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106 lines
2 KiB
C
106 lines
2 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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//
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_EVENT_H__
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#define __D_EVENT_H__
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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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enum EGenericEvent
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{
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EV_None,
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EV_KeyDown, // data1: scan code, data2: Qwerty ASCII code
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EV_KeyUp, // same
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EV_Mouse, // x, y: mouse movement deltas
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EV_GUI_Event // subtype specifies actual event
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};
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// Event structure.
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struct event_t
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{
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BYTE type;
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BYTE subtype;
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SWORD data1; // keys / mouse/joystick buttons
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SWORD data2;
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SWORD data3;
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int x; // mouse/joystick x move
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int y; // mouse/joystick y move
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};
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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_newgame2,
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ga_loadgame,
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ga_savegame,
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ga_autosave,
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ga_playdemo,
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ga_completed,
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ga_slideshow,
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ga_worlddone,
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ga_screenshot,
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ga_togglemap,
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ga_fullconsole,
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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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BT_ATTACK = 1, // Press "Fire".
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BT_USE = 2, // Use button, to open doors, activate switches.
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BT_JUMP = 4,
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BT_DUCK = 8, // Unimplemented
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BT_TURN180 = 16,
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BT_ALTATTACK = 32, // Press your other "Fire".
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} buttoncode_t;
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#define IMP_WEAPONSLOT
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//
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// GLOBAL VARIABLES
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//
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#define MAXEVENTS 128
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extern event_t events[MAXEVENTS];
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extern int eventhead;
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extern int eventtail;
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extern gameaction_t gameaction;
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#endif
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