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d_event.pas
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//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2022 by Jim Valavanis
//
// 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.
//
//------------------------------------------------------------------------------
// E-Mail: jimmyvalavanis@yahoo.gr
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit d_event;
interface
//
// Event handling.
//
// Input event types.
type
evtype_t = (ev_keydown, ev_keyup, ev_mouse, ev_joystick);
// Event structure.
// keys / mouse/joystick buttons
// mouse/joystick x move
// mouse/joystick y move
event_t = record
_type: evtype_t;
data1: integer;
data2: integer;
data3: integer;
end;
Pevent_t = ^event_t;
gameaction_t = (ga_nothing, ga_loadlevel, ga_newgame, ga_loadgame,
ga_savegame, ga_playdemo, ga_completed,
ga_victory, ga_worlddone, ga_screenshot);
//
// Button/action code definitions.
//
// Press "Fire".
// Use button, to open doors, activate switches.
// Flag: game events, not really buttons.
// Flag, weapon change pending.
// If true, the next 3 bits hold weapon num.
// The 3bit weapon mask and shift, convenience.
// Pause the game.
// Save the game at each console.
// Savegame slot numbers
// occupy the second byte of buttons.
const
// 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;
// Commands Actions
const
CM_SAVEGAME = 1;
//
// GLOBAL VARIABLES
//
const
MAXEVENTS = 256;
const
NUMJOYBUTTONS = 12;
var
//
// EVENT HANDLING
//
// Events are asynchronous inputs generally generated by the game user.
// Events can be discarded if no responder claims them
//
events: array[0..MAXEVENTS - 1] of event_t;
eventhead: integer;
eventtail: integer;
implementation
end.