/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "globalincs/pstypes.h" #include "io/joy.h" #include "io/joy_ff.h" #include "io/joy_haptic.h" #include "math/vecmat.h" static SDL_Haptic *haptic = nullptr; static int joy_haptic_handling_scaler = 0; static bool Gain_adjust = false; static float Gain = 1.0f; typedef struct haptic_effect_t { SDL_HapticEffect eff; int id; bool loaded; void init() { eff = {0}; id = -1; loaded = false; } haptic_effect_t() { init(); } } haptic_effect_t; static haptic_effect_t pHitEffect1; static haptic_effect_t pHitEffect2; static haptic_effect_t pAfterburn1; static haptic_effect_t pAfterburn2; static haptic_effect_t pShootEffect; static haptic_effect_t pSecShootEffect; static haptic_effect_t pSpring; static haptic_effect_t pDock; static bool joy_haptic_create_effects(); static void joy_haptic_start_effect(haptic_effect_t *eff, const char *name); static void joy_haptic_update_effect(haptic_effect_t *eff, const char *name); static void joy_haptic_stop_effect(haptic_effect_t *eff, const char *name); static void check_and_print_haptic_feature(uint32_t flags, uint32_t check_flag, const char* description) { auto has_flag = (flags & check_flag) == check_flag; mprintf((" Supports %s: %s\n", description, has_flag ? "true" : "false")); } static void print_haptic_support() { mprintf((" Haptic feature support:\n")); auto supported = SDL_GetHapticFeatures(haptic); check_and_print_haptic_feature(supported, SDL_HAPTIC_CONSTANT, "Constant effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_SINE, "Sine effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_LEFTRIGHT, "Left right effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_TRIANGLE, "Triangle effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_SAWTOOTHUP, "Sawtooth up effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_SAWTOOTHDOWN, "Sawtooth down effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_RAMP, "Ramp effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_SPRING, "Spring effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_DAMPER, "Damper effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_INERTIA, "Inertia effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_FRICTION, "Friction effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_CUSTOM, "Custom effect"); check_and_print_haptic_feature(supported, SDL_HAPTIC_GAIN, "global gain"); check_and_print_haptic_feature(supported, SDL_HAPTIC_AUTOCENTER, "Autocenter"); check_and_print_haptic_feature(supported, SDL_HAPTIC_STATUS, "Status query"); check_and_print_haptic_feature(supported, SDL_HAPTIC_PAUSE, "Pause effects"); } bool joy_haptic_init() { auto Joy = io::joystick::getPlayerJoystick(CID_JOY0); if ( !Joy || !Joy->isHaptic() ) { return false; } mprintf(("\n")); mprintf((" Initializing Haptic...\n")); if ( !SDL_InitSubSystem(SDL_INIT_HAPTIC) ) { mprintf((" ERROR: Could not initialize Haptic subsystem: %s\n", SDL_GetError())); return false; } #ifndef NDEBUG mprintf((" Available haptic devices:\n")); auto haptics = SDL_GetHaptics(nullptr); if ( !haptics ) { mprintf((" \n")); } else { for (int i = 0; haptics[i]; ++i) { mprintf((" %s\n", SDL_GetHapticNameForID(haptics[i]))); } SDL_free(haptics); } #endif haptic = SDL_OpenHapticFromJoystick(Joy->getJoystick()); if (haptic == NULL) { mprintf((" ERROR: Unable to open haptic joystick: %s\n", SDL_GetError())); SDL_QuitSubSystem(SDL_INIT_HAPTIC); return false; } if ( !joy_haptic_create_effects() ) { mprintf((" ERROR: Unable to create effects\n")); joy_haptic_shutdown(); return false; } mprintf(("\n")); mprintf((" Number of haptic axes: %d\n", SDL_GetNumHapticAxes(haptic))); mprintf((" Number of effects supported: %d\n", SDL_GetMaxHapticEffects(haptic))); mprintf((" Number of simultaneous effects: %d\n", SDL_GetMaxHapticEffectsPlaying(haptic))); print_haptic_support(); mprintf((" ... Haptic successfully initialized!\n")); return true; } void joy_haptic_shutdown() { if ( !haptic ) { return; } joy_haptic_afterburn_off(); SDL_StopHapticEffects(haptic); SDL_CloseHaptic(haptic); haptic = nullptr; SDL_QuitSubSystem(SDL_INIT_HAPTIC); } static bool joy_haptic_can_play() { return (haptic != nullptr); } void joy_haptic_set_gain(int gain) { if ( !joy_haptic_can_play() ) { return; } CLAMP(gain, 0, 100); if (SDL_GetHapticFeatures(haptic) & SDL_HAPTIC_GAIN) { SDL_SetHapticGain(haptic, gain); } else { Gain = gain / 100.0f; Gain_adjust = (gain < 100); // force update spring effect now since it only changes at mission start joy_haptic_update_effect(&pSpring, "Spring"); } } static void haptic_adjust_effect_strength(SDL_HapticEffect *eff) { if ( !Gain_adjust ) { return; } switch (eff->type) { case SDL_HAPTIC_SINE: case SDL_HAPTIC_SQUARE: case SDL_HAPTIC_TRIANGLE: case SDL_HAPTIC_SAWTOOTHUP: case SDL_HAPTIC_SAWTOOTHDOWN: eff->periodic.magnitude = Sint16(eff->periodic.magnitude * Gain); break; case SDL_HAPTIC_CONSTANT: eff->constant.level = Sint16(eff->constant.level * Gain); break; // special case for spring case SDL_HAPTIC_SPRING: { auto val = Uint16(0x7FFF * Gain); for (size_t i = 0; i < SDL_arraysize(eff->condition.right_sat); i++) { eff->condition.right_sat[i] = val; eff->condition.left_sat[i] = val; } break; } default: break; } } static bool haptic_create_effect(haptic_effect_t *effect) { // manually adjust effect strength if necessary haptic_adjust_effect_strength(&effect->eff); effect->id = SDL_CreateHapticEffect(haptic, &effect->eff); if (effect->id < 0) { return false; } effect->loaded = true; return true; } static bool joy_haptic_create_effects() { int num_loaded = 0; // clear all SDL errors SDL_ClearError(); // missing effects aren't fatal, we'll just ignore/disable them auto supported = SDL_GetHapticFeatures(haptic); // effects are created in priority order, most important first // this allows a soft fail for low memory devices that can't load everything if (supported & SDL_HAPTIC_SPRING) { // pSpring pSpring.init(); pSpring.eff.type = SDL_HAPTIC_SPRING; pSpring.eff.condition.type = SDL_HAPTIC_SPRING; pSpring.eff.condition.length = SDL_HAPTIC_INFINITY; for (size_t i = 0; i < SDL_arraysize(pSpring.eff.condition.right_sat); i++) { pSpring.eff.condition.right_sat[i] = 0x7FFF; pSpring.eff.condition.left_sat[i] = 0x7FFF; pSpring.eff.condition.right_coeff[i] = 0x147; pSpring.eff.condition.left_coeff[i] = 0x147; } if ( !haptic_create_effect(&pSpring) ) { mprintf((" Spring effect failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } if (supported & SDL_HAPTIC_SAWTOOTHDOWN) { // pShootEffect pShootEffect.init(); pShootEffect.eff.type = SDL_HAPTIC_SAWTOOTHDOWN; pShootEffect.eff.periodic.type = SDL_HAPTIC_SAWTOOTHDOWN; pShootEffect.eff.periodic.direction.type = SDL_HAPTIC_POLAR; pShootEffect.eff.periodic.direction.dir[0] = 