mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-28 23:12:04 +00:00
248 lines
5.7 KiB
C++
248 lines
5.7 KiB
C++
/*
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* Stubs to allow linking with FF_ fnuctions declared.
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* Brian Osman
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*/
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//JLFRUMBLE includes modified to avoid typename collision field_t
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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#endif
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#include "../game/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../client/keycodes.h"
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//#include "../client/client.h"
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#include "../client/fffx.h"
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#include "../win32/win_input.h"
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#ifdef _JK2MP
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#include "../namespace_end.h"
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#endif
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void FF_StopAll(void)
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{
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Com_Printf("FF_StopAll: Please implement.\n");
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// Do nothing
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}
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void FF_Stop(ffFX_e effect)
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{
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Com_Printf("FF_Stop: Please implement fffx_id = %i\n",effect);
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// Do nothing
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}
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void FF_EnsurePlaying(ffFX_e effect)
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{
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Com_Printf("FF_EnsurePlaying: Please implement fffx_id = %i\n",effect);
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// Do nothing
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}
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void FF_Play(ffFX_e effect)
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{
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int s; // script id
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static int const_rumble[2] = {-1}; // script id for constant rumble
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int client;
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// super huge switch for rumble effects
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switch(effect)
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{
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case fffx_AircraftCarrierTakeOff:
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case fffx_BasketballDribble:
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case fffx_CarEngineIdle:
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case fffx_ChainsawIdle:
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case fffx_ChainsawInAction:
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case fffx_DieselEngineIdle:
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case fffx_Jump:
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s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 50000, 10000, 200);
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IN_AddRumbleState(s, 0, 0, 10);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_Land:
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s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 50000, 10000, 200);
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IN_AddRumbleState(s, 0, 0, 10);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_MachineGun:
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s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 56000, 20000, 230);
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IN_AddRumbleState(s, 0, 0, 10);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_Punched:
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case fffx_RocketLaunch:
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case fffx_SecretDoor:
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case fffx_SwitchClick: // used by saber
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s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 30000, 10000, 120);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_WindGust:
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case fffx_WindShear:
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case fffx_Pistol:
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s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 50000, 10000, 200);
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IN_AddRumbleState(s, 0, 0, 10);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_Shotgun:
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case fffx_Laser1:
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case fffx_Laser2:
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case fffx_Laser3:
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case fffx_Laser4:
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case fffx_Laser5:
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case fffx_Laser6:
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case fffx_OutOfAmmo:
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case fffx_LightningGun:
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case fffx_Missile:
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case fffx_GatlingGun:
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s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 39000, 0, 220);
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IN_AddRumbleState(s, 0, 0, 10);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_ShortPlasma:
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case fffx_PlasmaCannon1:
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case fffx_PlasmaCannon2:
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case fffx_Cannon:
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case fffx_FallingShort:
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case fffx_FallingMedium:
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s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 25000,10000, 230);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_FallingFar:
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s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
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if (s != -1)
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{
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IN_AddRumbleState(s, 32000,10000, 230);
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IN_ExecuteRumbleScript(s);
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}
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break;
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case fffx_StartConst:
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client = IN_GetMainController();
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if(const_rumble[client] == -1)
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{
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const_rumble[client] = IN_CreateRumbleScript(IN_GetMainController(), 9, true);
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if (const_rumble[client] != -1)
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{
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IN_AddEffectFade4(const_rumble[client], 0,0, 50000, 0, 2000);
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IN_AddRumbleState(const_rumble[client], 50000, 0, 300);
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IN_AddEffectFade4(const_rumble[client], 50000,50000, 0, 0, 1000);
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IN_ExecuteRumbleScript(const_rumble[client]);
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}
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}
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break;
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case fffx_StopConst:
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client = IN_GetMainController();
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if (const_rumble[client] == -1)
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return;
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IN_KillRumbleScript(const_rumble[client]);
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const_rumble[client] = -1;
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break;
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default:
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Com_Printf("No rumble script is defined for fffx_id = %i\n",effect);
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break;
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}
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}
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/*********
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FF_XboxShake
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intensity - speed of rumble
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duration - length of rumble
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*********/
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#define FF_SH_MIN_MOTOR_SPEED 20000
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#define FF_SH_MOTOR_SPEED_MODIFIER (65535 - FF_SH_MIN_MOTOR_SPEED)
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void FF_XboxShake(float intensity, int duration)
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{
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int s;
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s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
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if (s != -1)
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{
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int speed;
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// figure out the speed
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speed = (FF_SH_MIN_MOTOR_SPEED) + (FF_SH_MOTOR_SPEED_MODIFIER * intensity);
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// Add the state and execute
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IN_AddRumbleState(s, speed, speed, duration);
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IN_ExecuteRumbleScript(s);
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}
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}
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/*********
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FF_XboxDamage
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damage - Amount of damage
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xpos - x position for the damage ( -1.0 - 1.0 )
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The following function various the rumble based upon
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the amount of damage and the position of the damage.
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*********/
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#define FF_DA_MIN_MOTOR_SPEED 20000 // use this to vary the minimum intensity
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#define FF_DA_MOTOR_SPEED_MODIFIER (65535 - FF_DA_MIN_MOTOR_SPEED)
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void FF_XboxDamage(int damage, float xpos)
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{
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int s;
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s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
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if (s != -1)
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{
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int leftMotorSpeed;
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int rightMotorSpeed;
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int duration;
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float per;
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duration = 175;
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// how much damage?
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if(damage > 100)
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{
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per = 1.0;
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}
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else
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{
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per = damage/100;
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}
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if(xpos >= -0.2 && xpos <= 0.2) // damge to center
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{
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leftMotorSpeed = rightMotorSpeed = (FF_DA_MIN_MOTOR_SPEED)+(FF_DA_MOTOR_SPEED_MODIFIER * per);
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}
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else if(xpos > 0.2) // damage to right
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{
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rightMotorSpeed = (FF_DA_MIN_MOTOR_SPEED)+(FF_DA_MOTOR_SPEED_MODIFIER * per);
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leftMotorSpeed = 0;
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}
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else // damage to left
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{
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leftMotorSpeed = (FF_DA_MIN_MOTOR_SPEED)+(FF_DA_MOTOR_SPEED_MODIFIER * per);;
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rightMotorSpeed = 0;
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}
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// Add the state and execute
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IN_AddRumbleState(s, leftMotorSpeed, rightMotorSpeed, duration);
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IN_ExecuteRumbleScript(s);
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}
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}
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