jedi-academy/codemp/client/fffx.h
2013-04-04 17:35:38 -05:00

129 lines
3.9 KiB
C

// Filename:- fffx.h (Force Feedback FX)
#ifndef FFFX_H
#define FFFX_H
// this part can be seen by the CGAME as well...
// These enums match the generic ones built into the effects ROM in the MS SideWinder FF Joystick,
// so blame MS for anything you don't like (like that aircraft carrier one - jeez!)...
//
// (Judging from the names of most of these, the MS FF guys appear to be rather fond of ID-type games...)
//
typedef enum
{
fffx_RandomNoise=0,
fffx_AircraftCarrierTakeOff, // this one is pointless / dumb
fffx_BasketballDribble,
fffx_CarEngineIdle,
fffx_ChainsawIdle,
fffx_ChainsawInAction,
fffx_DieselEngineIdle,
fffx_Jump,
fffx_Land,
fffx_MachineGun,
fffx_Punched,
fffx_RocketLaunch,
fffx_SecretDoor,
fffx_SwitchClick,
fffx_WindGust,
fffx_WindShear, // also pretty crap
fffx_Pistol,
fffx_Shotgun,
fffx_Laser1,
fffx_Laser2,
fffx_Laser3,
fffx_Laser4,
fffx_Laser5,
fffx_Laser6,
fffx_OutOfAmmo,
fffx_LightningGun,
fffx_Missile,
fffx_GatlingGun,
fffx_ShortPlasma,
fffx_PlasmaCannon1,
fffx_PlasmaCannon2,
fffx_Cannon,
#ifdef _XBOX
fffx_FallingShort,
fffx_FallingMedium,
fffx_FallingFar,
fffx_StartConst,
fffx_StopConst,
#endif
//
fffx_NUMBEROF,
fffx_NULL // special use, ignore during array mallocs etc, use fffx_NUMBEROF instead
} ffFX_e;
#ifndef CGAME_ONLY
/////////////////////////// START of functions to call /////////////////////////////////
//
//
//
// Once the game is running you should *only* access FF functions through these 4 macros. Savvy?
//
// Usage note: In practice, you can have about 4 FF FX running concurrently, though I defy anyone to make sense
// of that amount of white-noise vibration. MS guidelines say you shouldn't leave vibration on for long periods
// of time (eg engine rumble) because of various nerve-damage/lawsuit issues, so for this reason there is no API
// support for setting durations etc. All FF FX stuff here is designed for things like firing, hit damage, driving
// over bumps, etc that can be played as one-off events, though you *can* do things like FFFX_ENSURE(fffx_ChainsawIdle)
// if you really want to.
//
// Combining small numbers of effects such as having a laser firing (MS photons have higher mass apparently <g>),
// and then firing a machine gun in bursts as well are no problem, and easily felt, hence the ability to stop playing
// individual FF FX.
//
#define FFFX_START(f) FF_Play(f)
#define FFFX_ENSURE(f) FF_EnsurePlaying(f)
#define FFFX_STOP(f) FF_Stop(f) // some effects (eg. gatling, chainsaw), need this, or they play too long after trigger-off.
#define FFFX_STOPALL FF_StopAll()
//
// These 2 are called at app start/stop, but you can call FF_Init to change FF devices anytime (takes a couple of seconds)
//
void FF_Init(qboolean bTryMouseFirst=true);
void FF_Shutdown(void);
//
// other stuff you may want to call but don't have to...
//
qboolean FF_IsAvailable(void);
qboolean FF_IsMouse(void);
qboolean FF_SetTension(int iTension); // tension setting 0..3 (0=none)
qboolean FF_SetSpring(long lSpring); // precision version of above, 0..n..10000
// (only provided for command line fiddling with
// weird hardware. FF_SetTension(1) = default
// = FF_SetSpring(2000) (internal lookup table))
//
//
//
/////////////////////////// END of functions to call /////////////////////////////////
// do *not* call this functions directly (or else!), use the macros above
//
void FF_Play (ffFX_e fffx);
void FF_EnsurePlaying (ffFX_e fffx);
void FF_Stop (ffFX_e fffx);
void FF_StopAll (void);
#ifdef _XBOX
void FF_XboxShake (float intensity, int duration);
void FF_XboxDamage (int damage, float xpos);
#endif
#define MAX_CONCURRENT_FFFXs 4 // only for my code to use/read, do NOT alter!
#endif // #ifndef CGAME_ONLY
#endif // #ifndef FFFX_H
//////////////////////// eof //////////////////////