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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
34
35#ifndef __D_EVENT__
36#define __D_EVENT__
37
38
39#include "doomtype.h"
40
41
42//
43// Event handling.
44//
45
46// Input event types.
47typedef enum
48{
49 ev_keydown,
50 ev_keyup,
51 ev_mouse,
52 ev_joystick
53} evtype_t;
54
55// Event structure.
56typedef struct
57{
58 evtype_t type;
59 int data1; // keys / mouse/joystick buttons
60 int data2; // mouse/joystick x move
61 int data3; // mouse/joystick y move
62} event_t;
63
64
65typedef enum
66{
67 ga_nothing,
68 ga_loadlevel,
69 ga_newgame,
70 ga_loadgame,
71 ga_savegame,
72 ga_playdemo,
73 ga_completed,
74 ga_victory,
75 ga_worlddone,
76} gameaction_t;
77
78
79
80//
81// Button/action code definitions.
82//
83typedef enum
84{
85 // Press "Fire".
86 BT_ATTACK = 1,
87
88 // Use button, to open doors, activate switches.
89 BT_USE = 2,
90
91 // Flag: game events, not really buttons.
92 BT_SPECIAL = 128,
93 BT_SPECIALMASK = 3,
94
95 // Flag, weapon change pending.
96 // If true, the next 4 bits hold weapon num.
97 BT_CHANGE = 4,
98
99 // The 4bit weapon mask and shift, convenience.
100//BT_WEAPONMASK = (8+16+32),
101 BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
102 BT_WEAPONSHIFT = 3,
103
104 // Special events
105 BTS_LOADGAME = 0, // Loads a game
106 // Pause the game.
107 BTS_PAUSE = 1,
108 // Save the game at each console.
109 BTS_SAVEGAME = 2,
110 BTS_RESTARTLEVEL= 3, // Restarts the current level
111
112 // Savegame slot numbers occupy the second byte of buttons.
113 BTS_SAVEMASK = (4+8+16),
114 BTS_SAVESHIFT = 2,
115
116} buttoncode_t;
117
118
119//
120// GLOBAL VARIABLES
121//
122
123extern gameaction_t gameaction;
124
125#endif