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8a0f1e7ed4
ENDINGS See merge request STJr/SRB2Internal!264
62 lines
1.7 KiB
C
62 lines
1.7 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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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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GS_CREDITS, // credit sequence
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GS_EVALUATION, // Evaluation at the end of a game.
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GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
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// Hardcoded fades or other fading methods
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GS_INTRO, // introduction
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GS_ENDING, // currently shared between bad and good endings
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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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extern UINT8 titlemapinaction;
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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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extern UINT8 botskin, botcolor;
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#endif //__G_STATE__
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