
# ifndef ENGINE_ENUM
#  define ENGINE_ENUM

typedef enum {
	EVT_HUNGER_TICK,
	EVT_DAMAGE_TAKEN,
	EVT_ITEM_OBSERVED,
	EVT_ORDER_RECEIVED,
	EVT_MEMORY_TRIGGERED,
	EVT_PLAYER_INPUT,
}	EVENT_TYPE;

typedef enum {
	ACT_IDLE,
	ACT_WORKING,
	ACT_FIGHTING,
	ACT_FLEEING,
	ACT_UNCONSCIOUS,
	ACT_DEAD,
}	ACTIVITY_STATE;

typedef enum {
	PHYSICAL_DMG,
	MAGICA_DMG,
}	DAMAGE_TYPE;

typedef enum {
	STATS_STRENGHT,
	STATS_DEXTERITY,
	STATS_WITHDOM,
	STATS_INTELLIGENCE,
	STATS_
}	STATS_TYPE;

typedef enum {
	LIMB_ARM,
	LIMB_LEG,
	LIMB_HAND,
	LIMB_FOOT,
	LIMB_HEAD,
	LIMB_NECK,
}	LIMB_TYPE;

typedef enum {
	LIMB_DAMAGED,
	LIMB_PARALIZED,
	LIMB_CUT,
	LIMB_MISSING,
	LIMB_SEVERE,
	LIMB_INTACT,
	LIMB_OK,
	LIMB_INVINCIBLE,
}	LIMB_STATE;

typedef enum {
	SKILL_NONE,
	SKILL_PASSIF,
	SKILL_MASTERY,
	SKILL_ACTIF,
	SKILL_LABOR,
	SKILL_COMBAT,
	SKILL_KNOWLEDGE,
	SKILL_PROGRESSION,
	SKILL_INATE,
}	SKILL_TYPE;

typedef enum {
	ENTITY_DEAD,
	ENTITY_ALIVE,
	ENTITY_UNCONCIOUS,
}	ENTITY_STATE;

typedef enum {
	CRITICAL_FAIL,
	FAIL,
	SUCCESS,
	CRITICAL_SUCCESS,
}	CHECK_STATE;

typedef enum {
	ITEM_EQUIPABLE,
	ITEM_CONSUMABLE,
	ITEM_PLACEABLE,
	ITEM_QUEST,
}	ITEM_FLAGS;

typedef enum {
	SPLASH_SCREEN,
	GAMELOOP_SCREEN,
	CREDIT_SCREEN,
	GAMEOVER_SCREEN,
	SERVER_SCREEN,
	SECRET_SCREEN,
	DEBUG_SCREEN,
}	ENGINE_STATE_E;

typedef enum {
	QUEST_SUCCESS,
	QUEST_FAILURE,
	QUEST_TAKEN,
	QUEST_KNOW,
	QUEST_UNKNOW,
	QUEST_COMPLETE,
}	QUEST_STATE;

typedef enum {
	ACTION_FORWARD,
	ACTION_BACKWARD,
	ACTION_LEFT,
	ACTION_RIGHT,
	ACTION_PRIMARY,
	ACTION_SECONDARY,
	ACTION_USE,
	ACTION_GRAB,
	ACTION_JUMP,
	ACTION_DASH,
	ACTION_SKILL1,
	ACTION_TOOLBAR1,
}	PLAYER_ACTION;

typedef enum {
	DENDRITIC_VOLTAGE,
	LAZENBYCOMP_LIQUID,
	LAZENBYCOMP_SMOOTH,
	POTRA,
}	FONTS_ENUM;

# endif
