Use double instead of float to allow big values of GameCycle (like on winchgate server)
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1020c758b9
commit
bf8677131b
7 changed files with 16 additions and 17 deletions
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@ -651,9 +651,9 @@ public :
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bool getStats(const std::string &stats, std::string &final );
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bool getStats(const std::string &stats, std::string &final );
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/// accessors to the action latency end date
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/// accessors to the action latency end date
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inline float getLatencyEndDate(){ return _LatencyEndDate; }
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inline double getLatencyEndDate(){ return _LatencyEndDate; }
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inline void setLatencyEndDate( float latencyEndDate ){ _LatencyEndDate = latencyEndDate; }
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inline void setLatencyEndDate( double latencyEndDate ){ _LatencyEndDate = latencyEndDate; }
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/// set the max sap load craft parameter
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/// set the max sap load craft parameter
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inline void setMaxSapLoad(float value)
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inline void setMaxSapLoad(float value)
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@ -950,7 +950,7 @@ private:
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/// string associated with this item
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/// string associated with this item
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std::string _PhraseId;
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std::string _PhraseId;
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/// tick when the proc will be available again
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/// tick when the proc will be available again
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float _LatencyEndDate;
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double _LatencyEndDate;
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/// image of the item in bag / equipment
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/// image of the item in bag / equipment
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// uint16 _SlotImage;
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// uint16 _SlotImage;
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NLMISC::TGameCycle _TotalSaleCycle;
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NLMISC::TGameCycle _TotalSaleCycle;
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@ -130,8 +130,7 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
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// weapon hit rate is in hit/10s and we use ticks/hits....
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// weapon hit rate is in hit/10s and we use ticks/hits....
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if (itemPtr->hitRate() != 0)
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if (itemPtr->hitRate() != 0)
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{
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{
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//getGameTimeStep() is actually a double and hitRate() a float, so the precision difference will make a cast of the result fail (for example, with hitRate() == 10.0f, the cast will give a value of 9 and not 10
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LatencyInTicks = (10.0f / itemPtr->hitRate() ) / CTickEventHandler::getGameTimeStep();
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LatencyInTicks = (10.0f / itemPtr->hitRate() ) / float(CTickEventHandler::getGameTimeStep());
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}
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}
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Quality = (uint16)itemPtr->recommended();
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Quality = (uint16)itemPtr->recommended();
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@ -298,7 +297,7 @@ void CCombatAttackerAI::initFromRowId( const TDataSetRow &rowId )
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_RightHandWeapon.Damage = (float)form->getCreatureDamagePerHit() * BotDamageFactor;
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_RightHandWeapon.Damage = (float)form->getCreatureDamagePerHit() * BotDamageFactor;
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_RightHandWeapon.DmgType = DMGTYPE::SLASHING;
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_RightHandWeapon.DmgType = DMGTYPE::SLASHING;
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_RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency();
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_RightHandWeapon.LatencyInTicks = (double)form->getAttackLatency();
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_RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON;
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_RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON;
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_RightHandWeapon.Skill = BarehandCombatSkill;
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_RightHandWeapon.Skill = BarehandCombatSkill;
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_RightHandWeapon.SabrinaCost = (uint16)_SkillValue;
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_RightHandWeapon.SabrinaCost = (uint16)_SkillValue;
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@ -417,7 +416,7 @@ void CCombatAttackerNpc::initFromRowId( const TDataSetRow &rowId )
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{
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{
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// get speed, dmg type, skill and family
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// get speed, dmg type, skill and family
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_RightHandWeapon = CCombatWeapon(entity->getRightHandItem());
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_RightHandWeapon = CCombatWeapon(entity->getRightHandItem());
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_RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency();
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_RightHandWeapon.LatencyInTicks = (double)form->getAttackLatency();
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// check ammo
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// check ammo
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if (entity->getAmmoItem() != NULL && entity->getAmmoItem()->getStaticForm() != NULL && entity->getAmmoItem()->getStaticForm()->Family == ITEMFAMILY::AMMO)
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if (entity->getAmmoItem() != NULL && entity->getAmmoItem()->getStaticForm() != NULL && entity->getAmmoItem()->getStaticForm()->Family == ITEMFAMILY::AMMO)
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@ -427,7 +426,7 @@ void CCombatAttackerNpc::initFromRowId( const TDataSetRow &rowId )
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}
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}
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else
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else
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{
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{
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_RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency();
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_RightHandWeapon.LatencyInTicks = (double)form->getAttackLatency();
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_RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON;
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_RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON;
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_RightHandWeapon.Skill = BarehandCombatSkill;
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_RightHandWeapon.Skill = BarehandCombatSkill;
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_RightHandWeapon.DmgType = DMGTYPE::BLUNT;
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_RightHandWeapon.DmgType = DMGTYPE::BLUNT;
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@ -92,7 +92,7 @@ public:
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/************************************************************************/
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/************************************************************************/
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/* do not forget to update the operator= if attributes change
