mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-12-04 01:31:26 +00:00
248 lines
5.7 KiB
C++
248 lines
5.7 KiB
C++
/*
|
|
* Stubs to allow linking with FF_ fnuctions declared.
|
|
* Brian Osman
|
|
*/
|
|
|
|
//JLFRUMBLE includes modified to avoid typename collision field_t
|
|
#ifdef _JK2MP
|
|
#include "../namespace_begin.h"
|
|
#endif
|
|
#include "../game/q_shared.h"
|
|
#include "../qcommon/qcommon.h"
|
|
#include "../client/keycodes.h"
|
|
//#include "../client/client.h"
|
|
#include "../client/fffx.h"
|
|
#include "../win32/win_input.h"
|
|
#ifdef _JK2MP
|
|
#include "../namespace_end.h"
|
|
#endif
|
|
|
|
void FF_StopAll(void)
|
|
{
|
|
Com_Printf("FF_StopAll: Please implement.\n");
|
|
// Do nothing
|
|
}
|
|
|
|
void FF_Stop(ffFX_e effect)
|
|
{
|
|
Com_Printf("FF_Stop: Please implement fffx_id = %i\n",effect);
|
|
// Do nothing
|
|
}
|
|
|
|
void FF_EnsurePlaying(ffFX_e effect)
|
|
{
|
|
Com_Printf("FF_EnsurePlaying: Please implement fffx_id = %i\n",effect);
|
|
// Do nothing
|
|
}
|
|
|
|
void FF_Play(ffFX_e effect)
|
|
{
|
|
int s; // script id
|
|
static int const_rumble[2] = {-1}; // script id for constant rumble
|
|
int client;
|
|
|
|
// super huge switch for rumble effects
|
|
switch(effect)
|
|
{
|
|
case fffx_AircraftCarrierTakeOff:
|
|
case fffx_BasketballDribble:
|
|
case fffx_CarEngineIdle:
|
|
case fffx_ChainsawIdle:
|
|
case fffx_ChainsawInAction:
|
|
case fffx_DieselEngineIdle:
|
|
case fffx_Jump:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 50000, 10000, 200);
|
|
IN_AddRumbleState(s, 0, 0, 10);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_Land:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 50000, 10000, 200);
|
|
IN_AddRumbleState(s, 0, 0, 10);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_MachineGun:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 56000, 20000, 230);
|
|
IN_AddRumbleState(s, 0, 0, 10);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_Punched:
|
|
case fffx_RocketLaunch:
|
|
|
|
case fffx_SecretDoor:
|
|
case fffx_SwitchClick: // used by saber
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 30000, 10000, 120);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_WindGust:
|
|
case fffx_WindShear:
|
|
case fffx_Pistol:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 50000, 10000, 200);
|
|
IN_AddRumbleState(s, 0, 0, 10);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_Shotgun:
|
|
case fffx_Laser1:
|
|
case fffx_Laser2:
|
|
case fffx_Laser3:
|
|
case fffx_Laser4:
|
|
case fffx_Laser5:
|
|
case fffx_Laser6:
|
|
case fffx_OutOfAmmo:
|
|
case fffx_LightningGun:
|
|
case fffx_Missile:
|
|
case fffx_GatlingGun:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 2, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 39000, 0, 220);
|
|
IN_AddRumbleState(s, 0, 0, 10);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_ShortPlasma:
|
|
case fffx_PlasmaCannon1:
|
|
case fffx_PlasmaCannon2:
|
|
case fffx_Cannon:
|
|
case fffx_FallingShort:
|
|
case fffx_FallingMedium:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 25000,10000, 230);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_FallingFar:
