#include "common.h"
#include "Timer.h"
#include "HandlingMgr.h"
#include "Transmission.h"
//--LCS: file done
void
cTransmission::InitGearRatios(void)
{
static tGear *pGearRatio0 = nil;
static tGear *pGearRatio1 = nil;
int i;
float velocityDiff;
memset(Gears, 0, sizeof(Gears));
float baseVelocity = 0.5f*fMaxVelocity / nNumberOfGears;
float step = (fMaxVelocity - baseVelocity) / nNumberOfGears;
for(i = 1; i <= nNumberOfGears; i++){
pGearRatio0 = &Gears[i-1];
pGearRatio1 = &Gears[i];
pGearRatio1->fMaxVelocity = baseVelocity + i*step;
velocityDiff = pGearRatio1->fMaxVelocity - pGearRatio0->fMaxVelocity;
if(i >= nNumberOfGears){
pGearRatio1->fShiftUpVelocity = fMaxVelocity;
}else{
Gears[i+1].fShiftDownVelocity = velocityDiff*0.42f + pGearRatio0->fMaxVelocity;
pGearRatio1->fShiftUpVelocity = velocityDiff*0.6667f + pGearRatio0->fMaxVelocity;
}
}
// Reverse gear
Gears[0].fMaxVelocity = fMaxReverseVelocity;
Gears[0].fShiftUpVelocity = -0.01f;
Gears[0].fShiftDownVelocity = fMaxReverseVelocity;
Gears[1].fShiftDownVelocity = -0.01f;
}
void
cTransmission::CalculateGearForSimpleCar(float speed, uint8 &gear)
{
static tGear *pGearRatio;
pGearRatio = &Gears[gear];
fCurVelocity = speed;
if(speed > pGearRatio->fShiftUpVelocity){
if(gear + 1 > nNumberOfGears)
gear = nNumberOfGears;
else
gear++;
}else if(speed < pGearRatio->fShiftDownVelocity){
if(gear - 1 < 0)
gear = 0;
else
gear--;
}
}
float TRANSMISSION_NITROS_INERTIA_MULT = 0.5f;
float TRANSMISSION_AI_CHEAT_INERTIA_MULT = 0.75f;
float TRANSMISSION_NITROS_MULT = 2.0f;
float TRANSMISSION_AI_CHEAT_MULT = 1.2f;
float TRANSMISSION_SMOOTHER_FRAC = 0.85f;
float TRANSMISSION_FREE_ACCELERATION = 0.1f;
//--LCS: done
float
cTransmission::CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, float &time, const float &velocity, float *inertiaVar1, float *inertiaVar2, uint8 nDriveWheels, uint8 cheat)
{
static float fAcceleration = 0.0f;
static float fVelocity;
static float fCheat;
static tGear *pGearRatio;
fVelocity = velocity;
if(fVelocity < fMaxReverseVelocity)
return 0.0f;
if(fVelocity > fMaxVelocity)
return 0.0f;
fCurVelocity = fVelocity;
assert(gear <= nNumberOfGears);
pGearRatio = &Gears[gear];
if(fVelocity > pGearRatio->fShiftUpVelocity){
if(gear != 0 || gasPedal > 0.0f){
gear++;
return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, nil, nil, 0, false);
}
}else if(fVelocity < pGearRatio->fShiftDownVelocity && gear != 0){
if(gear != 1 || gasPedal < 0.0f){
gear--;
return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, nil, nil, 0, false);
}
}
float accelMul;
if(nNumberOfGears == 1){
accelMul = 1.0f;
}else if(gear == 0){
accelMul = 4.5f;
}else{
float f = 1.0f - (gear-1.0f)/(nNumberOfGears-1.0f);
if(Flags & HANDLING_1G_BOOST)
accelMul = SQR(f)*5.0f + 1.0f;
else if(Flags & HANDLING_2G_BOOST)
accelMul = SQR(f)*4.0f + 1.0f;
else
accelMul = SQR(f)*3.0f + 1.0f;
}
fCheat = 1.0f;
float nitroMult = 1.0f;
if(cheat == 1)
fCheat = TRANSMISSION_AI_CHEAT_MULT;
else if(cheat == 2)
nitroMult = TRANSMISSION_NITROS_MULT;
fAcceleration = fEngineAcceleration*CTimer::GetTimeStep()*0.4f*accelMul*gasPedal*fCheat*nitroMult;
if(inertiaVar1 != nil && inertiaVar2 != nil){
if(nDriveWheels == 0){
float f = TRANSMISSION_FREE_ACCELERATION*CTimer::GetTimeStep()*Abs(gasPedal)/fEngineInertia;
*inertiaVar1 = Min(*inertiaVar1 + f, 1.0f);
*inertiaVar2 = 0.1f;
}else{
float var1;
// What is being calculated here?
