68 lines
2.2 KiB
C++
68 lines
2.2 KiB
C++
/*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 "InitialD4Japan.h"
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#include "math.h"
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extern int EnableDamper;
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extern int DamperStrength;
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void InitialD4Japan::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTriggers* triggers) {
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UINT8 ff = helpers->ReadByte(0x0898985A, /* isRelativeOffset */ false);
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UINT8 ff1 = helpers->ReadByte(0x08989859, /* isRelativeOffset */ false);
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UINT8 ff2 = helpers->ReadByte(0x08989858, /* isRelativeOffset */ false);
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helpers->log("got value: ");
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std::string ffs = std::to_string(ff);
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helpers->log((char*)ffs.c_str());
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if (EnableDamper == 1)
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{
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triggers->Damper(DamperStrength / 100.0);
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}
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if (ff2 == 0x86)
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{
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triggers->Spring(0.8);
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}
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if (ff2 == 0x85) //cars colliding or rubbing against wall etc
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{
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if (ff1 > 0)
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{
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double percentLength = 200;
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double percentForce = (0.6);
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triggers->Friction(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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}
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if (ff2 == 0x84)
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{
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if ((ff > 0x37) && (ff < 0x80) && (ff1 == 0))
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{
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helpers->log("moving wheel right");
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double percentForce = (128 - ff) / 72.0;
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double percentLength = 100;
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triggers->Rumble(percentForce, 0, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
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}
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else if ((ff > 0x00) && (ff < 0x49) && (ff1 == 1))
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{
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helpers->log("moving wheel left");
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double percentForce = (ff) / 72.0;
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double percentLength = 100;
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triggers->Rumble(0, percentForce, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
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}
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}
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} |