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mirror of synced 2025-01-21 00:18:44 +01:00
Aaron M ea7f30935c Make every game plugin have Running Thread etc
Makes rumble work correctly and stop for each and every game plus other enhancements, also removed Teknoparrot class file etc and just added code to TP games cpp files directly. Removed LastForStop
2019-11-01 18:30:36 +13:00

122 lines
3.4 KiB
C++

/*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/>.
*/
#include <string>
#include "BG4JP.h"
#include "SDL.h"
static SDL_Event e;
static EffectTriggers* myTriggers;
static EffectConstants* myConstants;
static Helpers* myHelpers;
static int SpeedStrength;
static int RunningThread(void* ptr)
{
int cnt;
for (cnt = 0; cnt >= 0; ++cnt)
{
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);
}
}
}
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)
{
myTriggers = triggers;
myConstants = constants;
myHelpers = helpers;
}
}