# 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