mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-10 06:41:36 +00:00
Various haptic improvements
This commit is contained in:
parent
6a24bce726
commit
26125033dd
2 changed files with 136 additions and 53 deletions
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@ -988,6 +988,9 @@ bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *st
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if ( armor > maxarmor ) {
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armor = maxarmor;
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}
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common->HapticEvent("pickup_shield", 0, 0, amount * 5, 0, 0);
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nextArmorDepleteTime = 0;
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armorPulse = true;
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}
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@ -996,6 +999,8 @@ bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *st
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if ( i != -1 ) {
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// set, don't add. not going over the clip size limit.
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clip[ i ] = atoi( value );
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common->HapticEvent("pickup_ammo", 0, 0, 100, 0, 0);
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}
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} else if ( !idStr::Icmp( statname, "berserk" ) ) {
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GivePowerUp( owner, BERSERK, SEC2MS( atof( value ) ) );
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@ -1042,6 +1047,8 @@ bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *st
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if ( ( weapons & ( 1 << i ) ) == 0 || ( duplicateWeapons & ( 1 << i ) ) == 0 || gameLocal.isMultiplayer ) {
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tookWeapon = true;
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common->HapticEvent("pickup_weapon", 0, 0, 100, 0, 0);
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if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon ) {
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assert( !gameLocal.isClient );
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*idealWeapon = i;
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@ -3871,7 +3878,7 @@ void idPlayer::UpdateVrHud()
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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offpos *= a.ToMat3();
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offpos *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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offpos *= vr_worldscale.GetFloat();
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{
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hudOrigin = viewOrigin + offpos;
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@ -4636,6 +4643,11 @@ bool idPlayer::GiveItem( idItem *item ) {
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// frame no matter what
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UpdateHudWeapon( false );
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hud->HandleNamedEvent( "weaponPulse" );
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if (gave)
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{
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common->HapticEvent("pickup_weapon", 0, 0, 100, 0, 0);
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}
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}
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// display the pickup feedback on the hud
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@ -5076,6 +5088,8 @@ void idPlayer::GiveSecurity( const char *security ) {
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hud->SetStateString( "pda_security", "1" );
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hud->HandleNamedEvent( "securityPickup" );
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}
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common->HapticEvent("pda_alarm", 0, 0, 100, 0, 0);
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}
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/*
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@ -5095,8 +5109,11 @@ void idPlayer::GiveEmail( const char *emailName ) {
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if ( hud ) {
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hud->HandleNamedEvent( "emailPickup" );
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}
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common->HapticEvent("pda_alarm", 0, 0, 100, 0, 0);
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}
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/*
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===============
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idPlayer::GivePDA
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@ -5553,6 +5570,8 @@ void idPlayerHand::NextBestWeapon()
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common->Printf( "After NextBestWeapon():\n" );
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debugPrint();
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}
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common->HapticEvent("weapon_switch", 0, 0, 100, 0, 0);
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}
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/*
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@ -5728,6 +5747,7 @@ void idPlayerHand::NextWeapon( int dir )
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if( vr_debugHands.GetBool() )
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common->Printf( "Changing weapon\n" );
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common->HapticEvent("weapon_switch", 0, 0, 100, 0, 0);
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}
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if( vr_debugHands.GetBool() )
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{
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@ -5986,6 +6006,8 @@ void idPlayerHand::SelectWeapon( int num, bool force, bool specific )
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// If we made it all this way, we want weapon "num" and we can switch to it
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idealWeapon = num;
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owner->UpdateHudWeapon( whichHand );
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common->HapticEvent("weapon_switch", 0, 0, 100, 0, 0);
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}
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common->Printf( "After SelectWeapon(%d):\n", idealWeapon);
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@ -7476,6 +7498,12 @@ bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) {
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if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) {
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entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health );
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}
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if (health < 100)
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{
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//Ass health increases, play the effect higher up the body
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float yHeight = -0.5f + ((float)(health+amt) / 100.0f);
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common->HapticEvent("healstation", 0, 0, 100, 0, yHeight);
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}
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health += amt;
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if ( health > 100 ) {
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health = 100;
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@ -8188,6 +8216,8 @@ void idPlayer::UpdateFocus( void ) {
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//Rumble the controller to let player know they scored a touch.