// TODO: find better names for the inertia vars
if(gear == 0){
var1 = ((fMaxVelocity/nNumberOfGears)*(1.0f-0.6667f) - fVelocity) /
((fMaxVelocity/nNumberOfGears)*(1.0f-0.6667f) - Gears[gear].fShiftDownVelocity);
}else if(gear == 1){
var1 = ((fMaxVelocity/nNumberOfGears)*(1.0f-0.6667f) + fVelocity) /
((fMaxVelocity/nNumberOfGears)*(1.0f-0.6667f) + Gears[gear].fShiftUpVelocity);
}else{
var1 = (fVelocity - Gears[gear].fShiftDownVelocity) /
(Gears[gear].fShiftUpVelocity - Gears[gear].fShiftDownVelocity);
}
float inertiaMult = var1 - *inertiaVar1;
if(cheat == 1)
inertiaMult *= TRANSMISSION_AI_CHEAT_INERTIA_MULT;
else if(cheat == 2)
inertiaMult *= TRANSMISSION_NITROS_INERTIA_MULT;
float var2target = 1.0f - inertiaMult*fEngineInertia;
var2target = Clamp(var2target, 0.1f, 1.0f);
*inertiaVar2 = (1.0f-TRANSMISSION_SMOOTHER_FRAC)*var2target + TRANSMISSION_SMOOTHER_FRAC*(*inertiaVar2);
*inertiaVar1 = var1;
fAcceleration *= *inertiaVar2;
}
}
float targetVelocity = Gears[gear].fMaxVelocity*fCheat;
if(Gears[gear].fMaxVelocity < 0.0f && targetVelocity > fVelocity)
fAcceleration *= 1.0f - Min((targetVelocity - fVelocity)/0.05f, 1.0f);
else if(Gears[gear].fMaxVelocity > 0.0f && targetVelocity < fVelocity)
fAcceleration *= 1.0f - Min((fVelocity - targetVelocity)/0.05f, 1.0f);
return fAcceleration;
}
// TEMP old VC code until we have bikes
float
cTransmission::CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, float &time, const float &velocity, bool cheat)
{
static float fAcceleration = 0.0f;
static float fVelocity;
static float fCheat;
static tGear *pGearRatio;
fVelocity = velocity;
if(fVelocity < fMaxReverseVelocity){
fVelocity = fMaxReverseVelocity;
return 0.0f;
}
if(fVelocity > fMaxVelocity){
fVelocity = fMaxVelocity;
return 0.0f;
}
fCurVelocity = fVelocity;
assert(gear <= nNumberOfGears);
pGearRatio = &Gears[gear];
if(fVelocity > pGearRatio->fShiftUpVelocity){
if(gear != 0 || gasPedal > 0.0f){
gear++;
return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
}
}else if(fVelocity < pGearRatio->fShiftDownVelocity && gear != 0){
if(gear != 1 || gasPedal < 0.0f){
gear--;
return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
}
}
float speedMul, accelMul;
if(gear < 1){
// going reverse
accelMul = (Flags & HANDLING_2G_BOOST) ? 2.0f : 1.0f;
speedMul = -1.0f;
}else if(nNumberOfGears == 1){
accelMul = 1.0f;
speedMul = 1.0f;
}else{
// BUG or not? this is 1.0 normally but 0.0 in the highest gear
float f = 1.0f - (gear-1)/(nNumberOfGears-1);
speedMul = 3.0f*sq(f) + 1.0f;
// This is pretty ugly, could be written more clearly
if(Flags & HANDLING_2G_BOOST){
if(gear == 1)
accelMul = (Flags & HANDLING_1G_BOOST) ? 2.0f : 1.6f;
else if(gear == 2)
accelMul = 1.3f;
else
accelMul = 1.0f;
}else if(Flags & HANDLING_1G_BOOST && gear == 1){
accelMul = 2.0f;
}else
accelMul = 1.0f;
}
if(cheat)
fCheat = 1.2f;
else
fCheat = 1.0f;
float targetVelocity = Gears[gear].fMaxVelocity*speedMul*fCheat;
float accel = (targetVelocity - fVelocity) * (fEngineAcceleration*accelMul) / Abs(targetVelocity);
if(Abs(fVelocity) < Abs(Gears[gear].fMaxVelocity*fCheat))
fAcceleration = gasPedal * accel * CTimer::GetTimeStep();
else
fAcceleration = 0.0f;
return fAcceleration;
}