/* * 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 "math/vecmat.h" #include "mod_table/mod_table.h" #include "options/Option.h" #include "osapi/osapi.h" #include "osapi/osregistry.h" #include "SDL_haptic.h" #ifndef SDL_INIT_HAPTIC #define SDL_INIT_HAPTIC 0x00001000 #endif static int Joy_ff_enabled = 0; static int Joy_ff_acquired = 0; static SDL_Haptic *haptic = NULL; static int joy_ff_handling_scaler = 0; static bool Joy_ff_directional_hit_effect_enabled = true; static int Joy_ff_afterburning = 0; 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 auto ForceFeedbackOption = options::OptionBuilder("Input.ForceFeedback", std::pair{"Force Feedback", 1728}, std::pair{"Enable or disable force feedback", 1729}) .category(std::make_pair("Input", 1827)) .level(options::ExpertLevel::Beginner) .default_val(false) .finish(); static auto HitEffectOption = options::OptionBuilder("Input.HitEffect", std::pair{"Directional Hit", 1730}, std::pair{"Enable or disable the directional hit effect", 1731}) .category(std::make_pair("Input", 1827)) .level(options::ExpertLevel::Beginner) .default_val(false) .finish(); static auto ForceFeedbackStrength = options::OptionBuilder("Input.FFStrength", std::pair{"Force Feedback Strength", 1756}, std::pair{"The realtive strength of Force Feedback effects", 1757}) .category(std::make_pair("Input", 1827)) .level(options::ExpertLevel::Beginner) .range(0, 100) .default_val(100) .finish(); static bool joy_ff_create_effects(); static void joy_ff_start_effect(haptic_effect_t *eff, const char *name); static void joy_ff_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_HapticQuery(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"); } int joy_ff_init() { bool ff_enabled; if (Joy_ff_enabled) { return 0; } auto Joy = io::joystick::getPlayerJoystick(CID_JOY0); if ( !Joy || !Joy->isHaptic() ) { return 0; } if (Using_in_game_options) { ff_enabled = ForceFeedbackOption->getValue(); } else { ff_enabled = os_config_read_uint(nullptr, "EnableJoystickFF", 1) != 0; } if ( !ff_enabled ) { return 0; } // ignore gamepads if ( Joy->isGamepad() ) { // TODO: add support for gamepad API and rumble effects return 0; } mprintf(("\n")); mprintf((" Initializing Haptic...\n")); if (SDL_InitSubSystem(SDL_INIT_HAPTIC) < 0) { mprintf((" ERROR: Could not initialize Haptic subsystem: %s\n", SDL_GetError())); return -1; } #ifndef NDEBUG auto numHaptics = SDL_NumHaptics(); mprintf((" Available haptic devices:\n")); if (numHaptics <= 0) { mprintf((" \n")); } else { for (int i = 0; i < numHaptics; ++i) { mprintf((" %s\n", SDL_HapticName(i))); } } #endif haptic = SDL_HapticOpenFromJoystick(Joy->getDevice()); if (haptic == NULL) { mprintf((" ERROR: Unable to open haptic joystick: %s\n", SDL_GetError())); SDL_QuitSubSystem(SDL_INIT_HAPTIC); return -1; } Joy_ff_enabled = 1; Joy_ff_acquired = 1; if ( !joy_ff_create_effects() ) { mprintf((" ERROR: Unable to create effects\n")); joy_ff_shutdown(); return -1; } if (Using_in_game_options) { Joy_ff_directional_hit_effect_enabled = HitEffectOption->getValue(); } else { Joy_ff_directional_hit_effect_enabled = os_config_read_uint(nullptr, "EnableHitEffect", 1) != 0; } // ForceFeedback.Strength lets the user specify how strong the effects should be. This uses SDL_HapticSetGain which // needs to be supported by the haptic device int ff_strength; if (Using_in_game_options) { ff_strength = (int)ForceFeedbackStrength->getValue(); } else { ff_strength = os_config_read_uint("ForceFeedback", "Strength", 100); } CLAMP(ff_strength, 0, 100); if (SDL_HapticQuery(haptic) & SDL_HAPTIC_GAIN) { SDL_HapticSetGain(haptic, ff_strength); } else { if (ff_strength != 100) { ReleaseWarning(LOCATION, "The configuration file is configured with a force feedback strength value of %d%% " "but your haptic device does not support setting the global strength of the effects. All effects will be" "played with full strength.", ff_strength); } } mprintf(("\n")); mprintf((" Number of haptic axes: %d\n", SDL_HapticNumAxes(haptic))); mprintf((" Number of effects supported: %d\n", SDL_HapticNumEffects(haptic))); mprintf((" Number of simultaneous effects: %d\n", SDL_HapticNumEffectsPlaying(haptic))); print_haptic_support(); mprintf((" ... Haptic successfully initialized!\n")); return 0; } void joy_ff_shutdown() { if ( !Joy_ff_enabled ) { return; } joy_ff_afterburn_off(); SDL_HapticStopAll(haptic); SDL_HapticClose(haptic); haptic = NULL; SDL_QuitSubSystem(SDL_INIT_HAPTIC); Joy_ff_enabled = 0; Joy_ff_acquired = 0; } int joy_ff_reinit() { if (Joy_ff_enabled) { joy_ff_shutdown(); } return joy_ff_init(); } static bool joy_ff_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_HapticQuery(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; } pSpring.id = SDL_HapticNewEffect(haptic, &pSpring.eff); if (pSpring.id < 0) { mprintf((" Spring effect failed to load:\n %s\n", SDL_GetError())); } else { pSpring.loaded = true; ++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; pShootEffect.id = SDL_HapticNewEffect(haptic, &pShootEffect.eff); if (pShootEffect.id < 0) { mprintf((" Fire primary effect failed to load:\n %s\n", SDL_GetError())); } else { pShootEffect.loaded = true; ++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; pSecShootEffect.id = SDL_HapticNewEffect(haptic, &pSecShootEffect.eff); if (pSecShootEffect.id < 0) { mprintf((" Fire secondary effect failed to load:\n %s\n", SDL_GetError())); } else { pSecShootEffect.loaded = true; ++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; pAfterburn1.id = SDL_HapticNewEffect(haptic, &pAfterburn1.eff); if (pAfterburn1.id < 0) { mprintf((" Afterburn effect 1 failed to load:\n %s\n", SDL_GetError())); } else { pAfterburn1.loaded = true; ++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; pAfterburn2.id = SDL_HapticNewEffect(haptic, &pAfterburn2.eff); if (pAfterburn2.id < 0) { mprintf((" Afterburn effect 2 failed to load:\n %s\n", SDL_GetError())); } else { pAfterburn2.loaded = true; ++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; pHitEffect1.id = SDL_HapticNewEffect(haptic, &pHitEffect1.eff); if (pHitEffect1.id < 0) { mprintf((" Hit effect 1 failed to load:\n %s\n", SDL_GetError())); } else { pHitEffect1.loaded = true; ++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; pHitEffect2.id = SDL_HapticNewEffect(haptic, &pHitEffect2.eff); if (pHitEffect2.id < 0) { mprintf((" Hit effect 2 failed to load:\n %s\n", SDL_GetError())); } else { pHitEffect2.loaded = true; ++num_loaded; } } if (supported & SDL_HAPTIC_SINE /* SDL_HAPTIC_SQUARE */) { // pDock pDock.init(); pDock.eff.type = SDL_HAPTIC_SINE; //SDL_HAPTIC_SQUARE; pDock.eff.periodic.type = SDL_HAPTIC_SINE; //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; pDock.id = SDL_HapticNewEffect(haptic, &pDock.eff); if (pDock.id < 0) { mprintf((" Dock effect failed to load:\n %s\n", SDL_GetError())); } else { pDock.loaded = true; ++num_loaded; } } return (num_loaded > 0); } static bool joy_ff_can_play() { return (Joy_ff_enabled && Joy_ff_acquired); } static void joy_ff_start_effect(haptic_effect_t *eff, const char* /* name */) { if ( !eff->loaded ) { return; } // nprintf(("Joystick", "FF: Starting effect %s\n", name)); if (SDL_HapticRunEffect(haptic, eff->id, 1) != 0) { // nprintf(("Joystick", "FF: Unable to run %s:\n %s\n", name, SDL_GetError())); } } static void joy_ff_update_effect(haptic_effect_t *eff, const char* /* name */) { if ( !eff->loaded ) { return; } // nprintf(("Joystick", "FF: Updating effect %s\n", name)); if (SDL_HapticUpdateEffect(haptic, eff->id, &eff->eff) != 0) { // nprintf(("Joystick", "FF: Unable to update %s:\n %s\n", name, SDL_GetError())); } } static void joy_ff_stop_effect(haptic_effect_t *eff, const char* /* name */) { if ( !eff->loaded ) { return; } // nprintf(("Joystick", "FF: Stopping effect %s\n", name)); if (SDL_HapticStopEffect(haptic, eff->id) != 0) { // nprintf(("Joystick", "FF: Unable to stop %s:\n %s\n", name, SDL_GetError())); } } void joy_ff_stop_effects() { if ( !Joy_ff_enabled ) { return; } joy_ff_afterburn_off(); // stop everything *except* spring joy_ff_stop_effect(&pHitEffect1, "HitEffect1"); joy_ff_stop_effect(&pHitEffect2, "HitEffect2"); joy_ff_stop_effect(&pAfterburn1, "Afterburn1"); joy_ff_stop_effect(&pAfterburn2, "Afterburn2"); joy_ff_stop_effect(&pShootEffect, "ShootEffect"); joy_ff_stop_effect(&pSecShootEffect, "SecShootEffect"); joy_ff_stop_effect(&pDock, "Dock"); } void joy_ff_mission_init(vec3d v) { if ( !Joy_ff_enabled ) { return; } v.xyz.z = 0.0f; joy_ff_handling_scaler = (int) ((vm_vec_mag(&v) + 1.3f) * 5.0f); joy_ff_adjust_handling(0); joy_ff_start_effect(&pSpring, "Spring"); Joy_ff_afterburning = 0; // 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_ff_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_ff_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_ff_update_effect(&pShootEffect, "ShootEffect (init)"); } void joy_reacquire_ff() { if ( !Joy_ff_enabled ) { return; } if (Joy_ff_acquired) { return; } Joy_ff_acquired = 1; joy_ff_start_effect(&pSpring, "Spring"); } void joy_unacquire_ff() { if ( !Joy_ff_enabled ) { return; } if ( !Joy_ff_acquired ) { return; } joy_ff_afterburn_off(); SDL_HapticStopAll(haptic); Joy_ff_acquired = 0; } void joy_ff_play_vector_effect(vec3d *v, float scaler) { vec3d vf; float x, y; if ( !joy_ff_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_ff_play_dir_effect(-x, -y); } void joy_ff_play_dir_effect(float x, float y) { static UI_TIMESTAMP hit_timeout; int idegs, imag; float degs; if ( !joy_ff_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_directional_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_ff_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_ff_update_effect(&pHitEffect2, "HitEffect2"); } joy_ff_start_effect(&pHitEffect1, "HitEffect1"); joy_ff_start_effect(&pHitEffect2, "HitEffect2"); } void joy_ff_play_primary_shoot(int gain) { if ( !joy_ff_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_ff_update_effect(&pShootEffect, "ShootEffect"); primary_ff_level = gain; } joy_ff_start_effect(&pShootEffect, "ShootEffect"); } void joy_ff_play_secondary_shoot(int gain) { if ( !joy_ff_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_ff_update_effect(&pSecShootEffect, "SecShootEffect"); secondary_ff_level = gain; // nprintf(("Joystick", "FF: Secondary force = 0x%04x\n", pSecShootEffect.eff.constant.level)); } joy_ff_start_effect(&pSecShootEffect, "SecShootEffect"); } void joy_ff_adjust_handling(int speed) { int v; short coeff = 0; if ( !joy_ff_can_play() ) { return; } if ( !pSpring.loaded ) { return; } static int last_speed = -1000; if (speed == last_speed) { return; } last_speed = speed; v = speed * joy_ff_handling_scaler * 2 / 3; // v += joy_ff_handling_scaler * joy_ff_handling_scaler * 6 / 7 + 250; v += joy_ff_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_ff_update_effect(&pSpring, "Spring"); } void joy_ff_docked() { if ( !joy_ff_can_play() ) { return; } if ( !pDock.loaded ) { return; } pDock.eff.periodic.magnitude = 0x3332; joy_ff_update_effect(&pDock, "Dock"); joy_ff_start_effect(&pDock, "Dock"); } void joy_ff_play_reload_effect() { if ( !Joy_ff_enabled ) { return; } if ( !pDock.loaded ) { return; } pDock.eff.periodic.magnitude = 0x1999; joy_ff_update_effect(&pDock, "Dock (Reload)"); joy_ff_start_effect(&pDock, "Dock (Reload)"); } void joy_ff_afterburn_on() { if ( !joy_ff_can_play() ) { return; } if (Joy_ff_afterburning) { return; } pAfterburn1.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn1.eff.periodic.magnitude = 0x3332; joy_ff_update_effect(&pAfterburn1, "Afterburn1"); pAfterburn2.eff.periodic.length = SDL_HAPTIC_INFINITY; pAfterburn2.eff.periodic.magnitude = 0x1999; joy_ff_update_effect(&pAfterburn2, "Afterburn2"); joy_ff_start_effect(&pAfterburn1, "Afterburn1"); joy_ff_start_effect(&pAfterburn2, "Afterburn2"); // nprintf(("Joystick", "FF: Afterburn started\n")); Joy_ff_afterburning = 1; } void joy_ff_afterburn_off() { if ( !joy_ff_can_play() ) { return; } if ( !Joy_ff_afterburning ) { return; } joy_ff_stop_effect(&pAfterburn1, "Afterburn1"); joy_ff_stop_effect(&pAfterburn2, "Afterburn2"); Joy_ff_afterburning = 0; // nprintf(("Joystick", "FF: Afterburn stopped\n")); } void joy_ff_explode() { if ( !joy_ff_can_play() ) { return; } joy_ff_afterburn_off(); // reuse shoot effect here to save device memory if (pShootEffect.loaded) { // direction changes so an effect stop is needed before udpate joy_ff_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_ff_update_effect(&pShootEffect, "ShootEffect (Explode)"); joy_ff_start_effect(&pShootEffect, "ShootEffect (Explode)"); } } void joy_ff_fly_by(int mag) { int gain; if ( !joy_ff_can_play() ) { return; } if (Joy_ff_afterburning) { 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_ff_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_ff_update_effect(&pAfterburn2, "Afterburn2 (Fly by)"); joy_ff_start_effect(&pAfterburn1, "Afterburn1 (Fly by)"); joy_ff_start_effect(&pAfterburn2, "Afterburn2 (Fly by)"); } void joy_ff_deathroll() { if ( !joy_ff_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_ff_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_ff_update_effect(&pAfterburn2, "Afterburn2 (Death Roll)"); joy_ff_start_effect(&pAfterburn1, "Afterburn1 (Death Roll)"); joy_ff_start_effect(&pAfterburn2, "Afterburn2 (Death Roll)"); Joy_ff_afterburning = 1; // to prevent flyby effect }