\r
#include "src/lib/16_in.h"\r
\r
-word testkeyin=1,testcontrolnoisy=0;\r
+byte testkeyin=0,testcontrolnoisy=0;\r
\r
/*\r
=============================================================================\r
void\r
IN_Default(boolean gotit,player_t *player,ControlType nt)\r
{\r
+ int i;\r
if\r
(\r
(!gotit)\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
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
//\r
///////////////////////////////////////////////////////////////////////////\r
void near\r
-IN_ReadControl(int playnum,player_t *player)\r
+IN_ReadControl(int pn,player_t *player)\r
{\r
boolean realdelta;\r
byte dbyte;\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
else\r
{\r
#endif\r
- switch (type = player[playnum].Controls)\r
+ switch (type = player[pn].Controls)\r
{\r
case ctrl_Keyboard1:\r
case ctrl_Keyboard2:\r
mx = motion_Left,my = motion_Down;\r
else if (Keyboard[def->downright])\r
mx = motion_Right,my = motion_Down;*/\r
+ if(DIRECTIONIFELSE)\r
+ {\r
if(!inpu.Keyboard[def->left] && !inpu.Keyboard[def->right]){\r
- if((inpu.Keyboard[def->up] && !inpu.Keyboard[def->down] && player[playnum].d == 2))// || player[playnum].info.dir == 0)\r
- my = motion_Up;\r
- if((inpu.Keyboard[def->down] && !inpu.Keyboard[def->up] && player[playnum].d == 2))// || player[playnum].info.dir == 4)\r
- my = motion_Down;\r
+ if((inpu.Keyboard[def->up] && !inpu.Keyboard[def->down]))\r
+ my = motion_Up;\r
+ if((inpu.Keyboard[def->down] && !inpu.Keyboard[def->up]))\r
+ my = motion_Down;\r
}else if(!inpu.Keyboard[def->up] && !inpu.Keyboard[def->down]){\r
- if((inpu.Keyboard[def->left] && !inpu.Keyboard[def->right] && player[playnum].d == 2))// || player[playnum].info.dir == 1)\r
- mx = motion_Left;\r
- if((inpu.Keyboard[def->right] && !inpu.Keyboard[def->left] && player[playnum].d == 2))// || player[playnum].info.dir == 3)\r
- mx = motion_Right;\r
+ if((inpu.Keyboard[def->left] && !inpu.Keyboard[def->right]))\r
+ mx = motion_Left;\r
+ if((inpu.Keyboard[def->right] && !inpu.Keyboard[def->left]))// || player[pn].pdir != 1)\r
+ mx = motion_Right;\r
+ }else\r
+ //if(mx+my!=1 && mx+my!=-1 && mx!=my!=0)\r
+ { //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];\r
+ else if((inpu.Keyboard[def->right] && !inpu.Keyboard[def->left])) dir = DirTable[3];\r
+ break;\r
+ case 1:\r
+ case 3:\r
+ if((inpu.Keyboard[def->up] && !inpu.Keyboard[def->down])) dir = DirTable[0];\r
+ else if((inpu.Keyboard[def->down] && !inpu.Keyboard[def->up])) dir = DirTable[4];\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
+ if(testcontrolnoisy > 0){ printf("dir=%c ", dirchar(dir)); printf("pdir=%c ", dirchar(player[pn].pdir)); }\r
+ }//else printf(" ");\r
}\r
//input from player\r
if (inpu.Keyboard[def->button0])\r
dy = my;// * 127;\r
}\r
\r
- player[playnum].info.x = dx;\r
- player[playnum].info.xaxis = mx;\r
- player[playnum].info.y = dy;\r
- player[playnum].info.yaxis = my;\r
- player[playnum].info.button0 = buttons & (1 << 0);\r
- player[playnum].info.button1 = buttons & (1 << 1);\r
- player[playnum].info.button2 = buttons & (1 << 2);\r
- player[playnum].info.button3 = buttons & (1 << 3);\r
-// player[playnum].info.dir = DirTable[((my + 1) * 3) + (mx + 1)];\r
- conpee=(((my + 1) * 2) + (mx + 1));\r
- if(conpee) conpee--;\r
- player[playnum].info.dir = DirTable[conpee];\r
- if(player[playnum].q==1 && (mx!=motion_None || my!=motion_None))\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
+ 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 &&( dir!=2 || (mx!=motion_None || my!=motion_None)))\r
{\r
- player[playnum].d = player[playnum].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
#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[playnum].info.dir!=2)\r
+if((inpu.Keyboard[def->up] || inpu.Keyboard[def->down] || inpu.Keyboard[def->left] || inpu.Keyboard[def->right]) || player[pn].q>1)\r
{\r
- printf("(mx)=%d ", mx);\r
- printf("(my)=%d ", my);\r
- printf("dir=%d\n", player[playnum].info.dir);\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("[%d] ", mx+my);\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
}\r
//#endif\r
}\r
//\r
///////////////////////////////////////////////////////////////////////////\r
void\r
-IN_SetControlType(word playnum,player_t *player,ControlType type)\r
+IN_SetControlType(word pn,player_t *player,ControlType type)\r
{\r
// DEBUG - check that requested type is present?\r
- player[playnum].Controls = type;\r
+ player[pn].Controls = type;\r
}\r
\r
#if DEMO0\r