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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-15 17:28:16 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-15 17:28:16 +0100
commit21e8d502d07c6cae9580a34dde7587d58e6d3a28 (patch)
treefd8c9fa711d0e2e60f50333f82dbe43ebd9214a5 /src/net/tmwa/charserverhandler.cpp
parent25a2abd09e3b76115ed0b6b1a02cdddc6c1c5bfc (diff)
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Basically merged the two movement algorithms into one.
This was made in favour of the manaserv way of doing things. I also added a way to keep the original server speed value so the pixel value can be recomputed at each map change, as this was necessary since the speed is given before the first map is loaded. The code is much more simpler now about movement handling, and we can already see improvements on other characters movements in The Mana World with this. Everything can't be perfect the first time; here are bugs identified so far: - Monsters direction isn't updated on TmwAthena for obscure reasons. - Remote players walking animation is sometimes reset on each steps. - When changing map, the local player sometimes walks randomly until the player reacts. Stay tuned!
Diffstat (limited to 'src/net/tmwa/charserverhandler.cpp')
-rw-r--r--src/net/tmwa/charserverhandler.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/net/tmwa/charserverhandler.cpp b/src/net/tmwa/charserverhandler.cpp
index 1063ee39..e6dc84a2 100644
--- a/src/net/tmwa/charserverhandler.cpp
+++ b/src/net/tmwa/charserverhandler.cpp
@@ -185,7 +185,11 @@ void CharServerHandler::handleMessage(Net::MessageIn &msg)
mNetwork->disconnect();
Client::setState(STATE_CHANGE_MAP);
- player_node->setTileCoords(x, y);
+ Map *map = player_node->getMap();
+ int tileWidth = map->getTileWidth();
+ int tileHeight = map->getTileHeight();
+ player_node->setPosition(Vector(x * tileWidth + tileWidth / 2,
+ y * tileHeight + tileHeight / 2));
player_node->setMap(0);
}
break;