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File Info

修訂. 919eea722c3f1baa9b87becf77e5ca013e75da03
大小 8,871 bytes
時間 2016-07-28 23:31:55
作者 sparky4
Log Message

wwww cleanings

Content

/* Catacomb Apocalypse Source Code
 * Copyright (C) 1993-2014 Flat Rock Software
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */

//
//	ID Engine
//	ID_IN.h - Header file for Input Manager
//	v1.0d1w
//	By Jason Blochowiak
//	Open Watcom port by sparky4
//

#ifndef	__16_IN__
#define	__16_IN__

#include <string.h>
#include "src/lib/16_head.h"
#include "src/lib/16_timer.h"
#include "src/lib/bitmap.h"
#ifdef __WATCOMC__
#include "src/lib/16_dbg.h"
#endif
#ifdef	__DEBUG__
//#define	__DEBUG_InputMgr__
#endif

#ifdef	__DEBUG_InputMgr__
//#define TESTKEYIN
//#define TESTCONTROLNOISY
#endif

extern boolean testkeyin,testcontrolnoisy,testctrltype;

//if else for gfxtesting and direction
//player[pn].d == 2 ||
//player[pn].d != 2 ||
#define DIRECTIONIFELSE	(player[pn].info.dir == 2)
//#define NDIRECTIONIFELSE	(player[pn].info.dir != 2)

#define	KeyInt	9	// The keyboard ISR number

// Stuff for the joystick
#define	JoyScaleMax		32768
#define	JoyScaleShift	8
#define	MaxJoyValue		5000

#define	MaxPlayers	4
#define	MaxKbds		2
#define	MaxJoys		2
#define	MaxPads		2
#define	NumCodes	128

typedef	byte		ScanCode;
#define	sc_None			0
#define	sc_Bad			0xff
#define	sc_Return		0x1c
#define	sc_Enter		sc_Return
#define	sc_Escape		0x01
#define	sc_Space		0x39
#define	sc_BackSpace	0x0e
#define	sc_Tab			0x0f
#define	sc_Alt			0x38
#define	sc_Control		0x1d
#define	sc_CapsLock		0x3a
#define	sc_LShift		0x2a
#define	sc_RShift		0x36
#define	sc_UpArrow		0x48
#define	sc_DownArrow	0x50
#define	sc_LeftArrow	0x4b
#define	sc_RightArrow	0x4d
#define	sc_Insert		0x52
#define	sc_Delete		0x53
#define	sc_Home			0x47
#define	sc_End			0x4f
#define	sc_PgUp			0x49
#define	sc_PgDn			0x51
#define	sc_F1			0x3b
#define	sc_F2			0x3c
#define	sc_F3			0x3d
#define	sc_F4			0x3e
#define	sc_F5			0x3f
#define	sc_F6			0x40
#define	sc_F7			0x41
#define	sc_F8			0x42
#define	sc_F9			0x43
#define	sc_F10			0x44
#define	sc_F11			0x57
#define	sc_F12			0x59

#define	sc_1			0x02
#define	sc_2			0x03
#define	sc_3			0x04
#define	sc_4			0x05
#define	sc_5			0x06
#define	sc_6			0x07
#define	sc_7			0x08
#define	sc_8			0x09
#define	sc_9			0x0a
#define	sc_0			0x0b

#define	sc_A			0x1e
#define	sc_B			0x30
#define	sc_C			0x2e
#define	sc_D			0x20
#define	sc_E			0x12
#define	sc_F			0x21
#define	sc_G			0x22
#define	sc_H			0x23
#define	sc_I			0x17
#define	sc_J			0x24
#define	sc_K			0x25
#define	sc_L			0x26
#define	sc_M			0x32
#define	sc_N			0x31
#define	sc_O			0x18
#define	sc_P			0x19
#define	sc_Q			0x10
#define	sc_R			0x13
#define	sc_S			0x1f
#define	sc_T			0x14
#define	sc_U			0x16
#define	sc_V			0x2f
#define	sc_W			0x11
#define	sc_X			0x2d
#define	sc_Y			0x15
#define	sc_Z			0x2c

#define	key_None		0
#define	key_Return		0x0d
#define	key_Enter		key_Return
#define	key_Escape		0x1b
#define	key_Space		0x20
#define	key_BackSpace	0x08
#define	key_Tab			0x09
#define	key_Delete		0x7f

