2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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2020-02-19 22:08:45 +00:00
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file g_state.h
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/// \brief SRB2 game states
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#ifndef __G_STATE__
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#define __G_STATE__
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#include "doomtype.h"
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// the current state of the game
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typedef enum
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{
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GS_NULL = 0, // At beginning.
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// Fadable gamestates
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GS_LEVEL, // Playing, in a level.
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GS_INTERMISSION, // Gazing at the intermission screen.
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GS_CONTINUING, // continue screen
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GS_TITLESCREEN, // title screen
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GS_TIMEATTACK, // time attack menu
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A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
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2014-03-15 16:59:03 +00:00
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GS_CREDITS, // credit sequence
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GS_EVALUATION, // Evaluation at the end of a game.
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A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
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GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
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2014-03-15 16:59:03 +00:00
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// Hardcoded fades or other fading methods
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GS_INTRO, // introduction
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A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
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GS_ENDING, // currently shared between bad and good endings
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2014-03-15 16:59:03 +00:00
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GS_CUTSCENE, // custom cutscene
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// Not fadable
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GS_DEDICATEDSERVER, // new state for dedicated server
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GS_WAITINGPLAYERS // waiting for players in a net game
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} gamestate_t;
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typedef enum
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{
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ga_nothing,
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ga_completed,
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ga_worlddone,
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ga_startcont,
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ga_continued,
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} gameaction_t;
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extern gamestate_t gamestate;
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2019-07-30 16:48:13 +00:00
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extern UINT8 titlemapinaction;
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2014-03-15 16:59:03 +00:00
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extern UINT8 ultimatemode; // was sk_insane
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extern gameaction_t gameaction;
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extern boolean botingame;
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2020-05-24 00:29:07 +00:00
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extern UINT8 botskin;
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extern UINT16 botcolor;
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2014-03-15 16:59:03 +00:00
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#endif //__G_STATE__
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