Uses float to calculate latency for sabrina phrases

--HG--
branch : fix_speed
This commit is contained in:
Guillaume Dupuy 2016-10-15 19:04:22 +02:00
parent 9c5ecea867
commit 2818e9339d
12 changed files with 38 additions and 31 deletions

View file

@ -1085,7 +1085,7 @@ void CGameItem::resetEnchantment()
_SapLoad = 0; _SapLoad = 0;
_Enchantment.clear(); _Enchantment.clear();
contReset( _Enchantment ); contReset( _Enchantment );
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
if (getInventory() != NULL) if (getInventory() != NULL)
getInventory()->onItemChanged(getInventorySlot(), INVENTORIES::TItemChangeFlags(INVENTORIES::itc_enchant)); getInventory()->onItemChanged(getInventorySlot(), INVENTORIES::TItemChangeFlags(INVENTORIES::itc_enchant));
@ -1351,7 +1351,7 @@ void CGameItem::clear()
_Destroyable = true; _Destroyable = true;
_Dropable = true; _Dropable = true;
// _SlotImage = 0xFFFF; // _SlotImage = 0xFFFF;
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
// _Parent = NULL; // _Parent = NULL;
_Inventory = NULL; _Inventory = NULL;
_InventorySlot = INVENTORIES::INVALID_INVENTORY_SLOT; _InventorySlot = INVENTORIES::INVALID_INVENTORY_SLOT;

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@ -651,9 +651,9 @@ public :
bool getStats(const std::string &stats, std::string &final ); bool getStats(const std::string &stats, std::string &final );
/// accessors to the action latency end date /// accessors to the action latency end date
inline NLMISC::TGameCycle getLatencyEndDate(){ return _LatencyEndDate; } inline float getLatencyEndDate(){ return _LatencyEndDate; }
inline void setLatencyEndDate( NLMISC::TGameCycle latencyEndDate ){ _LatencyEndDate = latencyEndDate; } inline void setLatencyEndDate( float latencyEndDate ){ _LatencyEndDate = latencyEndDate; }
/// set the max sap load craft parameter /// set the max sap load craft parameter
inline void setMaxSapLoad(float value) inline void setMaxSapLoad(float value)
@ -950,7 +950,7 @@ private:
/// string associated with this item /// string associated with this item
std::string _PhraseId; std::string _PhraseId;
/// tick when the proc will be available again /// tick when the proc will be available again
NLMISC::TGameCycle _LatencyEndDate; float _LatencyEndDate;
/// image of the item in bag / equipment /// image of the item in bag / equipment
// uint16 _SlotImage; // uint16 _SlotImage;
NLMISC::TGameCycle _TotalSaleCycle; NLMISC::TGameCycle _TotalSaleCycle;

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@ -88,7 +88,7 @@ void CCombatActionDynamicEffect::applyOnEntity( CEntityBase *entity, float succe
TGameCycle endDate; TGameCycle endDate;
if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0) if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0)
{ {
endDate = _CombatPhrase->latencyEndDate(); endDate = (TGameCycle) _CombatPhrase->latencyEndDate();
} }
else else
{ {

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@ -88,7 +88,7 @@ void CCombatActionSimpleEffect::applyOnEntity( CEntityBase *entity, float succes
TGameCycle endDate; TGameCycle endDate;
if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0) if ( _UsePhraseLatencyAsDuration == true && _CombatPhrase != 0)
{ {
endDate = _CombatPhrase->latencyEndDate(); endDate = (TGameCycle)_CombatPhrase->latencyEndDate();
} }
else else
{ {

