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

690 lines
21 KiB
C++

// Filename:- fffx_Feel.cpp (Force-Feedback FX)
#include "../../client/client.h"
//#include "stdafx.h"
//#include "resource.h"
#include "fffx_feel.h"
extern cvar_t* js_ffmult;
#define MAX_EFFECTS_IN_COMPOUND 3 // This needs to be at least 3 for now. I can add array bounds checking later
CFeelEffect* g_pEffects[MAX_CONCURRENT_FFFXs][MAX_EFFECTS_IN_COMPOUND];
void _FeelInitEffects()
{
for (int i = 0; i < MAX_CONCURRENT_FFFXs; i++)
{
for (int j = 0; j < MAX_EFFECTS_IN_COMPOUND; j++)
{
g_pEffects[i][j] = NULL;
}
}
}
BOOL _FeelCreateEffect(int iSlotNum, ffFX_e fffx, CFeelDevice* pFeelDevice)
{
BOOL success = TRUE;
FEELIT_ENVELOPE envelope;
envelope.dwSize = sizeof(FEELIT_ENVELOPE);
switch (fffx)
{
case fffx_RandomNoise:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
7500 * js_ffmult->value, // magnitude
95, // period
10000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
8300 * js_ffmult->value, // magnitude
160, // period
10000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][2] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][2]))->InitializePolar(pFeelDevice,
8300 * js_ffmult->value, // magnitude
34, // period
10000, // duration
31000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_AircraftCarrierTakeOff:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 600000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 750000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
2500, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_BasketballDribble:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 40000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 30000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
18000, // angle
150, // duration
5000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_CarEngineIdle:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
2500 * js_ffmult->value, // magnitude
50, // period
10000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_ChainsawIdle:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
3600 * js_ffmult->value, // magnitude
60, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
4000 * js_ffmult->value, // magnitude
100, // period
1000, // duration
18000, // angle
4000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_ChainsawInAction:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6700 * js_ffmult->value, // magnitude
60, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
100, // period
1000, // duration
18000, // angle
5000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][2] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][2]))->InitializePolar(pFeelDevice,
10000 * js_ffmult->value, // magnitude
340, // period
1000, // duration
18000, // angle
4000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_DieselEngineIdle:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
2000 * js_ffmult->value, // magnitude
250, // period
10000, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
4000 * js_ffmult->value, // magnitude
125, // period
10000, // duration
18000, // angle
1500, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Jump:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
500, // period
300, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Land:
envelope.dwAttackLevel = 6000;
envelope.dwAttackTime = 200000;
envelope.dwFadeLevel = 3000;
envelope.dwFadeTime = 50000;
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
1000 * js_ffmult->value, // magnitude
750, // period
250, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_MachineGun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
3500 * js_ffmult->value, // magnitude
70, // period
1000, // duration
0, // angle
2500, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Punched:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 0;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 50000;
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
8000 * js_ffmult->value, // magnitude
130, // period
70, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_RocketLaunch:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 200000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][1] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
18000, // angle
400, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 300000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 100000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
1000, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_SecretDoor:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 400000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
400, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_SwitchClick:
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
18000, // angle
50, // duration
7000 * js_ffmult->value, // magnitude
NULL))// envelope
success = FALSE;
break;
case fffx_WindGust:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
1000, // period
500, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_WindShear:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 1500000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 500000;
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
10000 * js_ffmult->value, // magnitude
80, // period
2000, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_Pistol:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
8500 * js_ffmult->value, // magnitude
130, // period
50, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Shotgun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
100, // period
100, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 100000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 100000;
g_pEffects[iSlotNum][1] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
0, // angle
300, // duration
7000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_Laser1:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
18000, // angle
2000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser2:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
0, // angle
3000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser3:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser4:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
7000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser5:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser6:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
0, // angle
2000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_OutOfAmmo:
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
18000, // angle
10, // duration
6000 * js_ffmult->value, // magnitude
NULL))// envelope
success = FALSE;
break;
case fffx_LightningGun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
1500 * js_ffmult->value, // magnitude
250, // period
1000, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
50, // period
1000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Missile:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 500000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 200000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
250, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_GatlingGun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
100, // period
1000, // duration
0, // angle
1000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_ShortPlasma:
envelope.dwAttackLevel = 7000;
envelope.dwAttackTime = 250000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
250, // duration
0, // magnitude
&envelope))// envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 0;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 250000;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
30, // period
250, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_PlasmaCannon1:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
500, // period
400, // duration
18000, // angle
-5000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 250000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
30, // period
250, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_PlasmaCannon2:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
4000 * js_ffmult->value, // magnitude
1000, // period
800, // duration
18000, // angle
-4000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 500000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
8000 * js_ffmult->value, // magnitude
35, // period
500, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_Cannon:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
8000 * js_ffmult->value, // magnitude
100, // period
100, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 100000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 100000;
g_pEffects[iSlotNum][1] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
0, // angle
300, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
}// switch (fffx)
// if any effect in the compound failed to initialize, dump the lot
if (!success)
{
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
delete g_pEffects[iSlotNum][i];
g_pEffects[iSlotNum][i] = NULL;
}
}
}
return success;
}
BOOL _FeelStartEffect(int iSlotNum, DWORD dwIterations, DWORD dwFlags)
{
BOOL success = TRUE;
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
if (!g_pEffects[iSlotNum][i]->Start(dwIterations, dwFlags))
success = FALSE;
}
}
return success;
}
BOOL _FeelEffectPlaying(int iSlotNum)
{
DWORD dwFlags;
dwFlags = 0;
// check to see if any effect within the compound is still playing
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
g_pEffects[iSlotNum][i]->GetStatus(&dwFlags);
if (dwFlags & FEELIT_FSTATUS_PLAYING)
return TRUE;
}
}
return FALSE;
}
BOOL _FeelStopEffect(int iSlotNum)
{
BOOL success = TRUE;
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
if (!g_pEffects[iSlotNum][i]->Stop())
success = FALSE;
}
}
return success;
}
BOOL _FeelClearEffect(int iSlotNum)
{
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
delete g_pEffects[iSlotNum][i];
g_pEffects[iSlotNum][i] = NULL;
}
}
return TRUE;
}