Files
fs2open.github.com/code/io/joy_ff-sdl.cpp
T
Goober5000andClaude Opus 4.6 fa86575606 Suppress Coverity GLOBAL_INIT_ORDER false positives for safe globals
Add coverity[GLOBAL_INIT_ORDER] annotations to ~50 global variables
across 27 files. These were all analyzed and confirmed safe:

- ~48 OptionBuilder::finish() globals use a Meyers singleton
  (OptionsManager::instance()), which guarantees safe init order.
  Destruction is also safe due to shared_ptr ref-counting.
- 6 default-constructed container globals (vectors, maps) have no
  cross-TU dependencies at construction or destruction time.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
2026-03-22 15:00:25 -04:00

934 lines
24 KiB
C++

/*
* 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;
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto ForceFeedbackOption = options::OptionBuilder<bool>("Input.ForceFeedback",
std::pair<const char*, int>{"Force Feedback", 1728},
std::pair<const char*, int>{"Enable or disable force feedback", 1729})
.category(std::make_pair("Input", 1827))
.level(options::ExpertLevel::Beginner)
.default_val(false)
.finish();
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto HitEffectOption = options::OptionBuilder<bool>("Input.HitEffect",
std::pair<const char*, int>{"Directional Hit", 1730},
std::pair<const char*, int>{"Enable or disable the directional hit effect", 1731})
.category(std::make_pair("Input", 1827))
.level(options::ExpertLevel::Beginner)
.default_val(false)
.finish();
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto ForceFeedbackStrength = options::OptionBuilder<float>("Input.FFStrength",
std::pair<const char*, int>{"Force Feedback Strength", 1756},
std::pair<const char*, int>{"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((" <none>\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
}