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hands[fingerHand].SetControllerShake( 0.1f, 12, 0.8f, 12 );
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common->HapticEvent("pda_touch", 0, 0, 100, 0, 0);
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focusTime = gameLocal.time + FOCUS_GUI_TIME;
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break;
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@ -8399,6 +8429,8 @@ bool idPlayer::UpdateFocusPDA()
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// Carl: Should the PDA vibrate/haptic feedback too?
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hands[fingerHand].SetControllerShake( 0.1f, 12, 0.8f, 12 );
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hands[pdahand].SetControllerShake( 0.1f, 12, 0.8f, 12 );
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common->HapticEvent("pda_touch", 0, 0, 100, 0, 0);
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}
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commonVr->scanningPDA = false;
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return true;
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@ -9843,12 +9875,16 @@ void idPlayer::TogglePDA( int hand ) {
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objectiveSystem->Activate( true, gameLocal.time );
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hud->HandleNamedEvent( "pdaPickupHide" );
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hud->HandleNamedEvent( "videoPickupHide" );
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common->HapticEvent("pda_open", 0, 0, 100, 0, 0);
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} else {
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inventory.selPDA = objectiveSystem->State().GetInt( "listPDA_sel_0" );
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inventory.selVideo = objectiveSystem->State().GetInt( "listPDAVideo_sel_0" );
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inventory.selAudio = objectiveSystem->State().GetInt( "listPDAAudio_sel_0" );
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inventory.selEMail = objectiveSystem->State().GetInt( "listPDAEmail_sel_0" );
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objectiveSystem->Activate( false, gameLocal.time );
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common->HapticEvent("pda_close", 0, 0, 100, 0, 0);
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}
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//objectiveSystemOpen ^= 1;
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objectiveSystemOpen = !objectiveSystemOpen;
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@ -11535,7 +11571,7 @@ void idPlayer::UpdateFlashlightHolster()
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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holsterOffset *= a.ToMat3();
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holsterOffset *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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holsterOffset *= vr_worldscale.GetFloat();
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flashlightRenderEntity.origin = firstPersonViewOrigin + holsterOffset;
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flashlightRenderEntity.entityNum = ENTITYNUM_NONE;
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@ -11600,16 +11636,14 @@ void idPlayer::Think( void ) {
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else {
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pVRClientInfo->weaponid = -1;
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}
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cvarSystem->SetCVarBool("vr_weapon_stabilised", pVRClientInfo->weapon_stabilised);
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int _currentWeapon = GetCurrentWeaponId();
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if(_currentWeapon == WEAPON_FLASHLIGHT || _currentWeapon == WEAPON_FISTS)
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pVRClientInfo->velocitytriggered = true;
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else
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pVRClientInfo->velocitytriggered = false;
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pVRClientInfo->velocitytriggeredoffhand = true;
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pVRClientInfo->oneHandOnly = (_currentWeapon == WEAPON_FISTS) ||
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(_currentWeapon == weapon_handgrenade);
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pVRClientInfo->pistol = GetCurrentWeaponId() == WEAPON_PISTOL;
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}
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// clear the ik before we do anything else so the skeleton doesn't get updated twice
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@ -11760,6 +11794,12 @@ void idPlayer::Think( void ) {
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UpdatePowerUps();
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if (health > 0 && health < 40)
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{
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//heartbeat is a special case that uses intensity for a different purpose
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common->HapticEvent("heartbeat", 0, 0, health, 0, 0);
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}
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//UpdateFlashlightHolster();
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//Dr Beef version - maybe minimise
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@ -12468,6 +12508,13 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
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if ( armorSave ) {
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inventory.armor -= armorSave;
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if (inventory.armor == 0)
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{
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if ( IsType( idPlayer::Type ) ) {
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common->HapticEvent("shield_break", 0, 0, 100, 0, 0);
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}
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}
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if ( gameLocal.time > lastArmorPulse + 200 ) {
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StartSound( "snd_hitArmor", SND_CHANNEL_ITEM, 0, false, NULL );
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}
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@ -12476,6 +12523,11 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
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if ( damageDef->dict.GetBool( "burn" ) ) {
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StartSound( "snd_burn", SND_CHANNEL_BODY3, 0, false, NULL );
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if ( IsType( idPlayer::Type ) ) {
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common->HapticEvent("fire", 0, 0, 50, 0, 0);
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}
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} else if ( damageDef->dict.GetBool( "no_air" ) ) {
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if ( !armorSave && health > 0 ) {
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StartSound( "snd_airGasp", SND_CHANNEL_ITEM, 0, false, NULL );
