#include "common_headers.h" #ifdef _IMMERSION #define INITGUID // this will need removing if already defined in someone else's module. Only one must exist in whole game //#include "ff.h" //#include "ff_ffset.h" //#include "ff_compound.h" //#include "ff_system.h" FFSystem gFFSystem; cvar_t *use_ff; cvar_t *ensureShake; cvar_t *ff_developer; #ifdef FF_DELAY cvar_t *ff_delay; #endif cvar_t *ff_channels; static const char *_pass = "SUCCEEDED"; static const char *_fail = "FAILED"; const char *gChannelName[ FF_CHANNEL_MAX ] = { "FF_CHANNEL_WEAPON" , "FF_CHANNEL_MENU" , "FF_CHANNEL_TOUCH" , "FF_CHANNEL_DAMAGE" , "FF_CHANNEL_BODY" , "FF_CHANNEL_FORCE" , "FF_CHANNEL_FOOT" }; // Enable/Disable Com_Printf in FF_* functions #if( 1 ) #ifdef FF_PRINT #define FF_PROLOGUE( name, string ) qboolean result = qfalse; if ( FF_IsAvailable() ) { if ( ff_developer && ff_developer->integer ) Com_Printf( "%s: \"%s\" ", #name, string ); #define FF_PROLOGUE_NOQUOTE( name, string ) qboolean result = qfalse; if ( FF_IsAvailable() ) { if ( ff_developer && ff_developer->integer ) Com_Printf( "%s: %s ", #name, string ); #define FF_EPILOGUE FF_EPILOGUE_NORETURN; return result; #define FF_EPILOGUE_NORETURN } if ( ff_developer && ff_developer->integer ) Com_Printf( "[%s]\n", ( result ? _pass : _fail ) ); #define FF_RESULT( function ) result = qboolean( function ); #else #define FF_PROLOGUE( name, string ) qboolean result = qfalse; if ( FF_IsAvailable() ) { #define FF_PROLOGUE_NOQUOTE( name, string ) qboolean result = qfalse; if ( FF_IsAvailable() ) { #define FF_EPILOGUE FF_EPILOGUE_NORETURN; return result; #define FF_EPILOGUE_NORETURN } #define FF_RESULT( function ) result = qboolean( function ); #endif #else #define FF_PROLOGUE( name, string ) qboolean result = qfalse; #define FF_PROLOGUE_NOQUOTE( name, string ) qboolean result = qfalse; #define FF_EPILOGUE return result; #define FF_EPILOGUE_NORETURN #define FF_RESULT( function ) result = qboolean( function ); #endif ////-------------- /// FF_IsAvailable //------------------ // Test to see if force feedback is currently operating. This is almost useless. // The only good it does currently is temporarily toggle effects on/off for users // amusement... feedback on, feedback off, feedback on, feedback off. Results are // instantaneous. FF_* calls basically skip themselves harmlessly. // // Assumptions: // * External system unloads this module if no device is present. // * External system unloads this module if feedback is disabled when system (re)starts // // Parameters: // None // // Returns: // - true: feedback currently enabled // - false: feedback currently disabled // qboolean FF_IsAvailable(void) { return (use_ff && use_ff->integer && gFFSystem.IsInitialized()) ? qtrue : qfalse; } qboolean FF_IsInitialized(void) { return gFFSystem.IsInitialized(); } ////------- /// FF_Init //----------- // Initializes the force feedback system. // // This function may be called multiple times to apply changes in cvars. // // Assumptions: // * If FF_Init returns qfalse, caller calls FF_Shutdown // // Parameters: // None // // Returns: // - qtrue: module initialized properly. // - qfalse: module experienced an error. Caller MUST call FF_Shutdown. // qboolean FF_Init( void ) { if ( !gFFSystem.IsInitialized() ) { // // Console variable setup // #ifdef FF_CONSOLECOMMAND Cmd_AddCommand( "ff_stopall", CMD_FF_StopAll ); Cmd_AddCommand( "ff_info", CMD_FF_Info ); #endif use_ff = Cvar_Get( "use_ff", "1", CVAR_ARCHIVE /*| CVAR_LATCH*/); ensureShake = Cvar_Get( "ff_ensureShake", "1", CVAR_TEMP); ff_developer = Cvar_Get( "ff_developer", "0", CVAR_TEMP); ff_channels = Cvar_Get( "ff_channels", FF_CHANNEL, CVAR_ARCHIVE); #ifdef FF_DELAY ff_delay = Cvar_Get( "ff_delay", FF_DELAY, CVAR_ARCHIVE); #endif } return qboolean // assumes external system will call FF_Shutdown in case of failure ( ff_channels != NULL && gFFSystem.Init( ff_channels->string ) ); } ////----------- /// FF_Shutdown //--------------- // Shut force feedback system down and free resources. // // Assumptions: // * Always called if FF_Init returns qfalse. ALWAYS. (Or memory leaks occur) // * Never called twice in succession. (always in response to previous assumption) // // Parameters: // None // // Returns: // None // void FF_Shutdown(void) { #ifdef FF_CONSOLECOMMAND Cmd_RemoveCommand( "ff_stopall" ); Cmd_RemoveCommand( "ff_info" ); #endif gFFSystem.Shutdown(); } ////----------- /// FF_Register //--------------- // Loads a named effect from an .ifr file through the game's file system. The handle // returned is not tied to any particular device. The feedback system may even change // which device receives the effect without the need to restart the external system. // The is ONE EXCEPTION. If this module is not loaded when the registration phase // passes, the external system will need to be