Added HOTD4
Disabled for now as it has some serious lag for some reason
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0bb0fb1656
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@ -20,6 +20,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Game Files\FordRacingOther.h" />
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<ClInclude Include="Game Files\HOTD4.h" />
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<ClInclude Include="Game Files\KODrive.h" />
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<ClInclude Include="Game Files\OutRun2Real.h" />
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<ClInclude Include="Game Files\ButtonRumble.h" />
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@ -43,6 +44,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Game Files\FordRacingOther.cpp" />
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<ClCompile Include="Game Files\HOTD4.cpp" />
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<ClCompile Include="Game Files\KODrive.cpp" />
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<ClCompile Include="Game Files\OutRun2Real.cpp" />
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<ClCompile Include="Game Files\ButtonRumble.cpp" />
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@ -115,6 +115,7 @@
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<Filter>Game Files</Filter>
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</ClCompile>
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<ClCompile Include="Game Files\Mame0206.cpp" />
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<ClCompile Include="Game Files\HOTD4.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Game Files\Daytona3.h">
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@ -229,6 +230,9 @@
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<ClInclude Include="Game Files\Mame0206.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Game Files\HOTD4.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<MASM Include="DLLWrapper.asm" />
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@ -61,6 +61,7 @@ along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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#include "Game Files/LGI.h"
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#include "Game Files/Mame0206.h"
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#include "Game Files/KODrive.h"
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#include "Game Files/HOTD4.h"
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// typedefs
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typedef unsigned char U8;
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@ -877,6 +878,7 @@ const int TEST_GAME_RUMBLE = -7;
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const int DAYTONA_3 = 1;
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const int WACKY_RACES = 2;
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const int CHASE_HQ_2 = 3;
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const int HOTD_4 = 4;
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const int SEGA_RACING_CLASSIC = 5;
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const int SEGA_RALLY_3 = 6;
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const int FORD_RACING = 7;
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@ -1653,7 +1655,7 @@ DWORD WINAPI FFBLoop(LPVOID lpParam)
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{
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hlp.log("In FFBLoop");
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if (configGameId == 15 || configGameId == 16 || configGameId == 23 || configGameId == 24) //Lindbergh Games which require Sleep until loaded enough
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if (configGameId == 4 || configGameId == 12 || configGameId == 15 || configGameId == 16 || configGameId == 23 || configGameId == 24 ||configGameId == 35) //Lindbergh Games which require Sleep until loaded enough
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{
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Sleep(2500);
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}
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@ -1800,6 +1802,9 @@ DWORD WINAPI FFBLoop(LPVOID lpParam)
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case KO_Drive:
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game = new KODrive;
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break;
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case HOTD_4:
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game = new HOTD4;
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break;
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case TEST_GAME_CONST:
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case TEST_GAME_FRICTION:
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case TEST_GAME_SINE:
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179
Game Files/HOTD4.cpp
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179
Game Files/HOTD4.cpp
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@ -0,0 +1,179 @@
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/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include "HOTD4.h"
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#include "SDL.h"
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#include <Windows.h>
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extern int joystick_index1;
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extern int joystick_index2;
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extern SDL_Joystick* GameController2;
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extern SDL_Haptic* ControllerHaptic2;
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extern SDL_Haptic* haptic2;
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static EffectTriggers *myTriggers;
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static EffectConstants *myConstants;
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static Helpers *myHelpers;
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static int RunningThread(void *ptr)
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{
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int cnt;
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for (cnt = 0; cnt >= 0; ++cnt)
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{
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INT_PTR Base = myHelpers->ReadIntPtr(0x1CCEC0, true);
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INT_PTR Base1 = myHelpers->ReadIntPtr(Base + 0xF8, false);
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INT_PTR Base2 = myHelpers->ReadIntPtr(Base1 + 0x38, false);
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INT_PTR Base3 = myHelpers->ReadIntPtr(Base2 + 0x20, false);
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UINT8 Health = myHelpers->ReadByte(Base3 + 0x3C, false);
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UINT8 Bullet = myHelpers->ReadByte(Base3 + 0x274, false);
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UINT8 Grenade = myHelpers->ReadByte(Base3 + 0x2A0, false);
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UINT8 static oldHealth = 0;
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UINT8 static oldBullet = 0;
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UINT8 static oldGrenade = 0;
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UINT8 newHealth = Health;
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UINT8 newBullet = Bullet;
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UINT8 newGrenade = Grenade;
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wchar_t *settingsFilename = TEXT(".\\FFBPlugin.ini");
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int HowtoRumbleBulletEffect = GetPrivateProfileInt(TEXT("Settings"), TEXT("HowtoRumbleBulletEffect"), 0, settingsFilename);
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int HowtoRumbleGrenadeEffect = GetPrivateProfileInt(TEXT("Settings"), TEXT("HowtoRumbleGrenadeEffect"), 0, settingsFilename);
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int HowtoRumbleHealthEffect = GetPrivateProfileInt(TEXT("Settings"), TEXT("HowtoRumbleHealthEffect"), 0, settingsFilename);
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int Bullet1pStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("Bullet1pStrength"), 0, settingsFilename);
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int Grenade1pStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("Grenade1pStrength"), 0, settingsFilename);
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int Health1pStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("Health1pStrength"), 0, settingsFilename);
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int Bullet2pStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("Bullet2pStrength"), 0, settingsFilename);
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int Grenade2pStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("Grenade2pStrength"), 0, settingsFilename);
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int Health2pStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("Health2pStrength"), 0, settingsFilename);
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if (oldHealth != newHealth)
