#include <string.h>\r
#include "src/lib/16_head.h"\r
#include "src/lib/16_timer.h"\r
-#include "src/lib/bitmap.h"\r
-#include "src/lib/planar.h"\r
+#ifdef __WATCOMC__ //borland C BCEXMM.EXE\r
#include "src/lib/16_dbg.h"\r
-\r
-#ifdef __DEBUG__\r
-//#define __DEBUG_InputMgr__\r
-#endif\r
-\r
-#ifdef __DEBUG_InputMgr__\r
-//#define TESTKEYIN\r
-//#define TESTCONTROLNOISY\r
+#include "src/lib/16_sprit.h"\r
+#include "src/lib/16_enti.h"\r
+//#include "src/lib/bitmap.h" //old format\r
#endif\r
\r
-extern boolean testkeyin,testcontrolnoisy,testctrltype;\r
-\r
//if else for gfxtesting and direction\r
//player[pn].d == 2 ||\r
//player[pn].d != 2 ||\r
#define JoyScaleShift 8\r
#define MaxJoyValue 5000\r
\r
-#define MaxPlayers 4\r
+#define MaxPlayers 2//futre plans for multiple playable charaters and being able to alternate\r
#define MaxKbds 2\r
#define MaxJoys 2\r
#define MaxPads 2\r
//0000 planar_buf_t huge *data; //supposively the sprite sheet data\r
// planar_buf_t data; //supposively the sprite sheet data\r
////0000----\r
- bitmap_t huge *data; //supposively the sprite sheet data\r
+#ifdef __WATCOMC__\r
+ struct sprite *spri; //supposively the sprite sheet data\r
+ memptr gr;\r
+ entity_t *ent;\r
+#endif\r
+ bitmap_t *data; //supposively the sprite sheet data//old format\r
sword hp; //hitpoints of the player\r
int persist_aniframe; /* gonna be increased to 1 before being used, so 0 is ok for default */\r
CursorInfo info;\r
ControlType Controls;\r
+ int dx, dy, delta; //TODO: what is this? ^^\r
} player_t;\r
\r
/*\r