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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * This program 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.
- *
- * This program 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 this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * DESCRIPTION:
- * Event information structures.
- *
- *-----------------------------------------------------------------------------*/
- #ifndef __D_EVENT__
- #define __D_EVENT__
- #include "doomtype.h"
- //
- // Event handling.
- //
- // Input event types.
- typedef enum
- {
- ev_keydown,
- ev_keyup,
- ev_mouse,
- ev_joystick
- } evtype_t;
- // Event structure.
- typedef struct
- {
- evtype_t type;
- int data1; // keys / mouse/joystick buttons
- int data2; // mouse/joystick x move
- int data3; // mouse/joystick y move
- } event_t;
- typedef enum
- {
- ga_nothing,
- ga_loadlevel,
- ga_newgame,
- ga_loadgame,
- ga_savegame,
- ga_playdemo,
- ga_completed,
- ga_victory,
- ga_worlddone,
- } gameaction_t;
- //
- // Button/action code definitions.
- //
- typedef enum
- {
- // Press "Fire".
- BT_ATTACK = 1,
- // Use button, to open doors, activate switches.
- BT_USE = 2,
- // Flag: game events, not really buttons.
- BT_SPECIAL = 128,
- BT_SPECIALMASK = 3,
- // Flag, weapon change pending.
- // If true, the next 4 bits hold weapon num.
- BT_CHANGE = 4,
- // The 4bit weapon mask and shift, convenience.
- //BT_WEAPONMASK = (8+16+32),
- BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
- BT_WEAPONSHIFT = 3,
- // Special events
- BTS_LOADGAME = 0, // Loads a game
- // Pause the game.
- BTS_PAUSE = 1,
- // Save the game at each console.
- BTS_SAVEGAME = 2,
- BTS_RESTARTLEVEL= 3, // Restarts the current level
- // Savegame slot numbers occupy the second byte of buttons.
- BTS_SAVEMASK = (4+8+16),
- BTS_SAVESHIFT = 2,
- } buttoncode_t;
- //
- // GLOBAL VARIABLES
- //
- extern gameaction_t gameaction;
- #endif
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