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@ -12560,6 +12612,33 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
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}
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}
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if ( IsType( idPlayer::Type ) &&
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//Save the effort of going through this code if bhaptics isn't enabled
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vr_bhaptics.GetBool()) {
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idVec3 bodyOrigin = vec3_zero;
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idMat3 bodyAxis;
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GetViewPos( bodyOrigin, bodyAxis );
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idAngles bodyAng = bodyAxis.ToAngles();
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float yHeight = idMath::ClampFloat(-0.5f, 0.5f, damage_from.ToPitch() / 45.0f);
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float damageYaw = 180 + (damage_from.ToYaw() - bodyAng.yaw);
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if (damageYaw < 0.0f)
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damageYaw += 360.0f;
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if (damageYaw >= 360.0f)
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damageYaw -= 360.0f;
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//Ensure a decent level of haptic feedback for any damage
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float hapticLevel = 80 + Min<float>(damage * 4, 120.0);
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//Indicate head damage if appropriate
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if ( location >= 0 && location < damageGroups.Size() &&
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strstr( damageGroups[location].c_str(), "head" ) ) {
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common->HapticEvent(damageDefName, 4, 0, hapticLevel, damageYaw, yHeight);
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} else {
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common->HapticEvent(damageDefName, 0, 0, hapticLevel, damageYaw, yHeight);
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}
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}
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lastDamageDef = damageDef->Index();
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lastDamageDir = damage_from;
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lastDamageLocation = location;
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@ -13168,7 +13247,7 @@ void idPlayer::CalculateViewWeaponPos( int hand, idVec3& origin, idMat3& axis )
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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gunpos *= a.ToMat3();
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gunpos *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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gunpos *= cvarSystem->GetCVarFloat( "vr_worldscale" );
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if (GetCurrentWeaponId( == WEAPON_FLASHLIGHT) // Flashlight adjustment
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{
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@ -13389,11 +13468,8 @@ void idPlayer::CalculateViewWeaponPosVR( int hand, idVec3 &origin, idMat3 &axis
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commonVr->MotionControlGetHand( hand, hands[ hand ].motionPosition, hands[ hand ].motionRotation );
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if (!commonVr->GetWeaponStabilised())
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{
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weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat();
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hands[hand].motionRotation = weaponPitch * hands[hand].motionRotation;
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}
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weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat();
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hands[ hand ].motionRotation = weaponPitch * hands[ hand ].motionRotation;
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GetViewPos( weapOrigin, weapAxis );
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@ -13665,10 +13741,6 @@ void idPlayer::CalculateViewFlashlightPos( idVec3 &origin, idMat3 &axis, idVec3
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axis = idAngles( 0.0, viewAngles.yaw - commonVr->bodyYawOffset, 0.0f ).ToMat3();
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int flashlightMode = commonVr->GetCurrentFlashlightMode();
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if (commonVr->GetWeaponStabilised() && flashlightMode == FLASHLIGHT_HAND )
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{
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flashlightMode = FLASHLIGHT_GUN;
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}
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setLeftHand = false;
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//move the flashlight to alternate location for items with no mount
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@ -13952,7 +14024,7 @@ idVec3 idPlayer::GetEyePosition( void ) const {
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if (pVRClientInfo)
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{
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float eyeHeight = 0;
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float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * ((100.0f / 2.54f) * vr_scale.GetFloat()));
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float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * vr_worldscale.GetFloat());
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//Add special handling for physical crouching at some point
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if (physicsObj.IsCrouching() && PHYSICAL_CROUCH) {
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@ -132,6 +132,7 @@ public class bHaptics {
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Door_Open.tact", "dooropen", "door");
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Door_Close.tact", "doorclose", "door");
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Scan.tact", PositionType.Vest, "scan", "environment", 1.0f, 1.15f);
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Scan.tact", PositionType.Vest, "decontaminate", "environment", 0.5f, 0.65f);
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Chamber_Up.tact", "liftup", "environment");
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Chamber_Down.tact", "liftdown", "environment");
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Machine.tact", "machine", "environment");
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@ -308,10 +309,11 @@ public class bHaptics {
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/*
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position values:
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0 - Will play on both arms if tactosy tact files present for both
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1 - Will play on left arm only if tactosy tact files present for left