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@ -131,7 +131,7 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
if (itemPtr->hitRate() != 0) if (itemPtr->hitRate() != 0)
{ {
//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 //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
LatencyInTicks = uint16 ( (10.0f / uint16(itemPtr->hitRate()) ) / float(CTickEventHandler::getGameTimeStep()) ); LatencyInTicks = (10.0f / itemPtr->hitRate() ) / float(CTickEventHandler::getGameTimeStep());
} }
Quality = (uint16)itemPtr->recommended(); Quality = (uint16)itemPtr->recommended();
@ -298,7 +298,7 @@ void CCombatAttackerAI::initFromRowId( const TDataSetRow &rowId )
_RightHandWeapon.Damage = (float)form->getCreatureDamagePerHit() * BotDamageFactor; _RightHandWeapon.Damage = (float)form->getCreatureDamagePerHit() * BotDamageFactor;
_RightHandWeapon.DmgType = DMGTYPE::SLASHING; _RightHandWeapon.DmgType = DMGTYPE::SLASHING;
_RightHandWeapon.LatencyInTicks = (uint16)form->getAttackLatency(); _RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency();
_RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON; _RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON;
_RightHandWeapon.Skill = BarehandCombatSkill; _RightHandWeapon.Skill = BarehandCombatSkill;
_RightHandWeapon.SabrinaCost = (uint16)_SkillValue; _RightHandWeapon.SabrinaCost = (uint16)_SkillValue;
@ -417,7 +417,7 @@ void CCombatAttackerNpc::initFromRowId( const TDataSetRow &rowId )
{ {
// get speed, dmg type, skill and family // get speed, dmg type, skill and family
_RightHandWeapon = CCombatWeapon(entity->getRightHandItem()); _RightHandWeapon = CCombatWeapon(entity->getRightHandItem());
_RightHandWeapon.LatencyInTicks = (uint16)form->getAttackLatency(); _RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency();
// check ammo // check ammo
if (entity->getAmmoItem() != NULL && entity->getAmmoItem()->getStaticForm() != NULL && entity->getAmmoItem()->getStaticForm()->Family == ITEMFAMILY::AMMO) if (entity->getAmmoItem() != NULL && entity->getAmmoItem()->getStaticForm() != NULL && entity->getAmmoItem()->getStaticForm()->Family == ITEMFAMILY::AMMO)
@ -427,7 +427,7 @@ void CCombatAttackerNpc::initFromRowId( const TDataSetRow &rowId )
} }
else else
{ {
_RightHandWeapon.LatencyInTicks = (uint16)form->getAttackLatency(); _RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency();
_RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON; _RightHandWeapon.Family = ITEMFAMILY::MELEE_WEAPON;
_RightHandWeapon.Skill = BarehandCombatSkill; _RightHandWeapon.Skill = BarehandCombatSkill;
_RightHandWeapon.DmgType = DMGTYPE::BLUNT; _RightHandWeapon.DmgType = DMGTYPE::BLUNT;

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@ -92,7 +92,7 @@ public:
/************************************************************************/ /************************************************************************/
/* do not forget to update the operator= if attributes change /* do not forget to update the operator= if attributes change
/************************************************************************/ /************************************************************************/
uint16 LatencyInTicks; float LatencyInTicks;
float Damage; float Damage;
uint16 Quality; uint16 Quality;
DMGTYPE::EDamageType DmgType; DMGTYPE::EDamageType DmgType;
@ -111,7 +111,7 @@ public:
private: private:
void init() void init()
{ {
LatencyInTicks = 0; LatencyInTicks = 0.0f;
Damage = 0; Damage = 0;
Quality = 0; Quality = 0;
DmgType = DMGTYPE::UNDEFINED; DmgType = DMGTYPE::UNDEFINED;

