d_event.h 2.9 KB

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  1. /* Emacs style mode select -*- C++ -*-
  2. *-----------------------------------------------------------------------------
  3. *
  4. *
  5. * PrBoom: a Doom port merged with LxDoom and LSDLDoom
  6. * based on BOOM, a modified and improved DOOM engine
  7. * Copyright (C) 1999 by
  8. * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
  9. * Copyright (C) 1999-2000 by
  10. * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
  11. * Copyright 2005, 2006 by
  12. * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
  13. *
  14. * This program is free software; you can redistribute it and/or
  15. * modify it under the terms of the GNU General Public License
  16. * as published by the Free Software Foundation; either version 2
  17. * of the License, or (at your option) any later version.
  18. *
  19. * This program is distributed in the hope that it will be useful,
  20. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  21. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  22. * GNU General Public License for more details.
  23. *
  24. * You should have received a copy of the GNU General Public License
  25. * along with this program; if not, write to the Free Software
  26. * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
  27. * 02111-1307, USA.
  28. *
  29. * DESCRIPTION:
  30. * Event information structures.
  31. *
  32. *-----------------------------------------------------------------------------*/
  33. #ifndef __D_EVENT__
  34. #define __D_EVENT__
  35. #include "doomtype.h"
  36. //
  37. // Event handling.
  38. //
  39. // Input event types.
  40. typedef enum
  41. {
  42. ev_keydown,
  43. ev_keyup,
  44. ev_mouse,
  45. ev_joystick
  46. } evtype_t;
  47. // Event structure.
  48. typedef struct
  49. {
  50. evtype_t type;
  51. int data1; // keys / mouse/joystick buttons
  52. int data2; // mouse/joystick x move
  53. int data3; // mouse/joystick y move
  54. } event_t;
  55. typedef enum
  56. {
  57. ga_nothing,
  58. ga_loadlevel,
  59. ga_newgame,
  60. ga_loadgame,
  61. ga_savegame,
  62. ga_playdemo,
  63. ga_completed,
  64. ga_victory,
  65. ga_worlddone,
  66. } gameaction_t;
  67. //
  68. // Button/action code definitions.
  69. //
  70. typedef enum
  71. {
  72. // Press "Fire".
  73. BT_ATTACK = 1,
  74. // Use button, to open doors, activate switches.
  75. BT_USE = 2,
  76. // Flag: game events, not really buttons.
  77. BT_SPECIAL = 128,
  78. BT_SPECIALMASK = 3,
  79. // Flag, weapon change pending.
  80. // If true, the next 4 bits hold weapon num.
  81. BT_CHANGE = 4,
  82. // The 4bit weapon mask and shift, convenience.
  83. //BT_WEAPONMASK = (8+16+32),
  84. BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
  85. BT_WEAPONSHIFT = 3,
  86. // Special events
  87. BTS_LOADGAME = 0, // Loads a game
  88. // Pause the game.
  89. BTS_PAUSE = 1,
  90. // Save the game at each console.
  91. BTS_SAVEGAME = 2,
  92. BTS_RESTARTLEVEL= 3, // Restarts the current level
  93. // Savegame slot numbers occupy the second byte of buttons.
  94. BTS_SAVEMASK = (4+8+16),
  95. BTS_SAVESHIFT = 2,
  96. } buttoncode_t;
  97. //
  98. // GLOBAL VARIABLES
  99. //
  100. extern gameaction_t gameaction;
  101. #endif