0; pShootEffect.eff.periodic.length = 160; pShootEffect.eff.periodic.period = 20; pShootEffect.eff.periodic.magnitude = 0x7FFF; pShootEffect.eff.periodic.fade_length = 120; if ( !haptic_create_effect(&pShootEffect) ) { mprintf((" Fire primary effect failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } if (supported & SDL_HAPTIC_CONSTANT) { // pSecShootEffect pSecShootEffect.init(); pSecShootEffect.eff.type = SDL_HAPTIC_CONSTANT; pSecShootEffect.eff.constant.type = SDL_HAPTIC_CONSTANT; pSecShootEffect.eff.constant.direction.type = SDL_HAPTIC_POLAR; pSecShootEffect.eff.constant.direction.dir[0] = 0; pSecShootEffect.eff.constant.length = 200; pSecShootEffect.eff.constant.level = 0x7FFF; pSecShootEffect.eff.constant.attack_length = 50; pSecShootEffect.eff.constant.attack_level = 0x7FFF; pSecShootEffect.eff.constant.fade_length = 100; pSecShootEffect.eff.constant.fade_level = 1; if ( !haptic_create_effect(&pSecShootEffect) ) { mprintf((" Fire secondary effect failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } if (supported & SDL_HAPTIC_SINE) { // pAfterburn1 pAfterburn1.init(); pAfterburn1.eff.type = SDL_HAPTIC_SINE; pAfterburn1.eff.periodic.type = SDL_HAPTIC_SINE; pAfterburn1.eff.periodic.direction.type = SDL_HAPTIC_POLAR; pAfterburn1.eff.periodic.direction.dir[0] = 0; pAfterburn1.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn1.eff.periodic.period = 20; pAfterburn1.eff.periodic.magnitude = 0x3332; if ( !haptic_create_effect(&pAfterburn1) ) { mprintf((" Afterburn effect 1 failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } // pAfterburn2 pAfterburn2.init(); pAfterburn2.eff.type = SDL_HAPTIC_SINE; pAfterburn2.eff.periodic.type = SDL_HAPTIC_SINE; pAfterburn2.eff.periodic.direction.type = SDL_HAPTIC_POLAR; pAfterburn2.eff.periodic.direction.dir[0] = 9000; pAfterburn2.eff.periodic.length = 125; pAfterburn2.eff.periodic.period = 100; pAfterburn2.eff.periodic.magnitude = 0x1999; if ( !haptic_create_effect(&pAfterburn2) ) { mprintf((" Afterburn effect 2 failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } if (supported & SDL_HAPTIC_CONSTANT) { // pHitEffect1 pHitEffect1.init(); pHitEffect1.eff.type = SDL_HAPTIC_CONSTANT; pHitEffect1.eff.constant.type = SDL_HAPTIC_CONSTANT; pHitEffect1.eff.constant.direction.type = SDL_HAPTIC_POLAR; pHitEffect1.eff.constant.direction.dir[0] = 0; pHitEffect1.eff.constant.length = 300; pHitEffect1.eff.constant.level = 0x7FFF; pHitEffect1.eff.constant.attack_length = 0; pHitEffect1.eff.constant.attack_level = 0x7FFF; pHitEffect1.eff.constant.fade_length = 120; pHitEffect1.eff.constant.fade_level = 1; if ( !haptic_create_effect(&pHitEffect1) ) { mprintf((" Hit effect 1 failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } if (supported & SDL_HAPTIC_SINE) { // pHitEffect2 pHitEffect2.init(); pHitEffect2.eff.type = SDL_HAPTIC_SINE; pHitEffect2.eff.periodic.type = SDL_HAPTIC_SINE; pHitEffect2.eff.periodic.direction.type = SDL_HAPTIC_POLAR; pHitEffect2.eff.periodic.direction.dir[0] = 9000; pHitEffect2.eff.periodic.length = 300; pHitEffect2.eff.periodic.period = 100; pHitEffect2.eff.periodic.magnitude = 0x7FFF; pHitEffect2.eff.periodic.attack_length = 100; pHitEffect2.eff.periodic.fade_length = 100; if ( !haptic_create_effect(&pHitEffect2) ) { mprintf((" Hit effect 2 failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } if (supported & SDL_HAPTIC_SQUARE) { // pDock pDock.init(); pDock.eff.type = SDL_HAPTIC_SQUARE; pDock.eff.periodic.type = SDL_HAPTIC_SQUARE; pDock.eff.periodic.direction.type = SDL_HAPTIC_POLAR; pDock.eff.periodic.direction.dir[0] = 9000; pDock.eff.periodic.length = 125; pDock.eff.periodic.period = 100; pDock.eff.periodic.magnitude = 0x3332; if ( !haptic_create_effect(&pDock) ) { mprintf((" Dock effect failed to load:\n %s\n", SDL_GetError())); } else { ++num_loaded; } } return (num_loaded > 0); } static void joy_haptic_start_effect(haptic_effect_t *eff, const char* /* name */) { if ( !eff->loaded ) { return; } // nprintf(("Joystick", "FF: Starting effect %s\n", name)); if ( !SDL_RunHapticEffect(haptic, eff->id, 1) ) { // nprintf(("Joystick", "FF: Unable to run %s:\n %s\n", name, SDL_GetError())); } } static void joy_haptic_update_effect(haptic_effect_t *eff, const char* /* name */) { if ( !eff->loaded ) { return; } // manually adjust effect strength if necessary haptic_adjust_effect_strength(&eff->eff); // nprintf(("Joystick", "FF: Updating effect %s\n", name)); if ( !SDL_UpdateHapticEffect(haptic, eff->id, &eff->eff) ) { // nprintf(("Joystick", "FF: Unable to update %s:\n %s\n", name, SDL_GetError())); } } static void joy_haptic_stop_effect(haptic_effect_t *eff, const char* /* name */) { if ( !eff->loaded ) { return; } // nprintf(("Joystick", "FF: Stopping effect %s\n", name)); if ( !SDL_StopHapticEffect(haptic, eff->id) ) { // nprintf(("Joystick", "FF: Unable to stop %s:\n %s\n", name, SDL_GetError())); } } void joy_haptic_stop_effects() { if ( !joy_haptic_can_play() ) { return; } joy_haptic_afterburn_off(); // stop everything *except* spring joy_haptic_stop_effect(&pHitEffect1, "HitEffect1"); joy_haptic_stop_effect(&pHitEffect2, "HitEffect2"); joy_haptic_stop_effect(&pAfterburn1, "Afterburn1"); joy_haptic_stop_effect(&pAfterburn2, "Afterburn2"); joy_haptic_stop_effect(&pShootEffect, "ShootEffect"); joy_haptic_stop_effect(&pSecShootEffect, "SecShootEffect"); joy_haptic_stop_effect(&pDock, "Dock"); } void joy_haptic_mission_init(vec3d *v) { if ( !joy_haptic_can_play() ) { return; } v->xyz.z = 0.0f; joy_haptic_handling_scaler = (int) ((vm_vec_mag(v) + 1.3f) * 5.0f); joy_haptic_adjust_handling(0); joy_haptic_start_effect(&pSpring, "Spring"); // reset afterburn effects to default values pAfterburn1.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn1.eff.periodic.period = 20; pAfterburn1.eff.periodic.magnitude = 0x3332; pAfterburn1.eff.periodic.attack_length = 0; joy_haptic_update_effect(&pAfterburn1, "Afterburn1 (init)"); pAfterburn2.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn2.eff.periodic.period = 100; pAfterburn2.eff.periodic.magnitude = 0x1999; pAfterburn2.eff.periodic.attack_length = 0; joy_haptic_update_effect(&pAfterburn2, "Afterburn2 (init)"); // reset primary shoot effect to default values pShootEffect.eff.periodic.direction.dir[0] = 0; pShootEffect.eff.periodic.length = 160; pShootEffect.eff.periodic.fade_length = 120; joy_haptic_update_effect(&pShootEffect, "ShootEffect (init)"); } void joy_haptic_play_vector_effect(vec3d *v, float scaler) { vec3d vf; float x, y; if ( !joy_haptic_can_play() ) { return; } // nprintf(("Joystick", "FF: vec = { %f, %f, %f } s = %f\n", v->xyz.x, v->xyz.y, v->xyz.z, scaler)); vm_vec_copy_scale(&vf, v, scaler); x = vf.xyz.x; vf.xyz.x = 0.0f; if (vf.xyz.y + vf.xyz.z < 0.0f) { y = -vm_vec_mag(&vf); } else { y = vm_vec_mag(&vf); } joy_haptic_play_dir_effect(-x, -y); } void joy_haptic_play_dir_effect(float x, float y) { static UI_TIMESTAMP hit_timeout; int idegs, imag; float degs; if ( !joy_haptic_can_play() ) { return; } // allow for at least one of the effects to work if ( !pHitEffect1.loaded && !pHitEffect2.loaded ) { return; } if ( !ui_timestamp_elapsed(hit_timeout) ) { nprintf(("Joystick", "FF: HitEffect already playing. Skipping\n")); return; } hit_timeout = ui_timestamp(pHitEffect1.eff.condition.length); if (joy_ff_hit_effect_enabled()) { if (x > 8000.0f) { x = 8000.0f; } else if (x < -8000.0f) { x = -8000.0f; } if (y > 8000.0f) { y = 8000.0f; } else if (y < -8000.0f) { y = -8000.0f; } imag = (int) fl_sqrt(x * x + y * y); if (imag > 10000) { imag = 10000; } degs = (float)atan2(x, y); idegs = (int) (degs * 18000.0f / PI) + 90; while (idegs < 0) { idegs += 36000; } while (idegs >= 36000) { idegs -= 36000; } pHitEffect1.eff.constant.direction.dir[0] = idegs; pHitEffect1.eff.constant.level = (Sint16)fl2i(0x7FFF * (imag / 10000.0f)); joy_haptic_update_effect(&pHitEffect1, "HitEffect1"); idegs += 9000; if (idegs >= 36000) idegs -= 36000; pHitEffect2.eff.periodic.direction.dir[0] = idegs; pHitEffect2.eff.periodic.magnitude = (Sint16)fl2i(0x7FFF * (imag / 10000.0f)); joy_haptic_update_effect(&pHitEffect2, "HitEffect2"); } joy_haptic_start_effect(&pHitEffect1, "HitEffect1"); joy_haptic_start_effect(&pHitEffect2, "HitEffect2"); } void joy_haptic_play_primary_shoot(int gain) { if ( !joy_haptic_can_play() ) { return; } if ( !pShootEffect.loaded ) { return; } CLAMP(gain, 1, 10000); static int primary_ff_level = 10000; if (gain != primary_ff_level) { pShootEffect.eff.periodic.magnitude = (Sint16) fl2i(0x7FFF * (gain / 10000.0f)); joy_haptic_update_effect(&pShootEffect, "ShootEffect"); primary_ff_level = gain; } joy_haptic_start_effect(&pShootEffect, "ShootEffect"); } void joy_haptic_play_secondary_shoot(int gain) { if ( !joy_haptic_can_play() ) { return; } if ( !pSecShootEffect.loaded ) { return; } gain = gain * 100 + 2500; CLAMP(gain, 1, 10000); static int secondary_ff_level = 10000; if (gain != secondary_ff_level) { pSecShootEffect.eff.constant.level = (Sint16) fl2i(0x7FFF * (gain / 10000.0f)); pSecShootEffect.eff.constant.length = (150000 + gain * 25) / 1000; joy_haptic_update_effect(&pSecShootEffect, "SecShootEffect"); secondary_ff_level = gain; // nprintf(("Joystick", "FF: Secondary force = 0x%04x\n", pSecShootEffect.eff.constant.level)); } joy_haptic_start_effect(&pSecShootEffect, "SecShootEffect"); } void joy_haptic_adjust_handling(int speed) { int v; short coeff = 0; if ( !joy_haptic_can_play() ) { return; } if ( !pSpring.loaded ) { return; } static int last_speed = -1000; if (speed == last_speed) { return; } last_speed = speed; v = speed * joy_haptic_handling_scaler * 2 / 3; // v += joy_haptic_handling_scaler * joy_haptic_handling_scaler * 6 / 7 + 250; v += joy_haptic_handling_scaler * 45 - 500; CLAMP(v, 0, 10000); coeff = (Sint16) fl2i(0x7FFF * (v / 10000.0f)); for (size_t i = 0; i < SDL_arraysize(pSpring.eff.condition.right_coeff); i++) { pSpring.eff.condition.right_coeff[i] = coeff; pSpring.eff.condition.left_coeff[i] = coeff; } // nprintf(("Joystick", "FF: New handling force = 0x%04x\n", coeff)); joy_haptic_update_effect(&pSpring, "Spring"); } void joy_haptic_docked() { if ( !joy_haptic_can_play() ) { return; } if ( !pDock.loaded ) { return; } pDock.eff.periodic.magnitude = 0x3332; joy_haptic_update_effect(&pDock, "Dock"); joy_haptic_start_effect(&pDock, "Dock"); } void joy_haptic_play_reload_effect() { if ( !joy_haptic_can_play() ) { return; } if ( !pDock.loaded ) { return; } pDock.eff.periodic.magnitude = 0x1999; joy_haptic_update_effect(&pDock, "Dock (Reload)"); joy_haptic_start_effect(&pDock, "Dock (Reload)"); } void joy_haptic_afterburn_on() { if ( !joy_haptic_can_play() ) { return; } pAfterburn1.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn1.eff.periodic.magnitude = 0x3332; joy_haptic_update_effect(&pAfterburn1, "Afterburn1"); pAfterburn2.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn2.eff.periodic.magnitude = 0x1999; joy_haptic_update_effect(&pAfterburn2, "Afterburn2"); joy_haptic_start_effect(&pAfterburn1, "Afterburn1"); joy_haptic_start_effect(&pAfterburn2, "Afterburn2"); // nprintf(("Joystick", "FF: Afterburn started\n")); } void joy_haptic_afterburn_off() { if ( !joy_haptic_can_play() ) { return; } joy_haptic_stop_effect(&pAfterburn1, "Afterburn1"); joy_haptic_stop_effect(&pAfterburn2, "Afterburn2"); // nprintf(("Joystick", "FF: Afterburn stopped\n")); } void joy_haptic_explode() { if ( !joy_haptic_can_play() ) { return; } joy_haptic_afterburn_off(); // reuse shoot effect here to save device memory if (pShootEffect.loaded) { // direction changes so an effect stop is needed before udpate joy_haptic_stop_effect(&pShootEffect, "ShootEffect (Explode)"); pShootEffect.eff.periodic.direction.dir[0] = 9000; pShootEffect.eff.periodic.length = 500; pShootEffect.eff.periodic.magnitude = 0x7FFF; pShootEffect.eff.periodic.fade_length = 500; joy_haptic_update_effect(&pShootEffect, "ShootEffect (Explode)"); joy_haptic_start_effect(&pShootEffect, "ShootEffect (Explode)"); } } void joy_haptic_fly_by(int mag) { int gain; if ( !joy_haptic_can_play() ) { return; } gain = mag * 120 + 4000; CLAMP(gain, 1, 10000); pAfterburn1.eff.periodic.length = (6000 * mag + 400000) / 1000; pAfterburn1.eff.periodic.magnitude = (Sint16) fl2i(0x7FFF * (gain / 10000.0f)); joy_haptic_update_effect(&pAfterburn1, "Afterburn1 (Fly by)"); pAfterburn2.eff.periodic.length = (6000 * mag + 400000) / 1000; pAfterburn2.eff.periodic.magnitude = (Sint16) fl2i(0x7FFF * (gain / 10000.0f)); joy_haptic_update_effect(&pAfterburn2, "Afterburn2 (Fly by)"); joy_haptic_start_effect(&pAfterburn1, "Afterburn1 (Fly by)"); joy_haptic_start_effect(&pAfterburn2, "Afterburn2 (Fly by)"); } void joy_haptic_deathroll() { if ( !joy_haptic_can_play() ) { return; } if ( !(pAfterburn1.loaded && pAfterburn2.loaded) ) { return; } // reuse afterburn effects here to save device memory pAfterburn1.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn1.eff.periodic.period = 200; pAfterburn1.eff.periodic.magnitude = 0x7FFF; pAfterburn1.eff.periodic.attack_length = 200; joy_haptic_update_effect(&pAfterburn1, "Afterburn1 (Death Roll)"); pAfterburn2.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn2.eff.periodic.period = 200; pAfterburn2.eff.periodic.magnitude = 0x7FFF; pAfterburn2.eff.periodic.attack_length = 200; joy_haptic_update_effect(&pAfterburn2, "Afterburn2 (Death Roll)"); joy_haptic_start_effect(&pAfterburn1, "Afterburn1 (Death Roll)"); joy_haptic_start_effect(&pAfterburn2, "Afterburn2 (Death Roll)"); }