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@ -382,7 +382,7 @@ void CCombatPhrase::init()
_CriticalHit = false; _CriticalHit = false;
_ExecutionEndDate = 0; _ExecutionEndDate = 0;
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
_SabrinaCost = 0; _SabrinaCost = 0;
_SabrinaRelativeCost = 1.0f; _SabrinaRelativeCost = 1.0f;
@ -892,7 +892,7 @@ bool CCombatPhrase::evaluate()
_NotEnoughStaminaMsg = false; _NotEnoughStaminaMsg = false;
_NotEnoughHpMsg = false; _NotEnoughHpMsg = false;
_DisengageOnEnd = false; _DisengageOnEnd = false;
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
_ExecutionEndDate = 0; _ExecutionEndDate = 0;
return true; return true;
@ -1702,7 +1702,7 @@ bool CCombatPhrase::launch()
{ {
H_AUTO(CCombatPhrase_launch); H_AUTO(CCombatPhrase_launch);
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
_ApplyDate = 0; _ApplyDate = 0;
if ( !_Attacker ) if ( !_Attacker )
@ -1846,7 +1846,7 @@ bool CCombatPhrase::launch()
float latency; float latency;
if(_LeftWeapon.LatencyInTicks != 0) if(_LeftWeapon.LatencyInTicks != 0)
{ {
latency = float(_HitRateModifier + std::max( MinTwoWeaponsLatency.get(), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks); latency = float(_HitRateModifier + std::max( float(MinTwoWeaponsLatency.get()), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks);
} }
else else
{ {
@ -2177,8 +2177,15 @@ bool CCombatPhrase::launch()
// set latency end date // set latency end date
const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle(); const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
_LatencyEndDate = time + (NLMISC::TGameCycle)latency; if(_LatencyEndDate > 0)
{
_LatencyEndDate += latency;
}
else
{
_LatencyEndDate = (float)time + latency;
}
nlwarning("_LatencyEndDate : %f, latency: %f", _LatencyEndDate, latency);
// compute the apply date // compute the apply date
if (_Targets[0].Target!=NULL && actingEntity->getEntityRowId() == _Targets[0].Target->getEntityRowId()) if (_Targets[0].Target!=NULL && actingEntity->getEntityRowId() == _Targets[0].Target->getEntityRowId())
{ {
@ -2322,8 +2329,8 @@ bool CCombatPhrase::launchAttack(CEntityBase * actingEntity, bool rightHand, boo
// now we use the weapon speed factor as a divisor of wear per action // now we use the weapon speed factor as a divisor of wear per action
// (a weapon twice as fast will wear twice as slow) // (a weapon twice as fast will wear twice as slow)
nlassert(ReferenceWeaponLatencyForWear > 0); nlassert(ReferenceWeaponLatencyForWear > 0);
const uint16 latency = (rightHand ? _RightWeapon.LatencyInTicks : _LeftWeapon.LatencyInTicks); const float latency = (rightHand ? _RightWeapon.LatencyInTicks : _LeftWeapon.LatencyInTicks);
const float wearFactor = (float)latency / (float)ReferenceWeaponLatencyForWear; const float wearFactor = latency / (float)ReferenceWeaponLatencyForWear;
if (rightHand) if (rightHand)
{ {
@ -3365,7 +3372,7 @@ void CCombatPhrase::stop()
CCharacter *character = PlayerManager.getChar(_Attacker->getEntityRowId()); CCharacter *character = PlayerManager.getChar(_Attacker->getEntityRowId());
if (character) if (character)
{ {
character->dateOfNextAllowedAction( _LatencyEndDate ); character->dateOfNextAllowedAction((NLMISC::TGameCycle)_LatencyEndDate );
} }
} }

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@ -716,7 +716,7 @@ void CFgProspectionPhrase::apply()
MBEHAV::CBehaviour behav = player->getBehaviour(); // keep arguments MBEHAV::CBehaviour behav = player->getBehaviour(); // keep arguments
behav.Behaviour = MBEHAV::PROSPECTING_END; behav.Behaviour = MBEHAV::PROSPECTING_END;
PHRASE_UTILITIES::sendUpdateBehaviour( _ActorRowId, behav ); PHRASE_UTILITIES::sendUpdateBehaviour( _ActorRowId, behav );
_LatencyEndDate = ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time) _LatencyEndDate =(float)ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time)
} }

