\r
#include "src/lib/16_in.h"\r
\r
-#ifdef __DEBUG_InputMgr__\r
-boolean dbg_testkeyin=0,dbg_testcontrolnoisy=0;\r
-#endif\r
+static word far* clockw= (word far*) 0x046C; /* 18.2hz clock */\r
\r
/*\r
=============================================================================\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
//in.KbdDefs[0].downleft = 0x4f;\r
inpu.KbdDefs[0].down = 0x50;\r
//in.KbdDefs[0].downright = 0x51;\r
- IN_SetControlType(player,nt);\r
- player->d=2;\r
+ IN_SetControlType(0,player,nt);\r
+ for(i=0; i>MaxPlayers;i++)\r
+ player[i].enti.d =2;\r
}\r
\r
///////////////////////////////////////////////////////////////////////////\r
void\r
IN_ClearKeysDown()\r
{\r
- int i;\r
+ //int i;\r
\r
inpu.LastScan = sc_None;\r
inpu.LastASCII = key_None;\r
//\r
///////////////////////////////////////////////////////////////////////////\r
void near\r
-IN_ReadControl(player_t *player)\r
+IN_ReadControl(word pn, player_t *player)\r
{\r
boolean realdelta;\r
+#if DEMO0\r
byte dbyte;\r
+#endif\r
word buttons;\r
int dx,dy;\r
Motion mx,my;\r
realdelta = false;\r
}\r
else if (DemoMode == demo_PlayDone)\r
- Quit("Demo playback exceeded");\r
+ Quit ("Demo playback exceeded");\r
else\r
{\r
#endif\r
- switch (type = player->Controls)\r
+ switch (type = player[pn].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->info.dir == 2)\r
+ if(DIRECTIONIFELSE)//(player[pn].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->pdir)\r
+ switch (player[pn].pdir)\r
{\r
case 0:\r
case 4:\r
break;\r
}\r
#ifdef __DEBUG_InputMgr__\r
- //if(dbg_testcontrolnoisy > 0){ printf("dir=%c ", dirchar(dir)); printf("pdir=%c ", dirchar(player->pdir)); }\r
+ //if(dbg_testcontrolnoisy > 0){ printf("dir=%c ", dirchar(dir)); printf("pdir=%c ", dirchar(player[pn].pdir)); }\r
#endif\r
}\r
}\r
dy = my;// * 127;\r
}\r
\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
+ 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->info.dir = DirTable[conpee];\r
+ player[pn].info.dir = DirTable[conpee];\r
\r
- if(DirTable[conpee]!=2) player->pdir=DirTable[conpee];\r
- if(player->q==1 &&( dir!=2 || (mx!=motion_None || my!=motion_None)))\r
+ if(DirTable[conpee]!=2) player[pn].pdir=DirTable[conpee];\r
+ if(player[pn].enti.q==1 &&( dir!=2 || (mx!=motion_None || my!=motion_None)))\r
{\r
- if(dir==2) player->d = player->info.dir;\r
- else player->d = DirTable[dir];\r
+ if(dir==2) player[pn].enti.d = player[pn].info.dir;\r
+ else player[pn].enti.d = DirTable[dir];\r
}\r
\r
#if DEMO0\r
DemoOffset += 2;\r
\r
if (DemoOffset >= DemoSize)\r
- Quit("Demo buffer overflow");\r
+ Quit ("Demo buffer overflow");\r
\r
DemoBuffer[DemoOffset] = 1;\r
DemoBuffer[DemoOffset + 1] = dbyte;\r
#endif\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
+if(player[pn].info.dir!=2/*(inpu.Keyboard[def->up] || inpu.Keyboard[def->down] || inpu.Keyboard[def->left] || inpu.Keyboard[def->right])*/ || player[pn].enti.q>1)\r
{\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("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].enti.q);\r
//printf("cpee=%c ", dirchar(conpee));\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
+ printf("pdir=%c d=%c dir=%c ", dirchar(player[pn].pdir), dirchar(player[pn].enti.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("\n");\r
}\r
//\r
///////////////////////////////////////////////////////////////////////////\r
void\r
-IN_SetControlType(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->Controls = type;\r
+ player[pn].Controls = type;\r
}\r
\r
#if DEMO0\r
\r
boolean IN_KeyDown(byte code)\r
{\r
+#ifdef __DEBUG_InputMgr__\r
+ if(!dbg_nointest)\r
+#endif\r
return inpu.Keyboard[code];\r
+#ifdef __DEBUG_InputMgr__\r
+ else\r
+ if(dbg_nointest && kbhit())\r
+ return 1;\r
+ else\r
+ return 0;\r
+#endif\r
}\r
\r
void IN_ClearKey(byte code)\r
boolean IN_qb(byte kee)\r
{\r
#ifdef __DEBUG_InputMgr__\r
-// if(dbg_testkeyin > 0) printf("%u\n", inpu.Keyboard[kee]);\r
+ if(dbg_testkeyin) 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)\r
-{\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