jedi-academy/code/win32/FeelIt/fffx.cpp

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2013-04-19 02:52:48 +00:00
// Filename:- fffx.cpp (Force-Feedback FX)
//
// (Function names with "_FF_" beginnings are my internal stuff only, "FF_" beginnings are for external stuff)
//
#define INITGUID // this will need removing if already defined in someone else's module. Only one must exist in whole game
#include "../../client/client.h"
#include "../win_local.h"
#include "ffc.h"
#include "fffx_feel.h"
// these now MUST default to NULL...
//
CFeelDevice *g_pFeelDevice=NULL;
CFeelProject *g_pFeelProject=NULL;
CFeelSpring *g_pFeelSpring=NULL;
ffFX_e ffFXLoaded[MAX_CONCURRENT_FFFXs];
//extern HINSTANCE global_hInstance;
//extern HWND cl_hwnd;
extern WinVars_t g_wv;
extern cvar_t *in_joystick;
cvar_t *use_ff;
cvar_t *ff_defaultTension;
void _FF_ClearUsageArray(void);
void _FF_ClearFXSlot(int i);
void _FF_ClearCreatePlayFXSlot(int iSlotNum, ffFX_e fffx);
void _FF_CreatePlayFXSlot(int iSlotNum, ffFX_e fffx);
void _FF_PlayFXSlot(int iSlotNum);
// externally accessed
qboolean FF_IsAvailable(void)
{
return g_pFeelDevice?TRUE:FALSE;
}
qboolean FF_IsMouse(void)
{
if (g_pFeelDevice && (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_MOUSE))
return TRUE;
return FALSE;
}
// 4 semi-useful CMD functions...
void CMD_FF_UseMouse(void)
{
FF_Init(TRUE);
}
void CMD_FF_UseJoy(void)
{
FF_Init(FALSE);
}
// arg = 0..3
//
void CMD_FF_Tension(void)
{
if (Cmd_Argc() != 2)
{
Com_Printf ("ff_tension <tension [0..3]> (default = 1)\n");
return;
}
int iTension = atoi(Cmd_Argv(1));
if (iTension<0 || iTension>3)
{
Com_Printf ("ff_tension <tension [0..3]>\n");
return;
}
if (g_pFeelSpring)
{
Com_Printf(va("Setting tension %d\n",iTension));
Cvar_Set(ff_defaultTension->name,va("%d",iTension));
FF_SetTension(iTension);
}
else
{
Com_Printf("No spring device\n");
}
}
typedef struct
{
char* psName;
ffFX_e eFXNum;
}FFFX_LOOKUP;
#define FFFX_ENTRY(blah) {#blah,(ffFX_e)fffx_ ## blah}
FFFX_LOOKUP FFFX_Lookup[fffx_NUMBEROF]=
{
FFFX_ENTRY( RandomNoise ),
FFFX_ENTRY( AircraftCarrierTakeOff ), // this one is pointless / dumb
FFFX_ENTRY( BasketballDribble ),
FFFX_ENTRY( CarEngineIdle ),
FFFX_ENTRY( ChainsawIdle ),
FFFX_ENTRY( ChainsawInAction ),
FFFX_ENTRY( DieselEngineIdle ),
FFFX_ENTRY( Jump ),
FFFX_ENTRY( Land ),
FFFX_ENTRY( MachineGun ),
FFFX_ENTRY( Punched ),
FFFX_ENTRY( RocketLaunch ),
FFFX_ENTRY( SecretDoor ),
FFFX_ENTRY( SwitchClick ),
FFFX_ENTRY( WindGust ),
FFFX_ENTRY( WindShear ), // also pretty crap
FFFX_ENTRY( Pistol ),
FFFX_ENTRY( Shotgun ),
FFFX_ENTRY( Laser1 ),
FFFX_ENTRY( Laser2 ),
FFFX_ENTRY( Laser3 ),
FFFX_ENTRY( Laser4 ),
FFFX_ENTRY( Laser5 ),
FFFX_ENTRY( Laser6 ),
FFFX_ENTRY( OutOfAmmo ),
FFFX_ENTRY( LightningGun ),
FFFX_ENTRY( Missile ),
FFFX_ENTRY( GatlingGun ),
FFFX_ENTRY( ShortPlasma ),
FFFX_ENTRY( PlasmaCannon1 ),
FFFX_ENTRY( PlasmaCannon2 ),
FFFX_ENTRY( Cannon )
};
void CMD_FF_Play(void)
{
if (Cmd_Argc() != 2 && Cmd_Argc() != 3)
{
Com_Printf ("ff_play <n> (where n = 0..%d) || ff_play name \"fxname\"\n",fffx_NUMBEROF-1);
return;
}
ffFX_e eFX = fffx_NULL;
if (!Q_stricmp(Cmd_Argv(1),"name"))
{
if (Cmd_Argc() != 3)
{
Com_Printf ("ff_play <n> (where n = 0..%d) || ff_play name \"fxname\"\n",0,fffx_NUMBEROF-1);
return;
}
for (int i=0; i<fffx_NUMBEROF; i++)
{
if (!Q_stricmp(FFFX_Lookup[i].psName,Cmd_Argv(2)))
{
eFX = FFFX_Lookup[i].eFXNum;
break;
}
}
}
else
{
eFX = (ffFX_e) atoi(Cmd_Argv(1));
}
if (eFX>=0 && eFX<fffx_NUMBEROF)
{
Com_Printf ("Playing FFFX # %d...(%s)\n",eFX,FFFX_Lookup[eFX].psName);
FF_Play(eFX);
}
}
// arg 0..n..10000
void CMD_FF_Spring(void)
{
if (Cmd_Argc() != 2)
{
Com_Printf ("ff_spring <0..10000>\n");
return;
}
long lSpring = atoi(Cmd_Argv(1));
if (lSpring<0 || lSpring>10000)
{
Com_Printf ("ff_spring <0..10000>\n");
return;
}
if (g_pFeelSpring)
{
Com_Printf(va("Setting spring to %d\n",lSpring));
FF_SetSpring(lSpring);
}
else
{
Com_Printf("No spring device\n");
}
}
// Called once only during .exe lifetime...
//
void FF_Init(qboolean bTryMouseFirst)
{
FF_Shutdown();
Cmd_AddCommand ("ff_usemouse", CMD_FF_UseMouse);
Cmd_AddCommand ("ff_usejoy", CMD_FF_UseJoy);
Cmd_AddCommand ("ff_tension", CMD_FF_Tension);
Cmd_AddCommand ("ff_spring", CMD_FF_Spring);
Cmd_AddCommand ("ff_play", CMD_FF_Play);
// ====================================
Com_Printf("\n" S_COLOR_CYAN "------- Force Feedback Initialization -------\n");
// for the moment default to OFF until usage tables are in...
use_ff = Cvar_Get ("use_ff", "0", CVAR_ARCHIVE);
ff_defaultTension = Cvar_Get ("ff_defaultTension", "1", CVAR_ARCHIVE);
// don't bother initializing if user specifically turned off force feedback...
//
if (!use_ff->value)
{
Com_Printf("...inhibited, not initializing\n\n");
return;
}
Com_Printf("Creating feedback device:\n");
if ( bTryMouseFirst )
{
CFeelMouse* m_pFeelMouse = new CFeelMouse;
if (m_pFeelMouse)
{
if (m_pFeelMouse->Initialize( g_wv.hInstance, g_wv.hWnd))
{
g_pFeelDevice = m_pFeelMouse;
}
else
{
delete m_pFeelMouse;
m_pFeelMouse = NULL;
}
}
}
if (!g_pFeelDevice)
{
// try a general DI FF device...
//
CFeelDXDevice* m_pFeelDXDevice = new CFeelDXDevice;
if (m_pFeelDXDevice)
{
if (m_pFeelDXDevice->Initialize( g_wv.hInstance, g_wv.hWnd))
{
g_pFeelDevice = m_pFeelDXDevice;
}
else
{
delete m_pFeelDXDevice;
m_pFeelDXDevice = NULL;
}
}
}
// g_pFeelDevice = CFeelDevice::CreateDevice(g_wv.hInstance, g_wv.hWnd);
if (!g_pFeelDevice)
{
Com_Printf("...no feedback devices found\n");
return;
}
else
{
_FeelInitEffects();
for (int _i=0; _i<MAX_CONCURRENT_FFFXs; _i++)
{
ffFXLoaded[_i] = fffx_NULL;
}
if (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_MOUSE)
{
Com_Printf("...found FEELit Mouse\n");
g_pFeelDevice->UsesWin32MouseServices(FALSE);
}
else if (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_DIRECTINPUT)
{
Com_Printf("...found feedback device\n");
g_pFeelSpring = new CFeelSpring;
if (!g_pFeelSpring->Initialize( g_pFeelDevice,
2000, //10000, // LONG lStiffness = FEEL_SPRING_DEFAULT_STIFFNESS
10000, //5000, // DWORD dwSaturation = FEEL_SPRING_DEFAULT_SATURATION
1000, //0, // DWORD dwDeadband = FEEL_SPRING_DEFAULT_DEADBAND // must be 0..n..10000
FEEL_EFFECT_AXIS_BOTH, // DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH
FEEL_SPRING_DEFAULT_CENTER_POINT, // POINT pntCenter = FEEL_SPRING_DEFAULT_CENTER_POINT
FEEL_EFFECT_DEFAULT_DIRECTION_X, // LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X
FEEL_EFFECT_DEFAULT_DIRECTION_Y, // LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
TRUE // TRUE = rel coords, else screen coords // BOOL bUseDeviceCoordinates = FALSE
)
)
{
Com_Printf("...(no device return spring)\n");
delete g_pFeelSpring;
g_pFeelSpring = NULL;
}
else
{
Com_Printf("...device return spring ok\n");
FF_SetTension(ff_defaultTension->integer); // 0..3
}
}// if (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_DIRECTINPUT)
}
}
// call this at app shutdown... (or when switching controllers)
//
// (also called by FF_Init in case you're switching controllers so do everything
// as if-protected)
//
void FF_Shutdown(void)
{
// note the check first before print, since this is called from the init code
// as well, and it'd be weird to see the sutdown string first...
//
if (g_pFeelSpring || g_pFeelDevice)
{
Com_Printf("\n" S_COLOR_CYAN "------- Force Feedback Shutdown -------\n");
}
if (g_pFeelSpring)
{
Com_Printf("...closing return spring\n");
delete g_pFeelSpring;
g_pFeelSpring = NULL;
}
if (g_pFeelDevice)
{
Com_Printf("...closing feedback device\n");
_FF_ClearUsageArray();
delete g_pFeelDevice;
g_pFeelDevice = NULL;
}
Cmd_RemoveCommand ("ff_usemouse");
Cmd_RemoveCommand ("ff_usejoy");
Cmd_RemoveCommand ("ff_tension");
Cmd_RemoveCommand ("ff_spring");
Cmd_RemoveCommand ("ff_play");
}
void FF_EnsurePlaying(ffFX_e fffx)
{
if (fffx<0 || fffx>=fffx_NUMBEROF)
return;
// if user has specifically turned off force feedback at command line,
// or is not using the joystick as current input method (though this can be ignored because stick has a hands-on sensor),
// then forget it...
//
if (!use_ff->value)
return;
if (FF_IsAvailable())
{
// Have we already got this FF FX loaded?
//
for (int i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i]==fffx)
{
// yes, is it playing now?
//
if (_FeelEffectPlaying(i))
return;
_FF_PlayFXSlot(i);
return;
}
}
// if we got this far then it ain't even loaded, so...
//
FF_Play(fffx);
}// if (FF_IsAvailable())
}// void FF_EnsurePlaying(ffFX_e fffx)
// strictly speaking I suppose I should check that the current player is actually using a
// joystick as his current input method before sending an FF FX to it, but considering the stick
// will only move if he's holding it then he's daft to hold it and still use the keyboard or
// something, so for now I'll just leave it in to avoid yet another IF statement...
//
// Since the joystick appears to run out of FX ram very quickly I'll have to use a sort of rolling
// buffer principle I think...
//
// (watch the mid-func returns if you put anything at the end!)
//
void _FF_Play(ffFX_e fffx)
{
int i;
if (fffx<0 || fffx>=fffx_NUMBEROF)
return;
// if user has specifically turned off force feedback at command line,
// or is not using the joystick as current input method (though this can be ignored because stick has a hands-on sensor),
// then forget it...
//
if (!use_ff->value)
return;
if (FF_IsAvailable())
{
// first, search for an instance of this FF FX that's already loaded, if found, start it off again...
//
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i]==fffx)
{
_FF_PlayFXSlot(i);
return;
}
}
// ok, so we didn't find one of these already here, so search for any FF FX that's loaded but
// finished playing...
//
// (note that I prefer to re-use an existing one before looking for an empty slot so
// there's less chance of the create call failing because of lack of j/s ram)
//
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] != fffx_NULL)
{
// slot has an effect, has it finished?