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
|
|
if (s != -1)
|
|
{
|
|
IN_AddRumbleState(s, 32000,10000, 230);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
break;
|
|
case fffx_StartConst:
|
|
client = IN_GetMainController();
|
|
if(const_rumble[client] == -1)
|
|
{
|
|
const_rumble[client] = IN_CreateRumbleScript(IN_GetMainController(), 9, true);
|
|
if (const_rumble[client] != -1)
|
|
{
|
|
IN_AddEffectFade4(const_rumble[client], 0,0, 50000, 0, 2000);
|
|
IN_AddRumbleState(const_rumble[client], 50000, 0, 300);
|
|
IN_AddEffectFade4(const_rumble[client], 50000,50000, 0, 0, 1000);
|
|
IN_ExecuteRumbleScript(const_rumble[client]);
|
|
}
|
|
}
|
|
break;
|
|
case fffx_StopConst:
|
|
client = IN_GetMainController();
|
|
if (const_rumble[client] == -1)
|
|
return;
|
|
IN_KillRumbleScript(const_rumble[client]);
|
|
const_rumble[client] = -1;
|
|
break;
|
|
default:
|
|
Com_Printf("No rumble script is defined for fffx_id = %i\n",effect);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*********
|
|
FF_XboxShake
|
|
|
|
intensity - speed of rumble
|
|
duration - length of rumble
|
|
*********/
|
|
#define FF_SH_MIN_MOTOR_SPEED 20000
|
|
#define FF_SH_MOTOR_SPEED_MODIFIER (65535 - FF_SH_MIN_MOTOR_SPEED)
|
|
void FF_XboxShake(float intensity, int duration)
|
|
{
|
|
int s;
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
|
|
if (s != -1)
|
|
{
|
|
int speed;
|
|
// figure out the speed
|
|
speed = (FF_SH_MIN_MOTOR_SPEED) + (FF_SH_MOTOR_SPEED_MODIFIER * intensity);
|
|
|
|
// Add the state and execute
|
|
IN_AddRumbleState(s, speed, speed, duration);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
}
|
|
|
|
/*********
|
|
FF_XboxDamage
|
|
|
|
damage - Amount of damage
|
|
xpos - x position for the damage ( -1.0 - 1.0 )
|
|
|
|
The following function various the rumble based upon
|
|
the amount of damage and the position of the damage.
|
|
*********/
|
|
#define FF_DA_MIN_MOTOR_SPEED 20000 // use this to vary the minimum intensity
|
|
#define FF_DA_MOTOR_SPEED_MODIFIER (65535 - FF_DA_MIN_MOTOR_SPEED)
|
|
void FF_XboxDamage(int damage, float xpos)
|
|
{
|
|
int s;
|
|
s = IN_CreateRumbleScript(IN_GetMainController(), 1, true);
|
|
if (s != -1)
|
|
{
|
|
int leftMotorSpeed;
|
|
int rightMotorSpeed;
|
|
int duration;
|
|
float per;
|
|
|
|
duration = 175;
|
|
|
|
// how much damage?
|
|
if(damage > 100)
|
|
{
|
|
per = 1.0;
|
|
}
|
|
else
|
|
{
|
|
per = damage/100;
|
|
}
|
|
|
|
if(xpos >= -0.2 && xpos <= 0.2) // damge to center
|
|
{
|
|
leftMotorSpeed = rightMotorSpeed = (FF_DA_MIN_MOTOR_SPEED)+(FF_DA_MOTOR_SPEED_MODIFIER * per);
|
|
}
|
|
else if(xpos > 0.2) // damage to right
|
|
{
|
|
rightMotorSpeed = (FF_DA_MIN_MOTOR_SPEED)+(FF_DA_MOTOR_SPEED_MODIFIER * per);
|
|
leftMotorSpeed = 0;
|
|
}
|
|
else // damage to left
|
|
{
|
|
leftMotorSpeed = (FF_DA_MIN_MOTOR_SPEED)+(FF_DA_MOTOR_SPEED_MODIFIER * per);;
|
|
rightMotorSpeed = 0;
|
|
}
|
|
|
|
// Add the state and execute
|
|
IN_AddRumbleState(s, leftMotorSpeed, rightMotorSpeed, duration);
|
|
IN_ExecuteRumbleScript(s);
|
|
}
|
|
}
|
|
|