_ACTION_R_BUILD6		(WM_USER+114)
#define WM_ACTION_R_MAKE6		(WM_USER+115)
#define WM_ACTION_E_RAYON		(WM_USER+116)
#define WM_ACTION_ELECTRO		(WM_USER+117)
#define WM_ACTION_ELECTROm		(WM_USER+118)
#define WM_ACTION_GRILLE		(WM_USER+119)
#define WM_ACTION_MAISON		(WM_USER+120)
#define WM_ACTION_FABDISC		(WM_USER+121)
#define WM_ACTION_A_MORT		(WM_USER+122)
#define WM_ACTION_REPEAT		(WM_USER+123)
#define WM_ACTION_TELEPORTE00	(WM_USER+124)
#define WM_ACTION_TELEPORTE10	(WM_USER+125)
#define WM_ACTION_TELEPORTE01	(WM_USER+126)
#define WM_ACTION_TELEPORTE11	(WM_USER+127)
#define WM_ACTION_FABARMURE		(WM_USER+128)
#define WM_ACTION_MARMURE		(WM_USER+129)
#define WM_ACTION_DARMURE		(WM_USER+130)

#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)
#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)
#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)
#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_MUSIC_STOP			(WM_USER+550)

#define WM_PREV					(WM_USER+600)
#define WM_NEXT					(WM_USER+601)
#define WM_MOVIE				(WM_USER+602)
#define WM_MOVIE_PLAY			(WM_USER+603)


// Types de gestion de la souris.

#define MOUSETYPEGRA			1
#define MOUSETYPEWIN			2
#define MOUSETYPEWINPOS			3



// Conditions pour gagner.

typedef struct
{
	Sint16	bHachBlupi;		// blupi sur dalle hachurée
	Sint16	bHachPlanche;	// planches sur dalle hachurée
	Sint16	bStopFire;		// feu éteint
	Sint16	nbMinBlupi;		// nb de blupi nécessaires
	Sint16	nbMaxBlupi;		// nb de blupi nécessaires
	Sint16	bHomeBlupi;		// blupi à la maison
	Sint16	bKillRobots;	// plus d'ennemis
	Sint16	bHachTomate;	// tomates sur dalle hachurée
	Sint16	bHachMetal;		// métal sur dalle hachurée
	Sint16	bHachRobot;		// robot sur dalle hachurée
	Sint16	reserve[14];
}
Term;