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-rw-r--r--src/being.cpp8
-rw-r--r--src/being.h3
-rw-r--r--src/net/manaserv/beinghandler.cpp16
-rw-r--r--src/net/manaserv/playerhandler.cpp6
4 files changed, 20 insertions, 13 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 1e6da93e..6ce2120a 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -534,17 +534,11 @@ void Being::logic()
// When we've not reached our destination, move to it.
if (nominalLength > 1.0f && mWalkSpeed > 0.0f)
{
- // The private mWalkSpeed member is the speed in tiles per second.
- // We translate it into pixels per tick,
- // because the logic is called every ticks.
- const float speedInTicks = ((float)DEFAULT_TILE_SIDE_LENGTH * mWalkSpeed)
- / 1000 * (float)MILLISECONDS_IN_A_TICK;
-
// The deplacement of a point along a vector is calculated
// using the Unit Vector (â) multiplied by the point speed.
// â = a / ||a|| (||a|| is the a length.)
// Then, diff = (dir/||dir||)*speed, or (dir / ||dir|| / 1/speed).
- Vector diff = (dir / (nominalLength / speedInTicks));
+ Vector diff = (dir / (nominalLength / mWalkSpeed));
// Test if we don't miss the destination by a move too far:
if (diff.length() > nominalLength)
diff --git a/src/being.h b/src/being.h
index 747a5428..b286ef41 100644
--- a/src/being.h
+++ b/src/being.h
@@ -646,7 +646,8 @@ class Being : public Sprite, public ConfigListener
/**
* Walk speed.
* In pixels per second for eAthena,
- * In tiles per second (0.1 precision) for Manaserv.
+ * In pixels per ticks for Manaserv.
+ * @see MILLISECONDS_IN_A_TICK
*/
float mWalkSpeed;
diff --git a/src/net/manaserv/beinghandler.cpp b/src/net/manaserv/beinghandler.cpp
index 2db76255..09608891 100644
--- a/src/net/manaserv/beinghandler.cpp
+++ b/src/net/manaserv/beinghandler.cpp
@@ -202,10 +202,18 @@ void BeingHandler::handleBeingsMoveMessage(Net::MessageIn &msg)
}
if (speed)
{
- // The being's speed is transfered in tiles per second * 10
- // to keep it transferable in a Byte.
- // We set it back to tiles per second and in a float.
- being->setWalkSpeed((float) speed / 10);
+ /**
+ * The being's speed is transfered in tiles per second * 10
+ * to keep it transferable in a Byte.
+ * We set it back to tiles per second and in a float.
+ * Then, we translate it in pixels per ticks, to correspond
+ * with the Being::logic() function calls
+ * @see MILLISECONDS_IN_A_TICK
+ */
+ const float walkSpeedInTicks =
+ ((float)DEFAULT_TILE_SIDE_LENGTH * (float) speed / 10)
+ / 1000 * (float)MILLISECONDS_IN_A_TICK;
+ being->setWalkSpeed(walkSpeedInTicks);
}
// Ignore messages from the server for the local player
diff --git a/src/net/manaserv/playerhandler.cpp b/src/net/manaserv/playerhandler.cpp
index 0d7544fd..aac6dc22 100644
--- a/src/net/manaserv/playerhandler.cpp
+++ b/src/net/manaserv/playerhandler.cpp
@@ -49,6 +49,8 @@ extern BuyDialog *buyDialog;
extern SellDialog *sellDialog;
extern Window *buySellDialog;
+extern const int MILLISECONDS_IN_A_TICK;
+
/* Max. distance we are willing to scroll after a teleport;
* everything beyond will reset the port hard.
*/
@@ -425,7 +427,9 @@ int PlayerHandler::getJobLocation()
float PlayerHandler::getDefaultWalkSpeed()
{
- return 6.0f;
+ // Return translation in pixels per ticks.
+ return (6.0f * (float)DEFAULT_TILE_SIDE_LENGTH)
+ / 1000 * (float)MILLISECONDS_IN_A_TICK;
}
} // namespace ManaServ