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FFBArcadePlugin/Game Files/BG4JP.cpp

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2019-09-14 03:13:05 +02:00
/*This file is part of FFB Arcade Plugin.
FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
*/
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#include <string>
#include "BG4JP.h"
#include "SDL.h"
static SDL_Event e;
static EffectTriggers* myTriggers;
static EffectConstants* myConstants;
static Helpers* myHelpers;
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static int SpeedStrength;
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static int RunningThread(void* ptr)
{
int cnt;
for (cnt = 0; cnt >= 0; ++cnt)
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{
int ff = myHelpers->ReadInt32(0x42EBB0, /* isRelativeOffset */ true);
float ffspeed = myHelpers->ReadFloat32(0x3F3000, /* isRelativeOffset */ true);
float ff2 = myHelpers->ReadFloat32(0x42EAB4, /* isRelativeOffset */ true);
if ((ffspeed >= 0.1) & (ffspeed <= 15))
{
SpeedStrength = 10;
}
else if ((ffspeed >= 15.01) & (ffspeed <= 35))
{
SpeedStrength = 20;
}
else if ((ffspeed >= 35.01) & (ffspeed <= 55))
{
SpeedStrength = 30;
}
else if ((ffspeed >= 55.01) & (ffspeed <= 75))
{
SpeedStrength = 40;
}
else if ((ffspeed >= 75.01) & (ffspeed <= 90))
{
SpeedStrength = 51;
}
else if ((ffspeed >= 90.01) & (ffspeed <= 110))
{
SpeedStrength = 62;
}
else if ((ffspeed >= 110.01) & (ffspeed <= 130))
{
SpeedStrength = 75;
}
else if ((ffspeed >= 130.01) & (ffspeed <= 150))
{
SpeedStrength = 90;
}
else if (ffspeed > 150.01)
{
SpeedStrength = 100;
}
else
{
SpeedStrength = 0;
}
myHelpers->log("got value: ");
std::string ffs = std::to_string(ff);
myHelpers->log((char*)ffs.c_str());
if ((2000000 < ff) && (ff < 4000000))
{
double percentForce = SpeedStrength / 100.0;
double percentLength = 150;
myTriggers->Rumble(0, percentForce, percentLength);
myTriggers->Constant(myConstants->DIRECTION_FROM_RIGHT, percentForce);
}
else if ((1000000 < ff) && (ff < 1600000))
{
double percentForce = SpeedStrength / 100.0;
double percentLength = 150;
myTriggers->Rumble(percentForce, 0, percentLength);
myTriggers->Constant(myConstants->DIRECTION_FROM_LEFT, percentForce);
}
else if ((0.00000000000000000001 < ff2) && (ffspeed > 0.01))
{
double percentForce = (0.1);
double percentLength = (50);
myTriggers->Rumble(0, percentForce, percentLength);
myTriggers->Constant(myConstants->DIRECTION_FROM_RIGHT, percentForce);
}
else if ((0.00000000000000000001 > ff2) && (ffspeed > 0.01))
{
double percentForce = (0.1);
double percentLength = (50);
myTriggers->Rumble(percentForce, 0, percentLength);
myTriggers->Constant(myConstants->DIRECTION_FROM_LEFT, percentForce);
}
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}
}
void BG4JP::FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers) {
myTriggers = triggers;
myConstants = constants;
myHelpers = helpers;
SDL_Thread* thread;
thread = SDL_CreateThread(RunningThread, "RunningThread", (void*)NULL);
while (SDL_WaitEvent(&e) != 0)
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{
myTriggers = triggers;
myConstants = constants;
myHelpers = helpers;
}
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}