\r
#include "src/lib/16_in.h"\r
\r
-boolean testkeyin=0,testcontrolnoisy=0;\r
+#ifdef __DEBUG_InputMgr__\r
+boolean dbg_testkeyin=0,dbg_testcontrolnoisy=0;\r
+#endif\r
\r
/*\r
=============================================================================\r
*/\r
struct inconfig\r
{\r
- boolean MousePresent;\r
- boolean JoysPresent[MaxJoys];\r
+ boolean MousePresent;\r
+ boolean JoysPresent[MaxJoys];\r
boolean Keyboard[NumCodes];\r
boolean Paused;\r
char LastASCII;\r
#endif\r
\r
// Internal routines\r
+\r
///////////////////////////////////////////////////////////////////////////\r
//\r
// INL_KeyService() - Handles a keyboard interrupt (key up/down)\r
\r
if (INL_KeyHook && !special)\r
INL_KeyHook();\r
-//#ifdef TESTKEYIN\r
- if(testkeyin > 0) printf("%c %u [0x%x %u] %u\n", c, c, k, k, inpu.Keyboard[k]);\r
-//endif\r
+#ifdef __DEBUG_InputMgr__\r
+ if(dbg_testkeyin > 0) printf("%c %u [0x%x %u] %u\n", c, c, k, k, inpu.Keyboard[k]);\r
+#endif\r
outp(0x20,0x20);\r
}\r
\r
void\r
Mouse(int x)\r
{\r
- union REGS CPURegs;\r
- x = CPURegs.x.ax;\r
- int86(MouseInt,&CPURegs,&CPURegs);\r
+ //union REGS CPURegs;\r
+ //x = CPURegs.x.ax;\r
+ __asm {\r
+ mov ax,x\r
+ int MouseInt\r
+ }\r
+ //int86(MouseInt,&CPURegs,&CPURegs);\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
yb = 1 << ys;\r
\r
// Read the absolute joystick values\r
- __asm\r
- {\r
+ __asm {\r
pushf // Save some registers\r
push si\r
push di\r
\r
push bp // Don't mess up stack frame\r
mov bp,MaxJoyValue\r
-\r
+#ifdef __BORLANDC__\r
+ }\r
+#endif\r
loo:\r
+#ifdef __BORLANDC__\r
+ __asm {\r
+#endif\r
in al,dx // Get bits indicating whether all are finished\r
\r
dec bp // Check bounding register\r
\r
add cl,bl\r
jnz loo // If both bits were 0, drop out\r
-\r
+#ifdef __BORLANDC__\r
+ }\r
+#endif\r
done:\r
+#ifdef __BORLANDC__\r
+ __asm {\r
+#endif\r
pop bp\r
\r
mov cl,[xs] // Get the number of bits to shift\r
IN_ClearKeysDown();\r
\r
OldKeyVect = _dos_getvect(KeyInt);\r
- _dos_setvect(KeyInt,INL_KeyService);\r
+ //_dos_setvect(KeyInt,INL_KeyService);\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
\r
checkjoys = true;\r
checkmouse = true;\r
- for (i = 1;i < __argc;i++)\r
+ for (i = 1;i < _argc;i++)\r
{\r
- switch (US_CheckParm(__argv[i],ParmStringsIN))\r
+ switch (US_CheckParm(_argv[i],ParmStringsIN))\r
{\r
case 0:\r
checkjoys = false;\r
//in.KbdDefs[0].downleft = 0x4f;\r
inpu.KbdDefs[0].down = 0x50;\r
//in.KbdDefs[0].downright = 0x51;\r
- IN_SetControlType(0,player,nt);\r
- for(i=0; i>MaxPlayers;i++)\r
- player[i].d=2;\r
+ IN_SetControlType(player,nt);\r
+ player->d=2;\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
//\r
///////////////////////////////////////////////////////////////////////////\r
void near\r
-IN_ReadControl(int pn,player_t *player)\r
+IN_ReadControl(player_t *player)\r
{\r
boolean realdelta;\r
byte dbyte;\r
else\r
{\r
#endif\r
- switch (type = player[pn].Controls)\r
+ switch (type = player->Controls)\r
