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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-04-11 16:47:03 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-04-16 00:18:39 +0200
commit6f247d1fa09ce55cd96bb0fd75315fdd4e385c50 (patch)
tree72628312e231b6f0d7ee57cc07ab02c78af58c4e /src/localplayer.cpp
parent3213901def93ebe3fe648fcbf712f4e9450b8daf (diff)
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Fixed player movement desyncs on tile-based implementation.
The new destination wasn't sent correctly since the destination was centered but checked pixel exact afterward. Now the destination check has been adapted for tile-wise implementation, leading to an almost desync free movement. Hurray!
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp29
1 files changed, 27 insertions, 2 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 8e75333f..ad9d181a 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -659,14 +659,39 @@ void LocalPlayer::setTarget(Being *target)
void LocalPlayer::setDestination(int x, int y)
{
+ int srcX = x;
+ int srcY = y;
+ int dstX = (int)mDest.x;
+ int dstY = (int)mDest.y;
+ int tileWidth = mMap->getTileWidth();
+ int tileHeight = mMap->getTileHeight();
+ if (!Net::getPlayerHandler()->usePixelPrecision())
+ {
+ // For tile-based clients, we accept positions on the same tile.
+ srcX = srcX / tileWidth;
+ srcY = srcY / tileHeight;
+ dstX = dstX / tileWidth;
+ dstY = dstY / tileHeight;
+ }
+
// Only send a new message to the server when destination changes
- if (x != mDest.x || y != mDest.y)
+ if (srcX != dstX || srcY != dstY)
{
Being::setDestination(x, y);
+ // Note: Being::setDestination() updates mDest, so we get the new
+ // destination.
+ dstX = (int)mDest.x;
+ dstY = (int)mDest.y;
+
+ if (!Net::getPlayerHandler()->usePixelPrecision())
+ {
+ dstX = dstX / tileWidth;
+ dstY = dstY / tileHeight;
+ }
// If the destination given to being class is accepted,
// we inform the Server.
- if ((x == mDest.x && y == mDest.y))
+ if (srcX == dstX && srcY == dstY)
Net::getPlayerHandler()->setDestination(x, y, mDirection);
}