//
if (!_FeelEffectPlaying(i))
{
_FF_ClearCreatePlayFXSlot(i,fffx);
return;
}
}// if (lpDIEffectsCreated[i])
}// for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
// At this point we haven't found an existing one to re-start, and there are no dead ones to reclaim, so
// we just look for an empty slot...
//
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] == fffx_NULL)
{
_FF_CreatePlayFXSlot(i,fffx);
return;
}
}
// Hmmm, we seem to have several FF FX's playing at once and we need another. Let's just trash one of the slots
// and take it over anyway. I'll use the second slot in case the first is some sort of permanent engine throb
// or similar...
//
_FF_ClearCreatePlayFXSlot(1,fffx);
}// if (FF_IsAvailable())
}// void FF_Play(ffFX_e fffx)
// hack-wrapper around original play() function because the stick keeps going slack!
//
void FF_Play(ffFX_e fffx)
{
if (FF_IsAvailable())
{
_FF_Play(fffx);
FF_SetTension(ff_defaultTension->integer);
}
}
void _FF_ClearUsageArray(void)
{
int i;
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
_FF_ClearFXSlot(i);
}
}
// called from more than one place, subroutinised to avoid bugs if method changes...
//
void _FF_ClearFXSlot(int i)
{
if (ffFXLoaded[i] != fffx_NULL)
{
_FeelClearEffect(i);
}
ffFXLoaded [i]=fffx_NULL;
}
void _FF_ClearCreatePlayFXSlot(int iSlotNum, ffFX_e fffx)
{
// if this slot has a FF FX, zap it...
//
if (ffFXLoaded[iSlotNum] != fffx_NULL)
{
// if playing, stop it...
//
if (_FeelEffectPlaying(iSlotNum))
{
if (!_FeelStopEffect(iSlotNum))
{
return;
}
}
}
_FF_ClearFXSlot(iSlotNum); // so slot is left clear if err creating next ffFX_e
_FF_CreatePlayFXSlot(iSlotNum,fffx);
}
void _FF_CreatePlayFXSlot(int iSlotNum, ffFX_e fffx)
{
if (!_FeelCreateEffect(iSlotNum, fffx, g_pFeelDevice))
{
return;
}
// effect created ok, so record it's type...
//
ffFXLoaded[iSlotNum]=fffx;
//
// ... and start it playing...
//
_FF_PlayFXSlot(iSlotNum);
}
void _FF_PlayFXSlot(int iSlotNum)
{
#define FFFX_DURATION 1 // 1 = duration (repeat count?) (could be 'INFINITE')
#define FFFX_FLAGS 0 // 0 = special flags
if (!_FeelStartEffect(iSlotNum, FFFX_DURATION, FFFX_FLAGS))
{
return;
}
}
void FF_StopAll(void)
{
if (FF_IsAvailable())
{
for (int i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] != fffx_NULL)
{
/*BOOL bRes = */_FeelStopEffect(i);
}
}
}
}
void FF_Stop(ffFX_e fffx)
{
if (fffx<0 || fffx>=fffx_NUMBEROF)
return;
if (FF_IsAvailable())
{
for (int i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] == fffx)
{
/*BOOL bRes = */_FeelStopEffect(i);
}
}
}
}
// 0..n..10000
//
qboolean FF_SetSpring(long lSpring)
{
static qboolean bFXPlaying = FALSE;
if (FF_IsAvailable())
{
// this plays a spring effect, and set the tension accordingly. Tension of 0 results in an effect-stop call
//
if (g_pFeelSpring)
{
if (lSpring)
{
if (!bFXPlaying && !g_pFeelSpring->Start())
{
return FALSE;
}
bFXPlaying = TRUE;
static POINT p={0,0};
g_pFeelSpring->ChangeParameters(p, lSpring);
}
else
{
if (bFXPlaying && !g_pFeelSpring->Stop())
{
return FALSE;
}
bFXPlaying = FALSE;
}
return TRUE;
}
}
return FALSE;
}
// tension is 0 (none) to 3 (max)...
//
qboolean FF_SetTension(int iTension)
{
static long lSpringValues[4] = {0, 1000, 5000, 10000};
if (iTension>3)
iTension=3;
if (iTension<0)
iTension=0;
return FF_SetSpring(lSpringValues[iTension]);
}
///////////////////////// eof //////////////////////////////