1 /* Catacomb Apocalypse Source Code
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2 * Copyright (C) 1993-2014 Flat Rock Software
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4 * This program is free software; you can redistribute it and/or modify
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5 * it under the terms of the GNU General Public License as published by
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6 * the Free Software Foundation; either version 2 of the License, or
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7 * (at your option) any later version.
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9 * This program is distributed in the hope that it will be useful,
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10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 * GNU General Public License for more details.
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14 * You should have received a copy of the GNU General Public License along
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15 * with this program; if not, write to the Free Software Foundation, Inc.,
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16 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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21 // ID_IN.h - Header file for Input Manager
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23 // By Jason Blochowiak
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24 // Open Watcom port by sparky4
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31 #include "src/lib/16_head.h"
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32 #include "src/lib/16_timer.h"
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33 #ifdef __WATCOMC__ //borland C BCEXMM.EXE
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34 #include "src/lib/16_dbg.h"
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35 #include "src/lib/16_sprit.h"
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36 #include "src/lib/16_enti.h"
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37 //#include "src/lib/bitmap.h" //old format
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40 //if else for gfxtesting and direction
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41 //player[pn].d == 2 ||
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42 //player[pn].d != 2 ||
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43 #define DIRECTIONIFELSE (player[pn].info.dir == 2)
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44 //#define NDIRECTIONIFELSE (player[pn].info.dir != 2)
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46 #define KeyInt 9 // The keyboard ISR number
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48 // Stuff for the joystick
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49 #define JoyScaleMax 32768
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50 #define JoyScaleShift 8
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51 #define MaxJoyValue 5000
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53 #define MaxPlayers 2//futre plans for multiple playable charaters and being able to alternate
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57 #define NumCodes 128
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59 //typedef byte ScanCode;
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62 #define sc_Return 0x1c
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63 #define sc_Enter sc_Return
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64 #define sc_Escape 0x01
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65 #define sc_Space 0x39
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66 #define sc_BackSpace 0x0e
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69 #define sc_Control 0x1d
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70 #define sc_CapsLock 0x3a
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71 #define sc_LShift 0x2a
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72 #define sc_RShift 0x36
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73 #define sc_UpArrow 0x48
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74 #define sc_DownArrow 0x50
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75 #define sc_LeftArrow 0x4b
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76 #define sc_RightArrow 0x4d
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77 #define sc_Insert 0x52
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78 #define sc_Delete 0x53
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79 #define sc_Home 0x47
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81 #define sc_PgUp 0x49
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82 #define sc_PgDn 0x51
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135 #define key_Return 0x0d
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136 #define key_Enter key_Return
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137 #define key_Escape 0x1b
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138 #define key_Space 0x20
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139 #define key_BackSpace 0x08
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140 #define key_Tab 0x09
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141 #define key_Delete 0x7f
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143 #define key_LSuper 0x5b
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144 #define key_RSuper 0x5c
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145 #define key_Menu 0x5d
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147 // Stuff for the mouse
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152 #define MouseInt 0x33
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155 demo_Off,demo_Record,demo_Playback,demo_PlayDone
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158 //moved to 16_tdef.h
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160 //ctrl_None, // MDM (GAMERS EDGE) - added
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162 ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,
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164 ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,
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168 motion_Left = -1,motion_Up = -1,
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170 motion_Right = 1,motion_Down = 1
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173 dir_North,//dir_NorthEast,
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174 dir_West,//dir_Nortinest,
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176 dir_East,//,dir_SouthEast,
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177 dir_South,//dir_Soutinest,
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180 boolean near button0,button1,button2,button3;
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182 Motion near xaxis,yaxis;
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183 Direction near dir;
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187 ScanCode near button0,button1,
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199 word near joyMinX,joyMinY,
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200 threshMinX,threshMinY,
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201 threshMaxX,threshMaxY,
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203 joyMultXL,joyMultYL,
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204 joyMultXH,joyMultYH;
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209 int x; //player exact position on the viewable map
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210 int y; //player exact position on the viewable map
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211 int tx; //player tile position on the viewable map
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212 int ty; //player tile position on the viewable map
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213 int triggerx; //player's trigger box tile position on the viewable map
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214 int triggery; //player's trigger box tile position on the viewable map
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215 int sheetsetx; //NOT USED YET! player sprite sheet set on the image x
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216 int sheetsety; //NOT USED YET! player sprite sheet set on the image y
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217 byte d; //direction to render sprite!! wwww
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218 byte q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www
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219 byte near pdir; //previous direction~
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220 word speed; //player speed!
