#include "pad.h" void get_digital_direction( Controller_Data *c, int buttondata ) // get analog stick values { int i; i = ~(buttondata); if( i & 0x80 ) c->xpos -= 1; if( i & 0x20 ) c->xpos += 1; if( i & 0x40 ) c->ypos += 1; if( i & 0x10 ) c->ypos -= 1; } void read_controller( Controller_Data *c, unsigned char *buf, int port ) // get the raw values from controller { register int mouse_x, mouse_y, x; register Gun_Position *g; c->status = buf[0]; // Copy over raw controller data c->type = buf[1]; c->button1 = buf[2]; c->button2 = buf[3]; c->analog0 = buf[4]; c->analog1 = buf[5]; c->analog2 = buf[6]; c->analog3 = buf[7]; if( buf[0] == 0xff ) // If controller returns BAD status then bail on it. { c->type = 0; return; } // Look at the controller type code & process controller data as indicated switch( c->type ) { case 0x12: // Sony Mouse mouse_x = buf[4]; mouse_y = buf[5]; if( mouse_x & 0x80 ) mouse_x |= 0xffffff80; if( mouse_y & 0x80 ) mouse_y |= 0xffffff80; c->xpos += mouse_x; c->ypos += mouse_y; break; case 0x23: // Namco negCon // Steering wheel // Sankyo Pachinko controler get_digital_direction( c, buf[2] ); break; case 0x53: // Analog 2-stick get_digital_direction( c, buf[2] ); break; case 0x41: // Standard Sony PAD controller get_digital_direction( c, buf[2] ); break; default: // If don't know what it is, treat it like standard controller get_digital_direction( c, buf[2] ); break; } }