doom3-bfg/doomclassic/doom/d_event.h
2012-11-26 12:58:24 -06:00

125 lines
3.1 KiB
C

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __D_EVENT__
#define __D_EVENT__
#include "doomtype.h"
//
// Event handling.
//
// Input event types.
typedef enum
{
ev_keydown,
ev_keyup,
ev_mouse,
ev_joystick,
ev_none,
} 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,
ga_screenshot
} 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 3 bits hold weapon num.
BT_CHANGE = 4,
// The 3bit weapon mask and shift, convenience.
BT_WEAPONMASK = (8+16+32),
BT_WEAPONSHIFT = 3,
// Pause the game.
BTS_PAUSE = 1,
// Save the game at each console.
BTS_SAVEGAME = 2,
// Savegame slot numbers
// occupy the second byte of buttons.
BTS_SAVEMASK = (4+8+16),
BTS_SAVESHIFT = 2,
} buttoncode_t;
//
// GLOBAL VARIABLES
//
#define MAXEVENTS 64
extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;
extern gameaction_t gameaction;
#endif