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/* do not forget to update the operator= if attributes change
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/************************************************************************/
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/************************************************************************/
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float LatencyInTicks;
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double LatencyInTicks;
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float Damage;
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float Damage;
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uint16 Quality;
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uint16 Quality;
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DMGTYPE::EDamageType DmgType;
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DMGTYPE::EDamageType DmgType;
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@ -1843,14 +1843,14 @@ bool CCombatPhrase::launch()
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}
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}
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// get weapon latency
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// get weapon latency
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float latency;
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double latency;
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if(_LeftWeapon.LatencyInTicks != 0)
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if(_LeftWeapon.LatencyInTicks != 0)
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{
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{
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latency = float(_HitRateModifier + std::max( float(MinTwoWeaponsLatency.get()), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks);
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latency = double(_HitRateModifier + std::max( double(MinTwoWeaponsLatency.get()), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks);
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}
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}
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else
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else
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{
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{
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latency = float(_HitRateModifier + std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks) + _Ammo.LatencyInTicks);
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latency = double(_HitRateModifier + std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks) + _Ammo.LatencyInTicks);
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}
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}
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// check for madness effect
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// check for madness effect
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@ -2183,7 +2183,7 @@ bool CCombatPhrase::launch()
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}
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}
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else
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else
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{
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{
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_LatencyEndDate = (float)time + latency;
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_LatencyEndDate = (double)time + latency;
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}
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}
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nlwarning("_LatencyEndDate : %f, latency: %f", _LatencyEndDate, latency);
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nlwarning("_LatencyEndDate : %f, latency: %f", _LatencyEndDate, latency);
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// compute the apply date
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// compute the apply date
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@ -716,7 +716,7 @@ void CFgProspectionPhrase::apply()
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MBEHAV::CBehaviour behav = player->getBehaviour(); // keep arguments
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MBEHAV::CBehaviour behav = player->getBehaviour(); // keep arguments
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behav.Behaviour = MBEHAV::PROSPECTING_END;
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behav.Behaviour = MBEHAV::PROSPECTING_END;
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PHRASE_UTILITIES::sendUpdateBehaviour( _ActorRowId, behav );
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PHRASE_UTILITIES::sendUpdateBehaviour( _ActorRowId, behav );
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_LatencyEndDate =(float)ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time)
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_LatencyEndDate =(double)ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time)
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}
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}
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@ -1566,7 +1566,7 @@ bool CMagicPhrase::launch()
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// add post cast latency, only for non instant cast
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// add post cast latency, only for non instant cast
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const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
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const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
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if (_DivineInterventionOccured||_ShootAgainOccured?_BaseCastingTime:_CastingTime)
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if (_DivineInterventionOccured||_ShootAgainOccured?_BaseCastingTime:_CastingTime)
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_LatencyEndDate = (float)time + PostCastLatency + _PostCastTime;
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_LatencyEndDate = (double)time + PostCastLatency + _PostCastTime;
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else
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else
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_LatencyEndDate = 0.0f + _PostCastTime;
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_LatencyEndDate = 0.0f + _PostCastTime;
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@ -98,7 +98,7 @@ public:
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inline NLMISC::TGameCycle applyDate() const { return _ApplyDate; }
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inline NLMISC::TGameCycle applyDate() const { return _ApplyDate; }
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/// get latency end date
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/// get latency end date
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inline float latencyEndDate() const { return _LatencyEndDate; }
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inline double latencyEndDate() const { return _LatencyEndDate; }
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/**
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/**
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* build the phrase from bricks, actor and main target
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* build the phrase from bricks, actor and main target
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@ -207,7 +207,7 @@ protected:
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/// apply date
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/// apply date
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NLMISC::TGameCycle _ApplyDate;
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NLMISC::TGameCycle _ApplyDate;
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/// latency end date
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/// latency end date
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float _LatencyEndDate;
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double _LatencyEndDate;
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/// index in client phrase book (0 = not in the phrase book)
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/// index in client phrase book (0 = not in the phrase book)
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uint16 _PhraseBookIndex;
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uint16 _PhraseBookIndex;
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/// next counter
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/// next counter
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