{\r
case ctrl_Keyboard1:\r
case ctrl_Keyboard2:\r
else if (Keyboard[def->downright])\r
mx = motion_Right,my = motion_Down;*/\r
//TODO: make this into a function that the joystick AND keyboard can use wwww\r
- if(DIRECTIONIFELSE)//(player[pn].info.dir == 2)\r
+ if(DIRECTIONIFELSE)//(player->info.dir == 2)\r
{\r
if(!inpu.Keyboard[def->left] && !inpu.Keyboard[def->right]){\r
if((inpu.Keyboard[def->up] && !inpu.Keyboard[def->down]))\r
if((inpu.Keyboard[def->right] && !inpu.Keyboard[def->left]))\r
mx = motion_Right;\r
}else{ //2 keys pressed\r
- switch (player[pn].pdir)\r
+ switch (player->pdir)\r
{\r
case 0:\r
case 4:\r
default:\r
break;\r
}\r
- //if(testcontrolnoisy > 0){ printf("dir=%c ", dirchar(dir)); printf("pdir=%c ", dirchar(player[pn].pdir)); }\r
+#ifdef __DEBUG_InputMgr__\r
+ //if(dbg_testcontrolnoisy > 0){ printf("dir=%c ", dirchar(dir)); printf("pdir=%c ", dirchar(player->pdir)); }\r
+#endif\r
}\r
}\r
//input from player\r
dy = my;// * 127;\r
}\r
\r
- player[pn].info.x = dx;\r
- player[pn].info.xaxis = mx;\r
- player[pn].info.y = dy;\r
- player[pn].info.yaxis = my;\r
- player[pn].info.button0 = buttons & (1 << 0);\r
- player[pn].info.button1 = buttons & (1 << 1);\r
- player[pn].info.button2 = buttons & (1 << 2);\r
- player[pn].info.button3 = buttons & (1 << 3);\r
-// player[pn].info.dir = DirTable[((my + 1) * 3) + (mx + 1)];\r
+ player->info.x = dx;\r
+ player->info.xaxis = mx;\r
+ player->info.y = dy;\r
+ player->info.yaxis = my;\r
+ player->info.button0 = buttons & (1 << 0);\r
+ player->info.button1 = buttons & (1 << 1);\r
+ player->info.button2 = buttons & (1 << 2);\r
+ player->info.button3 = buttons & (1 << 3);\r
+// player->info.dir = DirTable[((my + 1) * 3) + (mx + 1)];\r
conpee=(((my + 1) * 2) + (mx + 1))-1;\r
- player[pn].info.dir = DirTable[conpee];\r
+ player->info.dir = DirTable[conpee];\r
\r
- if(DirTable[conpee]!=2) player[pn].pdir=DirTable[conpee];\r
- if(player[pn].q==1 &&( dir!=2 || (mx!=motion_None || my!=motion_None)))\r
+ if(DirTable[conpee]!=2) player->pdir=DirTable[conpee];\r
+ if(player->q==1 &&( dir!=2 || (mx!=motion_None || my!=motion_None)))\r
{\r
- if(dir==2) player[pn].d = player[pn].info.dir;\r
- else player[pn].d = DirTable[dir];\r
+ if(dir==2) player->d = player->info.dir;\r
+ else player->d = DirTable[dir];\r
}\r
\r
#if DEMO0\r
}\r
}\r
#endif\r
-if(testcontrolnoisy > 0)\r
-if(player[pn].info.dir!=2/*(inpu.Keyboard[def->up] || inpu.Keyboard[def->down] || inpu.Keyboard[def->left] || inpu.Keyboard[def->right])*/ || player[pn].q>1)\r
+#ifdef __DEBUG_InputMgr__\r
+if(dbg_testcontrolnoisy > 0)\r
+if(player->info.dir!=2/*(inpu.Keyboard[def->up] || inpu.Keyboard[def->down] || inpu.Keyboard[def->left] || inpu.Keyboard[def->right])*/ || player->q>1)\r
{\r
- //printf("b1=%u b2=%u b3=%u b4=%u ", player[pn].info.button0, player[pn].info.button1, player[pn].info.button2, player[pn].info.button3);\r
- //printf("q=%d ", player[pn].q);\r
