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c_forcefeedback.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "forcefeedback.h"
#include "hud_macros.h"
#include "input.h"
#define FF_CLIENT_FLAG 0x8000
class FFParams
{
public:
FORCEFEEDBACK_t m_nEffectType;
FFBaseParams_t m_BaseParams;
};
struct FFEffectInfo_t
{
FORCEFEEDBACK_t effectType;
char const *name;
};
#define DECLARE_FFEFFECT( name ) { name, #name }
static FFEffectInfo_t g_EffectTypes[] =
{
DECLARE_FFEFFECT( FORCE_FEEDBACK_SHOT_SINGLE ),
DECLARE_FFEFFECT( FORCE_FEEDBACK_SHOT_DOUBLE ),
DECLARE_FFEFFECT( FORCE_FEEDBACK_TAKEDAMAGE ),
DECLARE_FFEFFECT( FORCE_FEEDBACK_SCREENSHAKE ),
DECLARE_FFEFFECT( FORCE_FEEDBACK_SKIDDING ),
DECLARE_FFEFFECT( FORCE_FEEDBACK_BREAKING )
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : effect -
// Output : char const
//-----------------------------------------------------------------------------
char const *NameForForceFeedbackEffect( FORCEFEEDBACK_t effect )
{
int c = ARRAYSIZE( g_EffectTypes );
if ( (int)effect < 0 || (int)effect >= c )
return "???";
const FFEffectInfo_t& info = g_EffectTypes[ (int)effect ];
Assert( info.effectType == effect );
return info.name;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : FORCEFEEDBACK_t
//-----------------------------------------------------------------------------
FORCEFEEDBACK_t ForceFeedbackEffectForName( const char *name )
{
int c = ARRAYSIZE( g_EffectTypes );
for ( int i = 0 ; i < c; ++i )
{
const FFEffectInfo_t& info = g_EffectTypes[ i ];
if ( !Q_stricmp( info.name, name ) )
return info.effectType;
}
return ( FORCEFEEDBACK_t )-1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CForceFeedback : public IForceFeedback, public CAutoGameSystem
{
public:
virtual bool Init();
virtual void Shutdown();
// API
virtual void StopAllEffects( CBasePlayer *player );
virtual void StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect );
virtual void StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params );
virtual void PauseAll( CBasePlayer *player );
virtual void ResumeAll( CBasePlayer *player );
void MsgFunc_ForceFeedback( bf_read &msg );
private:
void Internal_StopAllEffects();
void Internal_StopEffect( FORCEFEEDBACK_t effect );
void Internal_StartEffect( FORCEFEEDBACK_t, const FFBaseParams_t& params );
void Internal_PauseAll();
void Internal_ResumeAll();
};
static CForceFeedback g_ForceFeedbackSingleton;
IForceFeedback *forcefeedback = &g_ForceFeedbackSingleton;
//-----------------------------------------------------------------------------
// Purpose:
// Input : &msg -
//-----------------------------------------------------------------------------
void __MsgFunc_ForceFeedback( bf_read &msg )
{
g_ForceFeedbackSingleton.MsgFunc_ForceFeedback( msg );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CForceFeedback::Init()
{
HOOK_MESSAGE( ForceFeedback );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CForceFeedback::Shutdown()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CForceFeedback::StopAllEffects( CBasePlayer *player )
{
if ( !player )
return;
Internal_StopAllEffects();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// effect -
//-----------------------------------------------------------------------------
void CForceFeedback::StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect )
{
if ( !player )
return;
Internal_StopEffect( effect );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// effect -
// params -
//-----------------------------------------------------------------------------
void CForceFeedback::StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params )
{
if ( !player )
{
return;
}
Internal_StartEffect( effect, params );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CForceFeedback::PauseAll( CBasePlayer *player )
{
if ( !player )
return;
Internal_PauseAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CForceFeedback::ResumeAll( CBasePlayer *player )
{
if ( !player )
return;
Internal_ResumeAll();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CForceFeedback::Internal_StopAllEffects()
{
input->ForceFeedback_StopAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : heffect -
//-----------------------------------------------------------------------------
void CForceFeedback::Internal_StopEffect( FORCEFEEDBACK_t effect )
{
input->ForceFeedback_Stop( effect );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : effect -
//-----------------------------------------------------------------------------
void CForceFeedback::Internal_StartEffect( FORCEFEEDBACK_t effect, const FFBaseParams_t& params)
{
char const *name = NameForForceFeedbackEffect( effect );
Msg( "Starting FF effect '%s'\n", name );
FFParams p;
p.m_nEffectType = effect;
p.m_BaseParams = params;
input->ForceFeedback_Start( effect, params );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CForceFeedback::Internal_PauseAll()
{
input->ForceFeedback_Pause();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CForceFeedback::Internal_ResumeAll()
{
input->ForceFeedback_Resume();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
//-----------------------------------------------------------------------------
void CForceFeedback::MsgFunc_ForceFeedback( bf_read &msg )
{
byte msgType = msg.ReadByte();
switch ( msgType )
{
default:
{
Warning( "Bad parse in MsgFunc_ForceFeedback!\n" );
}
break;
case FFMSG_STOPALL:
{
Internal_StopAllEffects();
}
break;
case FFMSG_START:
{
FORCEFEEDBACK_t effectType = (FORCEFEEDBACK_t)msg.ReadByte();
FFBaseParams_t params;
params.m_flDirection = 360.0f * ( (byte)msg.ReadByte() / 255.0f );
params.m_flDuration = (float)msg.ReadLong() / 1000.0f;
params.m_flGain = ( (byte)msg.ReadByte() / 255.0f );
params.m_nPriority = msg.ReadByte();
params.m_bSolo = msg.ReadByte() == 0 ? false : true;
if ( effectType >= 0 && effectType < NUM_FORCE_FEEDBACK_PRESETS )
{
Internal_StartEffect( effectType, params );
}
else
{
Warning( "Bad parse in MsgFunc_ForceFeedback, FFMSG_START (%i)!\n", effectType );
}
}
break;
case FFMSG_STOP:
{
FORCEFEEDBACK_t effectType = (FORCEFEEDBACK_t)msg.ReadByte();
Internal_StopEffect( effectType );
}
break;
case FFMSG_PAUSE:
{
Internal_PauseAll();
}
break;
case FFMSG_RESUME:
{
Internal_ResumeAll();
}
break;
}
}