d_event.h 2.8 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. } evtype_t;
  45. // Event structure.
  46. typedef struct
  47. {
  48. evtype_t type;
  49. int data1; // keys / mouse/joystick buttons
  50. int data2; // mouse/joystick x move
  51. int data3; // mouse/joystick y move
  52. } event_t;
  53. typedef enum
  54. {
  55. ga_nothing,
  56. ga_loadlevel,
  57. ga_newgame,
  58. ga_loadgame,
  59. ga_savegame,
  60. ga_playdemo,
  61. ga_completed,
  62. ga_victory,
  63. ga_worlddone,
  64. } gameaction_t;
  65. //
  66. // Button/action code definitions.
  67. //
  68. typedef enum
  69. {
  70. // Press "Fire".
  71. BT_ATTACK = 1,
  72. // Use button, to open doors, activate switches.
  73. BT_USE = 2,
  74. // Flag: game events, not really buttons.
  75. BT_SPECIAL = 128,
  76. BT_SPECIALMASK = 3,
  77. // Flag, weapon change pending.
  78. // If true, the next 4 bits hold weapon num.
  79. BT_CHANGE = 4,
  80. // The 4bit weapon mask and shift, convenience.
  81. //BT_WEAPONMASK = (8+16+32),
  82. BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
  83. BT_WEAPONSHIFT = 3,
  84. // Special events
  85. BTS_LOADGAME = 0, // Loads a game
  86. // Pause the game.
  87. BTS_PAUSE = 1,
  88. // Save the game at each console.
  89. BTS_SAVEGAME = 2,
  90. BTS_RESTARTLEVEL= 3, // Restarts the current level
  91. // Savegame slot numbers occupy the second byte of buttons.
  92. BTS_SAVEMASK = (4+8+16),
  93. BTS_SAVESHIFT = 2,
  94. } buttoncode_t;
  95. #endif