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oot/src/code/z_rumble.c

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/**
* @file z_rumble.c
*
* This file implements an interface for the game state to set up, manage and request use of the rumble pak. Despite
* some parts of the system appearing to accommodate all four controller ports, only controller 1 can be instructed
* to rumble.
* This file is half of the system that runs on the graph thread alongside the game state. The rest of the system that
* processes the requests runs on the padmgr thread and is implemented in `sys_rumble.c`.
*
* @see sys_rumble.c
*
* @note Original filename is likely z_vibrate.c or similar as it is ordered after z_ss_sram.c and before z_view.c
*/
#include "global.h"
RumbleMgr sRumbleMgr;
/**
* Padmgr callback to update the state of rumble on Vertical Retrace.
*
* Unlike every other function in this file, this runs on the padmgr thread.
*/
void Rumble_Update(PadMgr* padMgr, void* arg) {
RumbleMgr_Update(&sRumbleMgr);
PadMgr_RumbleSet(padMgr, sRumbleMgr.rumbleEnable);
}
/**
* Forces the rumble state to use the supplied parameters.
* The parameters are the same as in `Rumble_Request`.
*
* @see Rumble_Request
*/
void Rumble_Override(f32 distSq, u8 sourceStrength, u8 duration, u8 decreaseRate) {
s32 dist;
s32 strength;
if (distSq > SQ(1000)) {
dist = 1000;
} else {
dist = sqrtf(distSq);
}
if (dist < 1000 && sourceStrength != 0 && decreaseRate != 0) {
// Decrease the strength linearly with distance
strength = sourceStrength - (dist * 255) / 1000;
if (strength > 0) {
// Note: sRumbleMgr is a shared resource between the graph and padmgr threads, no locking is done
// to ensure that the entire request is written before it is possibly used.
sRumbleMgr.overrideStrength = strength;
sRumbleMgr.overrideDuration = duration;
sRumbleMgr.overrideDecreaseRate = decreaseRate;
}
}
}
/**
* Submits a request to the rumble manager with the properties given in the arguments. If there is no free request slot
* the request is silently dropped.
*
* @param distSq
* Squared distance, usually taken to be from an apparent source to the player in world coordinates.
* @param sourceStrength
* The strength of the rumble at 0 distance from the source.
* The rumble source strength decreases linearly with distance, a distance of 0 results in the full source strength
* while a distance of 1000 or greater is discarded. A source strength of 0 is discarded. A minimum source strength
* of 1 drops to 0 at 3 units of distance from the source. A maximum source strength of 255 drops to 0 at 1000
* units of distance from the source.
* Note that, once the request has been submitted, if the distance to the source changes in subsequent frames while
* the rumble request is still running, the request will not be updated with the new distance.
* @param duration
* The duration for which the rumble will sustain full strength. It is measured in Vertical Retraces rather than
* game frames. There are ~60 Retraces/s on NTSC and 50 Retraces/s on PAL.
* @param decreaseRate
* The amount by which to lower the strength every Vertical Retrace once duration has hit 0.
*/
void Rumble_Request(f32 distSq, u8 sourceStrength, u8 duration, u8 decreaseRate) {
s32 dist;
s32 strength;
s32 i;
if (distSq > SQ(1000)) {
dist = 1000;
} else {
dist = sqrtf(distSq);
}
if (dist < 1000 && sourceStrength != 0 && decreaseRate != 0) {
// Decrease the strength linearly with distance
strength = sourceStrength - (dist * 255) / 1000;
for (i = 0; i < RUMBLE_MAX_REQUESTS; i++) {
// Search for an empty slot
if (sRumbleMgr.reqStrengths[i] == 0) {
if (strength > 0) {
// Note: sRumbleMgr is a shared resource between the graph and padmgr threads, no locking is done
// to ensure that the entire request is written before it is possibly used.
sRumbleMgr.reqStrengths[i] = strength;
sRumbleMgr.reqDurations[i] = duration;
sRumbleMgr.reqDecreaseRates[i] = decreaseRate;
}
break;
}
}
}
}
void Rumble_Init(void) {
RumbleMgr_Init(&sRumbleMgr);
PADMGR_SET_RETRACE_CALLACK(&gPadMgr, Rumble_Update, NULL);
}
void Rumble_Destroy(void) {
PadMgr* padmgr = &gPadMgr;
PADMGR_UNSET_RETRACE_CALLACK(padmgr, Rumble_Update, NULL);
RumbleMgr_Destroy(&sRumbleMgr);
}
s32 Rumble_Controller1HasRumblePak(void) {
return gPadMgr.pakType[0] == CONT_PAK_RUMBLE;
}
void Rumble_Reset(void) {
sRumbleMgr.state = RUMBLE_STATE_RESET;
}
void Rumble_ClearRequests(void) {
sRumbleMgr.state = RUMBLE_STATE_CLEAR;
}
void Rumble_SetUpdateEnabled(u32 enable) {
sRumbleMgr.updateEnabled = !!enable;
}