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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 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
25 * 02111-1307, USA.
26 *
27 * DESCRIPTION:
28 * Event information structures.
29 *
30 *-----------------------------------------------------------------------------*/
31
32
33#ifndef __D_EVENT__
34#define __D_EVENT__
35
36
37#include "doomtype.h"
38
39
40//
41// Event handling.
42//
43
44// Input event types.
45typedef enum
46{
47 ev_keydown,
48 ev_keyup,
49 ev_mouse,
50 ev_joystick
51} evtype_t;
52
53// Event structure.
54typedef struct
55{
56 evtype_t type;
57 int data1; // keys / mouse/joystick buttons
58 int data2; // mouse/joystick x move
59 int data3; // mouse/joystick y move
60} event_t;
61
62
63typedef enum
64{
65 ga_nothing,
66 ga_loadlevel,
67 ga_newgame,
68 ga_loadgame,
69 ga_savegame,
70 ga_playdemo,
71 ga_completed,
72 ga_victory,
73 ga_worlddone,
74} gameaction_t;
75
76
77
78//
79// Button/action code definitions.
80//
81typedef enum
82{
83 // Press "Fire".
84 BT_ATTACK = 1,
85
86 // Use button, to open doors, activate switches.
87 BT_USE = 2,
88
89 // Flag: game events, not really buttons.
90 BT_SPECIAL = 128,
91 BT_SPECIALMASK = 3,
92
93 // Flag, weapon change pending.
94 // If true, the next 4 bits hold weapon num.
95 BT_CHANGE = 4,
96
97 // The 4bit weapon mask and shift, convenience.
98 //BT_WEAPONMASK = (8+16+32),
99 BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
100 BT_WEAPONSHIFT = 3,
101
102 // Special events
103 BTS_LOADGAME = 0, // Loads a game
104 // Pause the game.
105 BTS_PAUSE = 1,
106 // Save the game at each console.
107 BTS_SAVEGAME = 2,
108 BTS_RESTARTLEVEL= 3, // Restarts the current level
109
110 // Savegame slot numbers occupy the second byte of buttons.
111 BTS_SAVEMASK = (4+8+16),
112 BTS_SAVESHIFT = 2,
113
114} buttoncode_t;
115
116
117//
118// GLOBAL VARIABLES
119//
120#define MAXEVENTS 64
121
122extern event_t events[MAXEVENTS];
123extern int eventhead;
124extern int eventtail;
125
126extern gameaction_t gameaction;
127
128#endif