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