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221 word spt; //speed per tile
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223 struct sprite *spri; //supposively the sprite sheet data
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227 bitmap_t *data; //supposively the sprite sheet data//old format
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229 sword hp; //hitpoints of the player
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230 int persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default
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232 ControlType Controls;
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234 int dx, dy, delta; //TODO: what is this? ^^
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238 =============================================================================
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242 =============================================================================
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244 /*extern struct inconfig
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246 boolean MousePresent;
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247 boolean JoysPresent[MaxJoys];
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248 boolean Keyboard[NumCodes];
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253 KeyboardDef KbdDefs[MaxKbds];
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254 JoystickDef JoyDefs[MaxJoys];
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258 static Demo DemoMode = demo_Off;
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259 static byte /*_seg*/ *DemoBuffer;
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260 static word DemoOffset,DemoSize;
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263 // Internal routines
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264 extern void interrupt INL_KeyService();
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265 extern void Mouse(int x);
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266 //static void INL_GetMouseDelta(int *x,int *y);
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267 //static word INL_GetMouseButtons(void);
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268 extern void IN_GetJoyAbs(word joy,word *xp,word *yp);
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269 //static void INL_GetJoyDelta(word joy,int *dx,int *dy,boolean adaptive);
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270 //static word INL_GetJoyButtons(word joy);
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271 extern word IN_GetJoyButtonsDB(word joy);
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272 //static void INL_StartKbd(void);
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273 //static void INL_ShutKbd(void);
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274 //static boolean INL_StartMouse(void);
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275 //static void INL_ShutMouse(void);
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276 //static void INL_SetJoyScale(word joy);
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277 extern void IN_SetupJoy(word joy,word minx,word maxx,word miny,word maxy);
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278 //static boolean INL_StartJoy(word joy);
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279 //static void INL_ShutJoy(word joy);
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280 extern void IN_Startup();
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281 extern void IN_Default(boolean gotit,player_t *player,ControlType nt);
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282 extern void IN_Shutdown();
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283 extern void IN_SetKeyHook(void (*hook)());
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284 extern void IN_ClearKeysDown();
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285 //static void INL_AdjustCursor(CursorInfo *info,word buttons,int dx,int dy);
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286 extern void IN_ReadCursor(CursorInfo *info);
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287 extern void near IN_ReadControl(word pn, player_t *player);
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288 extern void IN_SetControlType(word pn,player_t *player,ControlType type);
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290 extern boolean IN_StartDemoRecord(word bufsize);
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291 extern void IN_StartDemoPlayback(byte /*__segment*/ *buffer,word bufsize);
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292 extern void IN_StopDemo(void);
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293 extern void IN_FreeDemoBuffer(void);
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295 extern byte *IN_GetScanName(ScanCode scan);
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296 extern ScanCode IN_WaitForKey();
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297 extern char IN_WaitForASCII();
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298 extern void IN_AckBack();
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299 extern void IN_Ack();
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300 extern boolean IN_IsUserInput();
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301 extern boolean IN_UserInput(dword delay,boolean clear);
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302 extern boolean IN_KeyDown(byte code);
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303 extern void IN_ClearKey(byte code);
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304 extern boolean IN_qb(byte kee);
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