/* 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
 *
 *  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.
enum
{
   ev_keydown,
   ev_keyup,
   ev_mouse,
   ev_joystick,
   ev_scroll
};
typedef unsigned 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;


enum
{
   ga_nothing,
   ga_loadlevel,
   ga_newgame,
   ga_loadgame,
   ga_savegame,
   ga_playdemo,
   ga_completed,
   ga_victory,
   ga_worlddone,
};
typedef unsigned gameaction_t;



//
// Button/action code definitions.
//
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,

};
typedef unsigned buttoncode_t;


//
// GLOBAL VARIABLES
//
#define MAXEVENTS               64

extern event_t   events[MAXEVENTS];
extern int       eventhead;
extern int       eventtail;

extern gameaction_t gameaction;

#endif
