jediacademy/codemp/ff/ff_console.cpp

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2013-04-04 22:35:38 +00:00
/*
* 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);
}
}