#define	key_LSuper			0x5b
#define	key_RSuper			0x5c
#define	key_Menu			0x5d

// 	Stuff for the mouse
#define	MReset		0
#define	MButtons	3
#define	MDelta		11

#define	MouseInt	0x33
#ifdef DEMO0
typedef	enum		{
						demo_Off,demo_Record,demo_Playback,demo_PlayDone
					} Demo;
#endif
typedef	enum		{
						//ctrl_None,				// MDM (GAMERS EDGE) - added
						ctrl_Keyboard,
							ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,
						ctrl_Joystick,
							ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,
						ctrl_Mouse,
					} ControlType;
typedef	enum		{
						motion_Left = -1,motion_Up = -1,
						motion_None = 0,
						motion_Right = 1,motion_Down = 1
					} Motion;
typedef	enum		{
						dir_North,//dir_NorthEast,
						dir_West,//dir_Nortinest,
						dir_None,
						dir_East,//,dir_SouthEast,
						dir_South,//dir_Soutinest,
					} Direction;
typedef	struct		{
						boolean	near	button0,button1,button2,button3;
						int	near		x,y;
						Motion	near	xaxis,yaxis;
						Direction near	dir;
					} CursorInfo;

typedef	struct		{
						ScanCode near	button0,button1,
									//upleft,
									up,
									down,
									left,
									right
									//upright,
									//downleft,
									//,downright
									;
					} KeyboardDef;
typedef	struct		{
						word	near	joyMinX,joyMinY,
									threshMinX,threshMinY,
									threshMaxX,threshMaxY,
									joyMaxX,joyMaxY,
									joyMultXL,joyMultYL,
									joyMultXH,joyMultYH;
					} JoystickDef;

typedef	struct
{
	int x; //player exact position on the viewable map
	int y; //player exact position on the viewable map
	int tx; //player tile position on the viewable map
	int ty; //player tile position on the viewable map
	int triggerx; //player's trigger box tile position on the viewable map
	int triggery; //player's trigger box tile position on the viewable map
	int sheetsetx; //NOT USED YET! player sprite sheet set on the image x
	int sheetsety; //NOT USED YET! player sprite sheet set on the image y
	byte d;		//direction to render sprite!! wwww
	byte q;		//loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www
	byte near pdir;	//previous direction~
	//byte near kd[2];	//array of arrow key pressed
	word speed;		//player speed!
	word spt;		//speed per tile
//0000	planar_buf_t huge *data; //supposively the sprite sheet data
//	planar_buf_t data; //supposively the sprite sheet data
////0000----
	bitmap_t *data; //supposively the sprite sheet data
	sword hp; //hitpoints of the player
	int persist_aniframe;    /* gonna be increased to 1 before being used, so 0 is ok for default */
	CursorInfo	info;
	ControlType	Controls;
} player_t;

/*
=============================================================================

					GLOBAL VARIABLES

=============================================================================
*/
/*extern struct inconfig
{
	boolean			MousePresent;
	boolean			JoysPresent[MaxJoys];
	boolean		Keyboard[NumCodes];
	boolean		Paused;
	char		LastASCII;
	ScanCode	LastScan;

	KeyboardDef	KbdDefs[MaxKbds];
	JoystickDef	JoyDefs[MaxJoys];
} inpu;*/

#ifdef DEMO0
		static Demo		DemoMode = demo_Off;
		static byte /*_seg*/	*DemoBuffer;
		static word		DemoOffset,DemoSize;
#endif

//	Internal routines
extern void interrupt INL_KeyService();
extern void Mouse(int x);
//static void INL_GetMouseDelta(int *x,int *y);
//static word INL_GetMouseButtons(void);
extern void IN_GetJoyAbs(word joy,word *xp,word *yp);
//static void INL_GetJoyDelta(word joy,int *dx,int *dy,boolean adaptive);
//static word INL_GetJoyButtons(word joy);
extern word IN_GetJoyButtonsDB(word joy);
//static void INL_StartKbd(void);
//static void INL_ShutKbd(void);
//static boolean INL_StartMouse(void);
//static void INL_ShutMouse(void);
//static void INL_SetJoyScale(word joy);
extern void IN_SetupJoy(word joy,word minx,word maxx,word miny,word maxy);
//static boolean INL_StartJoy(word joy);
//static void INL_ShutJoy(word joy);
extern void IN_Startup();
extern void IN_Default(boolean gotit,player_t *player,ControlType nt);
extern void IN_Shutdown();
extern void IN_SetKeyHook(void (*hook)());
extern void IN_ClearKeysDown();
//static void INL_AdjustCursor(CursorInfo *info,word buttons,int dx,int dy);
extern void IN_ReadCursor(CursorInfo *info);
extern void near IN_ReadControl(int pn,player_t *player);
extern void IN_SetControlType(word pn,player_t *player,ControlType type);
#if DEMO0
extern boolean IN_StartDemoRecord(word bufsize);
extern void IN_StartDemoPlayback(byte /*__segment*/ *buffer,word bufsize);
extern void IN_StopDemo(void);
extern void IN_FreeDemoBuffer(void);
#endif
extern byte *IN_GetScanName(ScanCode scan);
extern ScanCode IN_WaitForKey();
extern char IN_WaitForASCII();
extern void IN_AckBack();
extern void IN_Ack();
extern boolean IN_IsUserInput();
extern boolean IN_UserInput(dword delay,boolean clear);
extern boolean IN_KeyDown(byte code);
extern void IN_ClearKey(byte code);
extern boolean IN_qb(byte kee);
void IN_initplayer(player_t *player, word pn);

#endif