mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-03 17:14:46 +00:00
Uses float to calculate latency for sabrina phrases
--HG-- branch : fix_speed
This commit is contained in:
parent
9c5ecea867
commit
2818e9339d
12 changed files with 38 additions and 31 deletions
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@ -1085,7 +1085,7 @@ void CGameItem::resetEnchantment()
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_SapLoad = 0;
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_SapLoad = 0;
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_Enchantment.clear();
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_Enchantment.clear();
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contReset( _Enchantment );
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contReset( _Enchantment );
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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if (getInventory() != NULL)
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if (getInventory() != NULL)
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getInventory()->onItemChanged(getInventorySlot(), INVENTORIES::TItemChangeFlags(INVENTORIES::itc_enchant));
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getInventory()->onItemChanged(getInventorySlot(), INVENTORIES::TItemChangeFlags(INVENTORIES::itc_enchant));
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@ -1351,7 +1351,7 @@ void CGameItem::clear()
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_Destroyable = true;
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_Destroyable = true;
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_Dropable = true;
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_Dropable = true;
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// _SlotImage = 0xFFFF;
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// _SlotImage = 0xFFFF;
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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// _Parent = NULL;
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// _Parent = NULL;
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_Inventory = NULL;
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_Inventory = NULL;
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_InventorySlot = INVENTORIES::INVALID_INVENTORY_SLOT;
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_InventorySlot = INVENTORIES::INVALID_INVENTORY_SLOT;
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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 NLMISC::TGameCycle getLatencyEndDate(){ return _LatencyEndDate; }
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inline float getLatencyEndDate(){ return _LatencyEndDate; }
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inline void setLatencyEndDate( NLMISC::TGameCycle latencyEndDate ){ _LatencyEndDate = latencyEndDate; }
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inline void setLatencyEndDate( float 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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NLMISC::TGameCycle _LatencyEndDate;
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float _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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@ -88,7 +88,7 @@ void CCombatActionDynamicEffect::applyOnEntity( CEntityBase *entity, float succe
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TGameCycle endDate;
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TGameCycle endDate;
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if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0)
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if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0)
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{
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{
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endDate = _CombatPhrase->latencyEndDate();
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endDate = (TGameCycle) _CombatPhrase->latencyEndDate();
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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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@ -88,7 +88,7 @@ void CCombatActionSimpleEffect::applyOnEntity( CEntityBase *entity, float succes
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TGameCycle endDate;
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TGameCycle endDate;
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if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0)
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if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0)
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{
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{
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endDate = _CombatPhrase->latencyEndDate();
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endDate = (TGameCycle)_CombatPhrase->latencyEndDate();
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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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@ -131,7 +131,7 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
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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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//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 = uint16 ( (10.0f / uint16(itemPtr->hitRate()) ) / float(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 +298,7 @@ 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 = (uint16)form->getAttackLatency();
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_RightHandWeapon.LatencyInTicks = (float)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 +417,7 @@ 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 = (uint16)form->getAttackLatency();
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_RightHandWeapon.LatencyInTicks = (float)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 +427,7 @@ 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 = (uint16)form->getAttackLatency();
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_RightHandWeapon.LatencyInTicks = (float)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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uint16 LatencyInTicks;
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float 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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@ -111,7 +111,7 @@ public:
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private:
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private:
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void init()
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void init()
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{
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{
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LatencyInTicks = 0;
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LatencyInTicks = 0.0f;
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Damage = 0;
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Damage = 0;
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Quality = 0;
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Quality = 0;
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DmgType = DMGTYPE::UNDEFINED;
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DmgType = DMGTYPE::UNDEFINED;
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@ -382,7 +382,7 @@ void CCombatPhrase::init()
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_CriticalHit = false;
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_CriticalHit = false;
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_ExecutionEndDate = 0;
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_ExecutionEndDate = 0;
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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_SabrinaCost = 0;
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_SabrinaCost = 0;
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_SabrinaRelativeCost = 1.0f;
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_SabrinaRelativeCost = 1.0f;
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@ -892,7 +892,7 @@ bool CCombatPhrase::evaluate()
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_NotEnoughStaminaMsg = false;
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_NotEnoughStaminaMsg = false;
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_NotEnoughHpMsg = false;
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_NotEnoughHpMsg = false;
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_DisengageOnEnd = false;
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_DisengageOnEnd = false;
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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_ExecutionEndDate = 0;
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_ExecutionEndDate = 0;
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return true;
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return true;
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@ -1702,7 +1702,7 @@ bool CCombatPhrase::launch()
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{
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{
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H_AUTO(CCombatPhrase_launch);
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H_AUTO(CCombatPhrase_launch);
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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_ApplyDate = 0;
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_ApplyDate = 0;
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if ( !_Attacker )
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if ( !_Attacker )
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@ -1846,7 +1846,7 @@ bool CCombatPhrase::launch()
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float latency;
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float 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( MinTwoWeaponsLatency.get(), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks);
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latency = float(_HitRateModifier + std::max( float(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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@ -2177,8 +2177,15 @@ bool CCombatPhrase::launch()
