////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////


#if !defined(__INCLUDE_ServerStateh_INCLUDE__)
#define __INCLUDE_ServerStateh_INCLUDE__

#include <engine/GameState.h>

namespace ServerState
{
	enum ServerStateEnum
	{
		ServerStateTooFewPlayers = 1,
		ServerStateReset,
		ServerStateStarting,
		ServerStateNewGame,
		ServerStateNewGameReady,
		ServerStateNextRound,
		ServerStateNextShot,
		ServerStateNextTurn,
		ServerStatePlaying,
		ServerStateBuying,
		ServerStateShot,
		ServerStateShotReady,
		ServerStateShotFinished
	};

	enum ServerStimulusEnum
	{
		ServerStimulusNewGame = 1,
		ServerStimulusNewGameReady,
		ServerStimulusNextTurn,
		ServerStimulusNextRound,
		ServerStimulusNextShot,
		ServerStimulusPlaying,
		ServerStimulusBuying,
		ServerStimulusShot,
		ServerStimulusTooFewPlayers,
		ServerStimulusStarting
	};

	void setupStates(GameState &gameState);
};

#endif
