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#ifndef NETLEM_STATE_MACHINE_H
#define NETLEM_STATE_MACHINE_H
#include "SDL/SDL_net.h"
typedef enum {
eNull, // Pseudo_state for _getOrChangeState : do not change state, just return current state
eLaunching, // Initial state, during system objects initialization
eSplash, // State for displaying Game Logo
eMenuMain, // State for main menu (next lines are sub-menus)
eMenuOptions, // State for general options (screen resolution, music...)
eMenuSingle, // State for single player options (level selection...)
eMenuMultiChooseServer, // State for network game server selection
eMenuMultiChooseOptions, // State for network game options selection (level, players, speed...)
eMultiWaitPlayers, // State for
eMultiLoading, //
eMultiWaitLoading, //
eMultiGame, //
eMultiReport, //
eSingleBrief, // State for single player level briefing (number of Lemmings to save...)
eSingleGame, // State for single player game (user is actually playing)
eSingleReport, // State for single player game report (number of saved Lemmings, access code...)
eCredits, //
eEnd // State reached when this program is exiting
} state_t;
state_t getState();
state_t changeState(state_t s);
state_t changeStateAndNotify(state_t s, TCPsocket sockClient);
#endif /*NETLEM_STATE_MACHINE_H*/
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