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// set latency end date
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// set latency end date
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const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
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const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
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_LatencyEndDate = time + (NLMISC::TGameCycle)latency;
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if(_LatencyEndDate > 0)
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{
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_LatencyEndDate += latency;
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}
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else
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{
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_LatencyEndDate = (float)time + latency;
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}
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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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if (_Targets[0].Target!=NULL && actingEntity->getEntityRowId() == _Targets[0].Target->getEntityRowId())
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if (_Targets[0].Target!=NULL && actingEntity->getEntityRowId() == _Targets[0].Target->getEntityRowId())
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{
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{
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@ -2322,8 +2329,8 @@ bool CCombatPhrase::launchAttack(CEntityBase * actingEntity, bool rightHand, boo
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// now we use the weapon speed factor as a divisor of wear per action
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// now we use the weapon speed factor as a divisor of wear per action
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// (a weapon twice as fast will wear twice as slow)
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// (a weapon twice as fast will wear twice as slow)
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nlassert(ReferenceWeaponLatencyForWear > 0);
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nlassert(ReferenceWeaponLatencyForWear > 0);
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const uint16 latency = (rightHand ? _RightWeapon.LatencyInTicks : _LeftWeapon.LatencyInTicks);
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const float latency = (rightHand ? _RightWeapon.LatencyInTicks : _LeftWeapon.LatencyInTicks);
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const float wearFactor = (float)latency / (float)ReferenceWeaponLatencyForWear;
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const float wearFactor = latency / (float)ReferenceWeaponLatencyForWear;
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if (rightHand)
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if (rightHand)
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{
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{
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@ -3365,7 +3372,7 @@ void CCombatPhrase::stop()
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CCharacter *character = PlayerManager.getChar(_Attacker->getEntityRowId());
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CCharacter *character = PlayerManager.getChar(_Attacker->getEntityRowId());
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if (character)
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if (character)
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{
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{
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character->dateOfNextAllowedAction( _LatencyEndDate );
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character->dateOfNextAllowedAction((NLMISC::TGameCycle)_LatencyEndDate );
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}
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}
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}
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}
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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 = ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time)
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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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}
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}
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@ -1566,9 +1566,9 @@ 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 = time + PostCastLatency + _PostCastTime;
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_LatencyEndDate = (float)time + PostCastLatency + _PostCastTime;
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else
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else
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_LatencyEndDate = 0 + _PostCastTime;
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_LatencyEndDate = 0.0f + _PostCastTime;
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// compute the apply date
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// compute the apply date
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if ( !_Targets.empty() && _ActorRowId != _Targets[0].getId())
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if ( !_Targets.empty() && _ActorRowId != _Targets[0].getId())
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@ -1898,7 +1898,7 @@ void CMagicPhrase::enchantPhrase(CCharacter * user,float successFactor)
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_Targets.resize(1);
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_Targets.resize(1);
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// user->setActionFlag( RYZOMACTIONFLAGS::Attacks, true );
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// user->setActionFlag( RYZOMACTIONFLAGS::Attacks, true );
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_LatencyEndDate = 0;//time + _HitRateModifier + weapon.LatencyInTicks + ammo.SpeedInTicks ;
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_LatencyEndDate = 0.0f;//time + _HitRateModifier + weapon.LatencyInTicks + ammo.SpeedInTicks ;
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// _BeingProcessed = false;
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// _BeingProcessed = false;
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} // enchantPhrase //
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} // enchantPhrase //
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@ -56,7 +56,7 @@ public:
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_Idle = false;
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_Idle = false;
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_ExecutionEndDate = 0;
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_ExecutionEndDate = 0;
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_ApplyDate = ~0; // ensure apply() never called before launch()
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_ApplyDate = ~0; // ensure apply() never called before launch()
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_LatencyEndDate = 0; // by default, time between apply() and end() is immediate
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_LatencyEndDate = 0.0f; // by default, time between apply() and end() is immediate
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_PhraseBookIndex = 0;
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_PhraseBookIndex = 0;
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_NextCounter = 0;
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_NextCounter = 0;
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_IsStatic = false;
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_IsStatic = false;
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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 NLMISC::TGameCycle latencyEndDate() const { return _LatencyEndDate; }
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inline float 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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NLMISC::TGameCycle _LatencyEndDate;
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float _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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@ -758,7 +758,7 @@ bool CSpecialPowerPhrase::launch()
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//-----------------------------------------------
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//-----------------------------------------------
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void CSpecialPowerPhrase::apply()
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void CSpecialPowerPhrase::apply()
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{
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{
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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// TODO
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// TODO
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// apply effect
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// apply effect
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@ -279,7 +279,7 @@ void CTimedActionPhrase::apply()
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// keep a ptr on this to prevent it to be deleted when timed action is deconnection
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// keep a ptr on this to prevent it to be deleted when timed action is deconnection
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CSPhrasePtr selfPtr = this;
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CSPhrasePtr selfPtr = this;
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_LatencyEndDate = 0;
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_LatencyEndDate = 0.0f;
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CEntityBase *actor = CEntityBaseManager::getEntityBasePtr(_ActorRowId);
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CEntityBase *actor = CEntityBaseManager::getEntityBasePtr(_ActorRowId);
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if (!actor)
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if (!actor)
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