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50 lines
2.2 KiB
C++
50 lines
2.2 KiB
C++
//==============================================================================
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//
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// GameState.cpp
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//
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//==============================================================================
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//
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// Copyright (c) 2002-2003 Inevitable Entertainment Inc. All rights reserved.
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// Not to be used without express permission of Inevitable Entertainment, Inc.
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//
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//==============================================================================
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#include "GameState.hpp"
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//------------------------------------------------------------------------------
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const char* GetStateName(client_state State)
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{
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switch (State)
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{
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case STATE_CLIENT_INIT: return "STATE_CLIENT_INIT";
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case STATE_CLIENT_LOGIN: return "STATE_CLIENT_LOGIN";
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case STATE_CLIENT_REQUEST_MISSION: return "STATE_CLIENT_REQUEST_MISSION";
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case STATE_CLIENT_LOAD_MISSION: return "STATE_CLIENT_LOAD_MISSION";
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case STATE_CLIENT_VERIFY_MISSION: return "STATE_CLIENT_VERIFY_MISSION";
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case STATE_CLIENT_SYNC: return "STATE_CLIENT_SYNC";
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case STATE_CLIENT_INGAME: return "STATE_CLIENT_INGAME";
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case STATE_CLIENT_COOLDOWN: return "STATE_CLIENT_COOLDOWN";
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case STATE_CLIENT_DISCONNECT: return "STATE_CLIENT_DISCONNECT";
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case STATE_CLIENT_KILL: return "STATE_CLIENT_KILL";
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case STATE_CLIENT_IDLE: return "STATE_CLIENT_IDLE";
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default: return "<unknown>";
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}
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}
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//------------------------------------------------------------------------------
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const char* GetStateName(server_state State)
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{
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switch(State)
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{
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case STATE_SERVER_INIT: return "STATE_SERVER_INIT";
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case STATE_SERVER_LOAD_MISSION: return "STATE_SERVER_LOAD_MISSION";
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case STATE_SERVER_SYNC: return "STATE_SERVER_SYNC";
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case STATE_SERVER_INGAME: return "STATE_SERVER_INGAME";
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case STATE_SERVER_COOLDOWN: return "STATE_SERVER_COOLDOWN";
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case STATE_SERVER_SHUTDOWN: return "STATE_SERVER_SHUTDOWN";
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case STATE_SERVER_IDLE: return "STATE_SERVER_IDLE";
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case STATE_SERVER_KILL: return "STATE_SERVER_KILL";
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default: return "<unknown>";
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}
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}
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