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