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126 lines
2.9 KiB
C
126 lines
2.9 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Event information structures.
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*
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*-----------------------------------------------------------------------------*/
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#ifndef __D_EVENT__
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#define __D_EVENT__
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#include "doomtype.h"
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//
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// Event handling.
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//
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// Input event types.
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typedef enum
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{
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ev_keydown,
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ev_keyup,
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ev_mouse,
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ev_joystick
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} evtype_t;
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// Event structure.
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typedef struct
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{
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evtype_t type;
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int data1; // keys / mouse/joystick buttons
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int data2; // mouse/joystick x move
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int data3; // mouse/joystick y move
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} event_t;
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typedef enum
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{
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ga_nothing,
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ga_loadlevel,
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ga_newgame,
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ga_loadgame,
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ga_savegame,
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ga_playdemo,
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ga_completed,
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ga_victory,
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ga_worlddone,
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} gameaction_t;
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//
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// Button/action code definitions.
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//
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typedef enum
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{
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// Press "Fire".
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BT_ATTACK = 1,
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// Use button, to open doors, activate switches.
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BT_USE = 2,
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// Flag: game events, not really buttons.
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BT_SPECIAL = 128,
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BT_SPECIALMASK = 3,
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// Flag, weapon change pending.
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// If true, the next 4 bits hold weapon num.
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BT_CHANGE = 4,
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// The 4bit weapon mask and shift, convenience.
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//BT_WEAPONMASK = (8+16+32),
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BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
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BT_WEAPONSHIFT = 3,
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// Special events
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BTS_LOADGAME = 0, // Loads a game
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// Pause the game.
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BTS_PAUSE = 1,
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// Save the game at each console.
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BTS_SAVEGAME = 2,
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BTS_RESTARTLEVEL= 3, // Restarts the current level
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// Savegame slot numbers occupy the second byte of buttons.
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BTS_SAVEMASK = (4+8+16),
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BTS_SAVESHIFT = 2,
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} buttoncode_t;
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//
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// GLOBAL VARIABLES
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//
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extern gameaction_t gameaction;
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#endif
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