\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
-#endif\r
-\r
-#ifdef __DEBUG_InputMgr__\r
-//#define TESTKEYIN\r
-//#define TESTCONTROLNOISY\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_spri.h"\r
+#include "src/lib/16_enti.h"\r
+//#include "src/lib/bitmap.h" //old format\r
#endif\r
\r
-extern byte testkeyin,testcontrolnoisy,gfxtest;\r
-\r
//if else for gfxtesting and direction\r
-#define DIRECTIONIFELSEGFXTEST (player[pn].d == 2 && gfxtest) || (player[pn].info.dir == 2 && !gfxtest)\r
-#define NDIRECTIONIFELSEGFXTEST (player[pn].d != 2 && gfxtest) || (player[pn].info.dir != 2 && !gfxtest)\r
+//player[pn].d == 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
#define JoyScaleShift 8\r
#define MaxJoyValue 5000\r
\r
-#define MaxPlayers 4\r
+#define MaxPlayers 2//futre plans for multiple playable charaters and being able to alternate\r
#define MaxKbds 2\r
#define MaxJoys 2\r
#define MaxPads 2\r
#define NumCodes 128\r
\r
-typedef byte ScanCode;\r
+//typedef byte ScanCode;\r
#define sc_None 0\r
#define sc_Bad 0xff\r
#define sc_Return 0x1c\r
demo_Off,demo_Record,demo_Playback,demo_PlayDone\r
} Demo;\r
#endif\r
-typedef enum {\r
+//moved to 16_tdef.h\r
+/*typedef enum {\r
//ctrl_None, // MDM (GAMERS EDGE) - added\r
ctrl_Keyboard,\r
ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,\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 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
word speed; //player speed!\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
+ word spt; //speed per tile\r
+#ifdef __WATCOMC__\r
+ struct sprite *spri; //supposively the sprite sheet data\r
+ memptr gr;\r
+ entity_t *ent;\r
+#endif\r
+ bitmap_t *data; //supposively the sprite sheet data//old format\r
+ bitmap_t bmp;\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
+ int persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
CursorInfo info;\r
ControlType Controls;\r
-} player_t;\r
+//newer vars\r
+ int dx, dy, delta; //TODO: what is this? ^^\r
+} player_t;*/\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
#ifdef DEMO0\r
extern void IN_ClearKeysDown();\r
//static void INL_AdjustCursor(CursorInfo *info,word buttons,int dx,int dy);\r
extern void IN_ReadCursor(CursorInfo *info);\r
-extern void near IN_ReadControl(int pn,player_t *player);\r
+extern void near IN_ReadControl(word pn, player_t *player);\r
extern void IN_SetControlType(word pn,player_t *player,ControlType type);\r
#if DEMO0\r
extern boolean IN_StartDemoRecord(word bufsize);\r