+ //printf("b1=%u b2=%u b3=%u b4=%u ", player->info.button0, player->info.button1, player->info.button2, player->info.button3);\r
+ //printf("q=%d ", player->q);\r
//printf("cpee=%c ", dirchar(conpee));\r
- printf("pdir=%c d=%c dir=%c ", dirchar(player[pn].pdir), dirchar(player[pn].d), dirchar(player[pn].info.dir));\r
- /*if(realdelta) */printf("dx=%d dy=%d mx=%d my=%d", player[pn].info.x, player[pn].info.y, player[pn].info.xaxis, player[pn].info.yaxis);\r
- ///*else if(!realdelta) */printf("%c%d %c%d %c%d %c%d", dirchar(0), inpu.Keyboard[def->up], dirchar(4), inpu.Keyboard[def->down], dirchar(1), inpu.Keyboard[def->left], dirchar(3), inpu.Keyboard[def->right]);\r
+ printf("pdir=%c d=%c dir=%c ", dirchar(player->pdir), dirchar(player->d), dirchar(player->info.dir));\r
+ /*if(realdelta) */printf("dx=%d dy=%d mx=%d my=%d", player->info.x, player->info.y, player->info.xaxis, player->info.yaxis);\r
+ //else if(!realdelta) printf("%c%d %c%d %c%d %c%d", dirchar(0), inpu.Keyboard[def->up], dirchar(4), inpu.Keyboard[def->down], dirchar(1), inpu.Keyboard[def->left], dirchar(3), inpu.Keyboard[def->right]);\r
printf("\n");\r
}\r
+#endif\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
//\r
///////////////////////////////////////////////////////////////////////////\r
void\r
-IN_SetControlType(word pn,player_t *player,ControlType type)\r
+IN_SetControlType(player_t *player,ControlType type)\r
{\r
// DEBUG - check that requested type is present?\r
- player[pn].Controls = type;\r
+ player->Controls = type;\r
}\r
\r
#if DEMO0\r
{\r
word i;\r
\r
+ if (!inst.IN_Started)\r
+ return;\r
+\r
IN_ClearKey(inpu.LastScan);\r
inpu.LastScan = sc_None;\r
\r
\r
boolean IN_qb(byte kee)\r
{\r
-//#ifdef TESTKEYIN\r
-// if(testkeyin > 0) printf("%u\n", inpu.Keyboard[kee]);\r
-//#endif\r
+#ifdef __DEBUG_InputMgr__\r
+// if(dbg_testkeyin > 0) printf("%u\n", inpu.Keyboard[kee]);\r
+#endif\r
if(inpu.Keyboard[kee]==true) return 1;\r
else return 0;\r
}\r
\r
//init player!\r
-void IN_initplayer(player_t *player, word pn)\r
+void IN_initplayer(player_t *player)\r
{\r
- player[pn].x = player[pn].tx*TILEWH;\r
- player[pn].y = player[pn].ty*TILEWH;\r
- player[pn].triggerx = player[pn].tx;\r
- player[pn].triggery = player[pn].ty+1;\r
-/* player[0].info.x = player[0].tx;\r
- player[0].info.xaxis = player[0].tx*TILEWH;\r
- player[0].info.y = player[0].ty;\r
- player[0].info.yaxis = player[0].ty*TILEWH;*/\r
- player[pn].q=1;\r
- player[pn].d=2;\r
- player[pn].hp=4;\r
- player[pn].speed=4;\r
- player[pn].persist_aniframe=0;\r
- player[pn].spt=(TILEWH/(player[pn].speed)); //speed per tile wwww\r
+ player->x = player->tx*TILEWH;\r
+ player->y = player->ty*TILEWH;\r
+ player->triggerx = player->tx;\r
+ player->triggery = player->ty+1;\r
+ player->q=1;\r
+ player->d=2;\r
+ player->hp=4;\r
+ player->speed=4;\r
+ player->persist_aniframe=0;\r
+ player->spt=(TILEWH/(player->speed)); //speed per tile wwww\r
}\r