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{
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if (HowtoRumbleHealthEffect == 0)
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{
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double percentForce = ((Health1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(percentForce, percentForce, percentLength);
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}
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else if (HowtoRumbleHealthEffect == 1)
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{
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double percentForce = ((Health1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(0, percentForce, percentLength);
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}
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else if (HowtoRumbleHealthEffect == 2)
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{
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double percentForce = ((Health1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(percentForce, 0, percentLength);
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}
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}
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if (oldBullet != newBullet)
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{
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if (HowtoRumbleBulletEffect == 0)
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{
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double percentForce = ((Bullet1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(percentForce, percentForce, percentLength);
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}
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else if (HowtoRumbleBulletEffect == 1)
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{
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double percentForce = ((Bullet1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(0, percentForce, percentLength);
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}
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else if (HowtoRumbleBulletEffect == 2)
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{
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double percentForce = ((Bullet1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(percentForce, 0, percentLength);
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}
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}
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if (oldGrenade != newGrenade)
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{
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if (HowtoRumbleGrenadeEffect == 0)
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{
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double percentForce = ((Grenade1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(percentForce, percentForce, percentLength);
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}
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else if (HowtoRumbleGrenadeEffect == 1)
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{
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double percentForce = ((Grenade1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(0, percentForce, percentLength);
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}
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else if (HowtoRumbleGrenadeEffect == 2)
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{
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double percentForce = ((Grenade1pStrength) / 100.0);
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double percentLength = (400);
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myTriggers->LeftRight(percentForce, 0, percentLength);
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}
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}
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oldHealth = newHealth;
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oldBullet = newBullet;
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oldGrenade = newGrenade;
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}
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return 0;
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}
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void HOTD4::FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers) {
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SDL_Thread *thread;
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thread = SDL_CreateThread(RunningThread, "RunningThread", (void *)NULL);
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for (int i = 0; i < SDL_NumJoysticks(); i++)
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{
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wchar_t *settingsFilename = TEXT(".\\FFBPlugin.ini");
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wchar_t * deviceGUIDString2 = new wchar_t[256];
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int Device2GUID = GetPrivateProfileString(TEXT("Settings"), TEXT("Device2GUID"), NULL, deviceGUIDString2, 256, settingsFilename);
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char joystick_guid[256];
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sprintf(joystick_guid, "%S", deviceGUIDString2);
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SDL_JoystickGUID guid, dev_guid;
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int numJoysticks = SDL_NumJoysticks();
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std::string njs = std::to_string(numJoysticks);
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((char)njs.c_str());
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for (int i = 0; i < SDL_NumJoysticks(); i++)
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{
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extern int joystick1Index;
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if (i == joystick1Index)
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{
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continue;
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}
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SDL_Joystick* js2 = SDL_JoystickOpen(i);
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joystick_index2 = SDL_JoystickInstanceID(js2);
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SDL_JoystickGUID guid = SDL_JoystickGetGUID(js2);
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char guid_str[1024];
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SDL_JoystickGetGUIDString(guid, guid_str, sizeof(guid_str));
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const char* name = SDL_JoystickName(js2);
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char text[256];
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sprintf(text, "Joystick: %d / Name: %s / GUID: %s\n", i, name, guid_str);
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guid = SDL_JoystickGetGUIDFromString(joystick_guid);
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dev_guid = SDL_JoystickGetGUID(js2);
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if (!memcmp(&guid, &dev_guid, sizeof(SDL_JoystickGUID)))
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{
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GameController2 = SDL_JoystickOpen(i);
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ControllerHaptic2 = SDL_HapticOpenFromJoystick(GameController2);
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break;
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}
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SDL_JoystickClose(js2);
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}
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haptic2 = ControllerHaptic2;
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if ((SDL_HapticRumbleSupported(haptic2) == SDL_TRUE))
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{
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SDL_HapticRumbleInit;
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SDL_HapticRumbleInit(ControllerHaptic2);
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}
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}
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myTriggers = triggers;
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myConstants = constants;
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myHelpers = helpers;
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}
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20
Game Files/HOTD4.h
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20
Game Files/HOTD4.h
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@ -0,0 +1,20 @@
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/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "../Common Files/Game.h"
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class HOTD4 : public Game {
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public:
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void FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers);
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};
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