restarted to register effects properly. // // Parameters: // * name: effect name from .ifr (case-sensitive) // * channel: channel to output effect. A channel may play on 0+ devices. // * notfound: return a valid handle even if effect is not found // - Allows temporary disabling of a channel in-game without losing effects // - Only use with trusted effect names, not user input. See CMD_FF_Play. // // Returns: // Handle to loaded effect // ffHandle_t FF_Register( const char *name, int channel, qboolean notfound ) { ffHandle_t ff = FF_HANDLE_NULL; // Removed console print... too much spam with AddLoopingForce. /* FF_PROLOGUE( FF_Register, ( name ? name : "" ) ); ff = gFFSystem.Register( name, channel, notfound ); FF_RESULT( ff != FF_HANDLE_NULL ); FF_EPILOGUE_NORETURN; */ if ( FF_IsAvailable() ) ff = gFFSystem.Register( name, channel, notfound ); return ff; } ////---------------- /// FF_EnsurePlaying //-------------------- // Starts an effect if the effect is not currently playing. // Does not restart currently playing effects. // // Parameters: // * ff: handle of an effect // // Returns: // - qtrue: effect started // - qfalse: effect was not started // qboolean FF_EnsurePlaying(ffHandle_t ff) { FF_PROLOGUE( FF_EnsurePlaying, gFFSystem.GetName( ff ) ); FF_RESULT( gFFSystem.EnsurePlaying( ff ) ); FF_EPILOGUE; } ////------- /// FF_Play //----------- // Start an effect on its registered channel. // // Parameters // * ff: handle to an effect // // Returns: // - qtrue: effect started // - qfalse: effect was not started // qboolean FF_Play(ffHandle_t ff) { FF_PROLOGUE( FF_Play, gFFSystem.GetName( ff ) ); FF_RESULT( gFFSystem.Play( ff ) ); FF_EPILOGUE; } ////---------- /// FF_StopAll //-------------- // Stop all currently playing effects. // // Parameters: // None // // Returns: // - qtrue: no errors occurred // - qfalse: an error occurred // qboolean FF_StopAll(void) { FF_PROLOGUE( FF_StopAll, "" ); FF_RESULT( gFFSystem.StopAll() ); FF_EPILOGUE; } ////------- /// FF_Stop //----------- // Stop an effect. Only returns qfalse if there's an error // // Parameters: // * ff: handle to a playing effect // // Returns: // - qtrue: no errors occurred // - qfalse: an error occurred // qboolean FF_Stop(ffHandle_t ff) { FF_PROLOGUE( FF_Stop, gFFSystem.GetName( ff ) ); FF_RESULT( gFFSystem.Stop( ff ) ); FF_EPILOGUE; } ////-------- /// FF_Shake //------------ // Shake the mouse (play the special "shake" effect) at a given strength // for a given duration. The shake effect can be a compound containing // multiple component effects, but each component effect's magnitude and // duration will be set to the parameters passed in this function. // // Parameters: // * intensity [0..10000] - Magnitude of effect // * duration [0..MAXINT] - Length of shake in milliseconds // // Returns: // - qtrue: shake started // - qfalse: shake did not start // qboolean FF_Shake(int intensity, int duration) { char message[64]; message[0] = 0; sprintf( message, "intensity=%d, duration=%d", intensity, duration ); FF_PROLOGUE_NOQUOTE( FF_Shake, message ); FF_RESULT( gFFSystem.Shake( intensity, duration, qboolean( ensureShake->integer != qfalse ) ) ); FF_EPILOGUE; } #ifdef FF_CONSOLECOMMAND ////-------------- /// CMD_FF_StopAll //------------------ // Console function which stops all currently playing effects // // Parameters: // None // // Returns: // None // void CMD_FF_StopAll(void) { // Display messages if ( FF_StopAll() ) { Com_Printf( "stopping all effects\n" ); } else { Com_Printf( "failed to stop all effects\n" ); } } ////----------- /// CMD_FF_Info //--------------- // Console function which displays various ff-system information. // // Parameters: // * 'devices' display list of ff devices currently connected // * 'channels' display list of support ff channels // * 'order' display search order used by ff name-resolution system (ff_ffset.cpp) // * 'files' display currently loaded .ifr files sorted by device // * 'effects' display currently registered effects sorted by device // // Returns: // None // void CMD_FF_Info(void) { TNameTable Unprocessed, Processed; int i, max; for ( i = 1, max = Cmd_Argc() ; i < max ; i++ ){ Unprocessed.push_back( Cmd_Argv( i ) ); } if ( Unprocessed.size() == 0 ) { if ( ff_developer->integer ) Com_Printf( "Usage: ff_info [devices] [channels] [order] [files] [effects]\n" ); else Com_Printf( "Usage: ff_info [devices] [channels]\n" ); return; } gFFSystem.Display( Unprocessed, Processed ); if ( Unprocessed.size() > 0 ) { Com_Printf( "invalid parameters:" ); for ( i = 0 ; i < Unprocessed.size() ; i++ ){ Com_Printf( " %s", Unprocessed[ i ].c_str() ); } if ( ff_developer->integer ) Com_Printf( "Usage: ff_info [devices] [channels] [order] [files] [effects]\n" ); else Com_Printf( "Usage: ff_info [devices] [channels]\n" ); } } #endif // FF_CONSOLECOMMAND #endif // _IMMERSION