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@ -1566,9 +1566,9 @@ bool CMagicPhrase::launch()
// add post cast latency, only for non instant cast // add post cast latency, only for non instant cast
const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle(); const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
if (_DivineInterventionOccured||_ShootAgainOccured?_BaseCastingTime:_CastingTime) if (_DivineInterventionOccured||_ShootAgainOccured?_BaseCastingTime:_CastingTime)
_LatencyEndDate = time + PostCastLatency + _PostCastTime; _LatencyEndDate = (float)time + PostCastLatency + _PostCastTime;
else else
_LatencyEndDate = 0 + _PostCastTime; _LatencyEndDate = 0.0f + _PostCastTime;
// compute the apply date // compute the apply date
if ( !_Targets.empty() && _ActorRowId != _Targets[0].getId()) if ( !_Targets.empty() && _ActorRowId != _Targets[0].getId())
@ -1898,7 +1898,7 @@ void CMagicPhrase::enchantPhrase(CCharacter * user,float successFactor)
_Targets.resize(1); _Targets.resize(1);
// user->setActionFlag( RYZOMACTIONFLAGS::Attacks, true ); // user->setActionFlag( RYZOMACTIONFLAGS::Attacks, true );
_LatencyEndDate = 0;//time + _HitRateModifier + weapon.LatencyInTicks + ammo.SpeedInTicks ; _LatencyEndDate = 0.0f;//time + _HitRateModifier + weapon.LatencyInTicks + ammo.SpeedInTicks ;
// _BeingProcessed = false; // _BeingProcessed = false;
} // enchantPhrase // } // enchantPhrase //

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@ -56,7 +56,7 @@ public:
_Idle = false; _Idle = false;
_ExecutionEndDate = 0; _ExecutionEndDate = 0;
_ApplyDate = ~0; // ensure apply() never called before launch() _ApplyDate = ~0; // ensure apply() never called before launch()
_LatencyEndDate = 0; // by default, time between apply() and end() is immediate _LatencyEndDate = 0.0f; // by default, time between apply() and end() is immediate
_PhraseBookIndex = 0; _PhraseBookIndex = 0;
_NextCounter = 0; _NextCounter = 0;
_IsStatic = false; _IsStatic = false;
@ -98,7 +98,7 @@ public:
inline NLMISC::TGameCycle applyDate() const { return _ApplyDate; } inline NLMISC::TGameCycle applyDate() const { return _ApplyDate; }
/// get latency end date /// get latency end date
inline NLMISC::TGameCycle latencyEndDate() const { return _LatencyEndDate; } inline float latencyEndDate() const { return _LatencyEndDate; }
/** /**
* build the phrase from bricks, actor and main target * build the phrase from bricks, actor and main target
@ -207,7 +207,7 @@ protected:
/// apply date /// apply date
NLMISC::TGameCycle _ApplyDate; NLMISC::TGameCycle _ApplyDate;
/// latency end date /// latency end date
NLMISC::TGameCycle _LatencyEndDate; float _LatencyEndDate;
/// index in client phrase book (0 = not in the phrase book) /// index in client phrase book (0 = not in the phrase book)
uint16 _PhraseBookIndex; uint16 _PhraseBookIndex;
/// next counter /// next counter

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@ -758,7 +758,7 @@ bool CSpecialPowerPhrase::launch()
//----------------------------------------------- //-----------------------------------------------
void CSpecialPowerPhrase::apply() void CSpecialPowerPhrase::apply()
{ {
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
// TODO // TODO
// apply effect // apply effect

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@ -279,7 +279,7 @@ void CTimedActionPhrase::apply()
// keep a ptr on this to prevent it to be deleted when timed action is deconnection // keep a ptr on this to prevent it to be deleted when timed action is deconnection
CSPhrasePtr selfPtr = this; CSPhrasePtr selfPtr = this;
_LatencyEndDate = 0; _LatencyEndDate = 0.0f;
CEntityBase *actor = CEntityBaseManager::getEntityBasePtr(_ActorRowId); CEntityBase *actor = CEntityBaseManager::getEntityBasePtr(_ActorRowId);
if (!actor) if (!actor)