/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom: a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * Copyright 2005, 2006 by * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko * * This program 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 2 * of the License, or (at your option) any later version. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Event information structures. * *-----------------------------------------------------------------------------*/ #ifndef __D_EVENT__ #define __D_EVENT__ #include "doomtype.h" // // Event handling. // // Input event types. typedef enum { ev_keydown, ev_keyup, ev_mouse, ev_joystick } 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, } 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 4 bits hold weapon num. BT_CHANGE = 4, // The 4bit weapon mask and shift, convenience. //BT_WEAPONMASK = (8+16+32), BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares BT_WEAPONSHIFT = 3, // Special events BTS_LOADGAME = 0, // Loads a game // Pause the game. BTS_PAUSE = 1, // Save the game at each console. BTS_SAVEGAME = 2, BTS_RESTARTLEVEL= 3, // Restarts the current level // Savegame slot numbers occupy the second byte of buttons. BTS_SAVEMASK = (4+8+16), BTS_SAVESHIFT = 2, } buttoncode_t; // // GLOBAL VARIABLES // extern gameaction_t gameaction; #endif