Use double instead of float to allow big values of GameCycle (like on winchgate server)

--HG--
branch : fix_speed
hg/compatibility-develop
Guillaume Dupuy 8 years ago
parent 2818e9339d
commit 02316b9e8d

@ -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 float getLatencyEndDate(){ return _LatencyEndDate; } inline double getLatencyEndDate(){ return _LatencyEndDate; }
inline void setLatencyEndDate( float latencyEndDate ){ _LatencyEndDate = latencyEndDate; } inline void setLatencyEndDate( double 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
float _LatencyEndDate; double _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;

@ -130,8 +130,7 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
// weapon hit rate is in hit/10s and we use ticks/hits.... // weapon hit rate is in hit/10s and we use ticks/hits....
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 LatencyInTicks = (10.0f / itemPtr->hitRate() ) / CTickEventHandler::getGameTimeStep();
LatencyInTicks = (10.0f / itemPtr->hitRate() ) / float(CTickEventHandler::getGameTimeStep());
} }
Quality = (uint16)itemPtr->recommended(); Quality = (uint16)itemPtr->recommended();
@ -298,7 +297,7 @@ 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 = (float)form->getAttackLatency(); _RightHandWeapon.LatencyInTicks = (double)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 +416,7 @@ 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 = (float)form->getAttackLatency(); _RightHandWeapon.LatencyInTicks = (double)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 +426,7 @@ void CCombatAttackerNpc::initFromRowId( const TDataSetRow &rowId )
} }
else else
{ {
_RightHandWeapon.LatencyInTicks = (float)form->getAttackLatency(); _RightHandWeapon.LatencyInTicks = (double)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;

@ -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
/************************************************************************/ /************************************************************************/
float LatencyInTicks; double LatencyInTicks;
float Damage; float Damage;
uint16 Quality; uint16 Quality;
DMGTYPE::EDamageType DmgType; DMGTYPE::EDamageType DmgType;

@ -1843,14 +1843,14 @@ bool CCombatPhrase::launch()
} }
// get weapon latency // get weapon latency
float latency; double latency;
if(_LeftWeapon.LatencyInTicks != 0) if(_LeftWeapon.LatencyInTicks != 0)
{ {
latency = float(_HitRateModifier + std::max( float(MinTwoWeaponsLatency.get()), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks); latency = double(_HitRateModifier + std::max( double(MinTwoWeaponsLatency.get()), std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks)) + _Ammo.LatencyInTicks);
} }
else else
{ {
latency = float(_HitRateModifier + std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks) + _Ammo.LatencyInTicks); latency = double(_HitRateModifier + std::max(_RightWeapon.LatencyInTicks, _LeftWeapon.LatencyInTicks) + _Ammo.LatencyInTicks);
} }
// check for madness effect // check for madness effect
@ -2183,7 +2183,7 @@ bool CCombatPhrase::launch()
} }
else else
{ {
_LatencyEndDate = (float)time + latency; _LatencyEndDate = (double)time + latency;
} }
nlwarning("_LatencyEndDate : %f, latency: %f", _LatencyEndDate, latency); nlwarning("_LatencyEndDate : %f, latency: %f", _LatencyEndDate, latency);
// compute the apply date // compute the apply date

@ -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 =(float)ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time) _LatencyEndDate =(double)ForageSourceSpawnDelay.get(); // wait a short time before spawning the source(s) (to let animation/fx time)
} }

@ -1566,7 +1566,7 @@ 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 = (float)time + PostCastLatency + _PostCastTime; _LatencyEndDate = (double)time + PostCastLatency + _PostCastTime;
else else
_LatencyEndDate = 0.0f + _PostCastTime; _LatencyEndDate = 0.0f + _PostCastTime;

@ -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 float latencyEndDate() const { return _LatencyEndDate; } inline double 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
float _LatencyEndDate; double _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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