SRB2/src/g_state.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file g_state.h
/// \brief SRB2 game states
#ifndef __G_STATE__
#define __G_STATE__
#include "doomtype.h"
// the current state of the game
typedef enum
{
GS_NULL = 0, // At beginning.
// Fadable gamestates
GS_LEVEL, // Playing, in a level.
GS_INTERMISSION, // Gazing at the intermission screen.
GS_CONTINUING, // continue screen
GS_TITLESCREEN, // title screen
GS_TIMEATTACK, // time attack menu
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GS_CREDITS, // credit sequence
GS_EVALUATION, // Evaluation at the end of a game.
GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
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// Hardcoded fades or other fading methods
GS_INTRO, // introduction
GS_ENDING, // currently shared between bad and good endings
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GS_CUTSCENE, // custom cutscene
// Not fadable
GS_DEDICATEDSERVER, // new state for dedicated server
GS_WAITINGPLAYERS // waiting for players in a net game
} gamestate_t;
typedef enum
{
ga_nothing,
ga_completed,
ga_worlddone,
ga_startcont,
ga_continued,
} gameaction_t;
extern gamestate_t gamestate;
extern UINT8 titlemapinaction;
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extern UINT8 ultimatemode; // was sk_insane
extern gameaction_t gameaction;
extern boolean botingame;
extern UINT8 botskin, botcolor;
#endif //__G_STATE__