\r
#include <string.h>\r
#include "src/lib/16_head.h"\r
-#include "src/lib/timer.h"\r
-#include "src/lib/bitmap.h"\r
-#include "src/lib/planar.h"\r
-\r
-#ifdef __DEBUG__\r
-//#define __DEBUG_InputMgr__\r
+#include "src/lib/16_timer.h"\r
+#ifdef __WATCOMC__ //borland C BCEXMM.EXE\r
+#include "src/lib/16_dbg.h"\r
+#include "src/lib/16_sprit.h"\r
+#include "src/lib/bitmap.h" //old format\r
#endif\r
-\r
-#ifdef __DEBUG_InputMgr__\r
-//#define TESTKEYIN\r
-//#define TESTCONTROLNOISY\r
+#ifdef __DEBUG__\r
+#define __DEBUG_InputMgr__\r
+extern boolean dbg_testkeyin,dbg_testcontrolnoisy;\r
#endif\r
\r
-extern byte testkeyin,testcontrolnoisy;\r
-\r
//if else for gfxtesting and direction\r
//player[pn].d == 2 ||\r
-#define DIRECTIONIFELSEGFXTEST (player[pn].info.dir == 2)\r
-//#define NDIRECTIONIFELSEGFXTEST (player[pn].d != 2 || player[pn].info.dir != 2)\r
+//player[pn].d != 2 ||\r
+#define DIRECTIONIFELSE (player[pn].info.dir == 2)\r
+//#define NDIRECTIONIFELSE (player[pn].info.dir != 2)\r
\r
#define KeyInt 9 // The keyboard ISR number\r
\r
ctrl_Joystick,\r
ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,\r
ctrl_Mouse,\r
- ctrl_Joypad,\r
- ctrl_Joypad1 = ctrl_Joypad,ctrl_Joypad2\r
} ControlType;\r
typedef enum {\r
motion_Left = -1,motion_Up = -1,\r
joyMultXL,joyMultYL,\r
joyMultXH,joyMultYH;\r
} JoystickDef;\r
-typedef struct\r
-{\r
- boolean w;\r
-} JoypadDef;\r
\r
typedef struct\r
{\r
byte d; //direction to render sprite!! wwww\r
byte q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
byte near pdir; //previous direction~\r
+ //byte near kd[2]; //array of arrow key pressed\r
word speed; //player speed!\r
+ word spt; //speed per tile\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
+#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
{\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
#ifdef DEMO0\r
extern boolean IN_KeyDown(byte code);\r
extern void IN_ClearKey(byte code);\r
extern boolean IN_qb(byte kee);\r
+void IN_initplayer(player_t *player, word pn);\r
\r
#endif\r