static void\r
INL_StartKbd()\r
{\r
+ byte far *lock_key;\r
INL_KeyHook = 0; // Clear key hook\r
\r
IN_ClearKeysDown();\r
\r
OldKeyVect = _dos_getvect(KeyInt);\r
+\r
+ // turn off num-lock via BIOS\r
+ lock_key = MK_FP(0x040, 0x017); // Pointing to the address of the bios shift state keys\r
+ *lock_key&=(~(16 | 32 | 64)); // toggle off the locks by changing the values of the 4th, 5th, and 6th bits of the address byte of 0040:0017\r
+ OldKeyVect(); // call BIOS keyhandler to change keyboard lights\r
_dos_setvect(KeyInt,INL_KeyService);\r
}\r
\r
return(false);\r
}\r
\r
+//===========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= IN_MouseButtons\r
+=\r
+===================\r
+*/\r
+\r
+byte IN_MouseButtons (void)\r
+{\r
+ union REGS CPURegs;\r
+ if (inpu.MousePresent)\r
+ {\r
+ Mouse(MButtons);\r
+ return CPURegs.x.bx;\r
+ }\r
+ else\r
+ return 0;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= IN_JoyButtons\r
+=\r
+===================\r
+*/\r
+\r
+byte IN_JoyButtons (void)\r
+{\r
+ byte joybits;\r
+\r
+ joybits = inp(0x201); // Get all the joystick buttons\r
+ joybits >>= 4; // only the high bits are useful\r
+ joybits ^= 15; // return with 1=pressed\r
+\r
+ return joybits;\r
+}\r
+\r
boolean IN_KeyDown(byte code)\r
{\r
#ifdef __DEBUG_InputMgr__\r
- if(!dbg_notest)\r
+ if(!dbg_nointest)\r
#endif\r
return inpu.Keyboard[code];\r
#ifdef __DEBUG_InputMgr__\r
else\r
- if(dbg_notest && kbhit())\r
+ if(dbg_nointest && kbhit())\r
return 1;\r
else\r
return 0;\r
else return 0;\r
}\r
\r
-//init player!\r
-void IN_initplayer(player_t *player, word pn)\r
+ScanCode IN_GetLastScan()\r
+{\r
+ return inpu.LastScan;\r
+}\r
+\r
+ScanCode IN_GetCurCode()\r
{\r
- player[pn].enti.x = player[pn].enti.tx*TILEWH;\r
- player[pn].enti.y = player[pn].enti.ty*TILEWH;\r
- player[pn].enti.triggerx = player[pn].enti.tx;\r
- player[pn].enti.triggery = player[pn].enti.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].enti.q =1;\r
- player[pn].enti.d =2;\r
- player[pn].enti.hp=4;\r
- player[pn].enti.speed=4;\r
- player[pn].enti.persist_aniframe=0;\r
- player[pn].enti.spt=(TILEWH/(player[pn].enti.speed)); //speed per tile wwww\r
+ return inst.CurCode;\r
}\r