\r
#include "src/lib/16_in.h"\r
\r
-byte testkeyin=0,testcontrolnoisy=0;\r
+boolean testkeyin=0,testcontrolnoisy=0;\r
\r
/*\r
=============================================================================\r
{\r
boolean MousePresent;\r
boolean JoysPresent[MaxJoys];\r
- boolean JoyPadPresent[MaxPads];\r
boolean Keyboard[NumCodes];\r
boolean Paused;\r
char LastASCII;\r
\r
KeyboardDef KbdDefs[MaxKbds];\r
JoystickDef JoyDefs[MaxJoys];\r
- JoypadDef JoypadDefs[MaxPads];\r
} inpu;\r
\r
//extern inconfig inpu;\r
if (INL_KeyHook && !special)\r
INL_KeyHook();\r
//#ifdef TESTKEYIN\r
- if(testkeyin > 0) printf("%c [0x%x %u] %u\n", c, k, k, inpu.Keyboard[k]);\r
+ if(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
inpu.JoysPresent[i] = checkjoys? INL_StartJoy(i) : false;\r
\r
inst.IN_Started = true;\r
+\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
|| ((nt == ctrl_Joystick1) && !inpu.JoysPresent[0])\r
|| ((nt == ctrl_Joystick2) && !inpu.JoysPresent[1])\r
|| ((nt == ctrl_Mouse) && !inpu.MousePresent)\r
- || ((nt == ctrl_Joypad1) && !inpu.JoyPadPresent[0])\r
- || ((nt == ctrl_Joypad2) && !inpu.JoyPadPresent[1])\r
)\r
nt = ctrl_Keyboard1;\r
inpu.KbdDefs[0].button0 = 0x1c;\r
Motion mx,my;\r
ControlType type;\r
sword conpee;\r
+ byte dir=DirTable[2];\r
register KeyboardDef *def;\r
\r
dx = dy = 0;\r
mx = motion_Left,my = motion_Down;\r
else if (Keyboard[def->downright])\r
mx = motion_Right,my = motion_Down;*/\r
- if(DIRECTIONIFELSEGFXTEST)\r
+//TODO: make this into a function that the joystick AND keyboard can use wwww\r
+ if(DIRECTIONIFELSE)//(player[pn].info.dir == 2)\r
{\r
-// if(!inpu.Keyboard[def->left] && !inpu.Keyboard[def->right]){\r
+ if(!inpu.Keyboard[def->left] && !inpu.Keyboard[def->right]){\r
if((inpu.Keyboard[def->up] && !inpu.Keyboard[def->down]))\r
- {\r
my = motion_Up;\r
- }\r
if((inpu.Keyboard[def->down] && !inpu.Keyboard[def->up]))\r
- {\r
my = motion_Down;\r
- }\r
-// }else if(!inpu.Keyboard[def->up] && !inpu.Keyboard[def->down]){\r
+ }else if(!inpu.Keyboard[def->up] && !inpu.Keyboard[def->down]){\r
if((inpu.Keyboard[def->left] && !inpu.Keyboard[def->right]))\r
- {\r
mx = motion_Left;\r
- }\r
- if((inpu.Keyboard[def->right] && !inpu.Keyboard[def->left]))// || player[pn].pdir != 1)\r
- {\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
+ {\r
+ case 0:\r
+ case 4:\r
+ if((inpu.Keyboard[def->left] && !inpu.Keyboard[def->right])){ dir = DirTable[1]; }//mx = motion_Left; }\r
+ else if((inpu.Keyboard[def->right] && !inpu.Keyboard[def->left])){ dir = DirTable[3]; }//mx = motion_Right; }\r
+ break;\r
+ case 1:\r
+ case 3:\r
+ if((inpu.Keyboard[def->up] && !inpu.Keyboard[def->down])){ dir = DirTable[0]; }//my = motion_Up; }\r
+ else if((inpu.Keyboard[def->down] && !inpu.Keyboard[def->up])){ dir = DirTable[4]; }//my = motion_Down; }\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
+ //if(testcontrolnoisy > 0){ printf("dir=%c ", dirchar(dir)); printf("pdir=%c ", dirchar(player[pn].pdir)); }\r
}\r
}\r
//input from player\r
buttons = INL_GetMouseButtons();\r
realdelta = true;\r
break;\r
- case ctrl_Joypad1:\r
- case ctrl_Joypad2:\r
- printf("wwww");\r
- break;\r
}\r
#ifdef DEMO0\r
}\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
- conpee=(((my + 1) * 2) + (mx + 1))-1; //if(conpee) conpee--;\r
+ conpee=(((my + 1) * 2) + (mx + 1))-1;\r
player[pn].info.dir = DirTable[conpee];\r
\r
- //TODO: overwriting direction must be added\r
if(DirTable[conpee]!=2) player[pn].pdir=DirTable[conpee];\r
- if(player[pn].q==1 && (mx!=motion_None || my!=motion_None))\r
+ if(player[pn].q==1 &&( dir!=2 || (mx!=motion_None || my!=motion_None)))\r
{\r
- player[pn].d = player[pn].info.dir;\r
+ if(dir==2) player[pn].d = player[pn].info.dir;\r
+ else player[pn].d = DirTable[dir];\r
}\r
\r
#if DEMO0\r
}\r
}\r
#endif\r
-//#ifdef TESTCONTROLNOISY\r
if(testcontrolnoisy > 0)\r
-if((inpu.Keyboard[def->up] || inpu.Keyboard[def->down] || inpu.Keyboard[def->left] || inpu.Keyboard[def->right]) || player[pn].q>1)\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
{\r
- printf("q=%d ", player[pn].q);\r
- printf("cpee=%c ", dirchar(conpee));\r
- //printf("(mx)=%d ", mx);\r
- //printf("(my)=%d ", my);\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("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
- printf("%c%d %c%d %c%d %c%d\n", 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
+ /*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("\n");\r
}\r
-//#endif\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\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
+{\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
+}\r