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2 - Will play on right arm only if tactosy tact files present for right
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0 - Will play on vest and both arms if tactosy tact files present for both
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1 - Will play on vest and on left arm only if tactosy tact files present for left
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2 - Will play on vest and on right arm only if tactosy tact files present for right
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3 - Will play on head only (if present)
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4 - Will play on all devices (that have a pattern defined for them)
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flag values:
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0 - No flags set
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@ -366,46 +368,52 @@ public class bHaptics {
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intensity = 100;
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}
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if (position > 0)
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{
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BhapticsManager manager = BhapticsModule.getBhapticsManager();
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//If playing left position and haptic type is right, don;t play that one
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if (position == 1 && haptic.type == PositionType.ForearmR)
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{
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continue;
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}
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//If playing right position and haptic type is left, don;t play that one
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if (position == 2 && haptic.type == PositionType.ForearmL)
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{
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continue;
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}
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if (position == 3 &&
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(haptic.type != PositionType.Head || !manager.isDeviceConnected(BhapticsManager.DeviceType.Head)))
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{
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continue;
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}
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if (position != 3 && haptic.type == PositionType.Head)
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{
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continue;
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}
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}
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if (haptic != null) {
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float flIntensity = ((intensity / 100.0F) * haptic.intensity);
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float duration = haptic.duration;
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float flAngle = angle;
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float flDuration = haptic.duration;
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//Special hack for heartbeat
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if (position > 0)
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{
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BhapticsManager manager = BhapticsModule.getBhapticsManager();
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//If playing left position and haptic type is right, don;t play that one
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if (position == 1 && haptic.type == PositionType.ForearmR)
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{
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continue;
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}
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//If playing right position and haptic type is left, don;t play that one
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if (position == 2 && haptic.type == PositionType.ForearmL)
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{
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continue;
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}
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if (position == 3 &&
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(haptic.type != PositionType.Head || !manager.isDeviceConnected(BhapticsManager.DeviceType.Head)))
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{
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continue;
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}
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if (haptic.type == PositionType.Head) {
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if (position < 3) {
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continue;
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}
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//Zero angle for head
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flAngle = 0;
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}
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}
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//Special values for heartbeat
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if (haptic.group.compareTo("health") == 0)
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{
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//The worse condition we are in, the faster the heart beats!
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float health = intensity;
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duration = 1.0f - (0.4f * ((40 - health) / 40));
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flDuration = 1.0f - (0.4f * ((40 - health) / 40));
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flIntensity = 1.0f;
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flAngle = 0;
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}
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//If this is a repeating event, then add to the set to play in begin frame
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@ -414,7 +422,7 @@ public class bHaptics {
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repeatingHaptics.put(key, haptic);
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}
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else {
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player.submitRegistered(haptic.key, haptic.altKey, flIntensity, duration, angle, yHeight);
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player.submitRegistered(haptic.key, haptic.altKey, flIntensity, flDuration, flAngle, yHeight);
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}
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}
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}
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@ -479,6 +487,9 @@ public class bHaptics {
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|||
} else if (key.contains("entrance_scanner") || key.contains("scanner_rot1s"))
|
||||
{
|
||||
key = "scan";
|
||||
} else if (key.contains("decon_started"))
|
||||
{
|
||||
key = "decontaminate";
|
||||
}
|
||||
return key;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue