// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // 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 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?" // Hardcoded fades or other fading methods GS_INTRO, // introduction GS_ENDING, // currently shared between bad and good endings 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; extern UINT8 ultimatemode; // was sk_insane extern gameaction_t gameaction; extern boolean botingame; extern UINT8 botskin, botcolor; #endif //__G_STATE__