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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/playerhandler.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/playerhandler.cpp')
-rw-r--r--src/net/tmwa/playerhandler.cpp75
1 files changed, 62 insertions, 13 deletions
diff --git a/src/net/tmwa/playerhandler.cpp b/src/net/tmwa/playerhandler.cpp
index b82968a3..181ff39c 100644
--- a/src/net/tmwa/playerhandler.cpp
+++ b/src/net/tmwa/playerhandler.cpp
@@ -20,7 +20,9 @@
*/
#include "net/tmwa/playerhandler.h"
+#include "net/tmwa/beinghandler.h"
+#include "client.h"
#include "event.h"
#include "game.h"
#include "localplayer.h"
@@ -198,20 +200,23 @@ void PlayerHandler::handleMessage(Net::MessageIn &msg)
float scrollOffsetX = 0.0f;
float scrollOffsetY = 0.0f;
- /* Scroll if neccessary */
+ /* Scroll if necessary */
+ Map *map = game->getCurrentMap();
+ int tileWidth = map->getTileWidth();
+ int tileHeight = map->getTileHeight();
+ int tileX = player_node->getTileX();
+ int tileY = player_node->getTileY();
if (!sameMap
- || (abs(x - player_node->getTileX()) > MAP_TELEPORT_SCROLL_DISTANCE)
- || (abs(y - player_node->getTileY()) > MAP_TELEPORT_SCROLL_DISTANCE))
+ || (abs(x - tileX) > MAP_TELEPORT_SCROLL_DISTANCE)
+ || (abs(y - tileY) > MAP_TELEPORT_SCROLL_DISTANCE))
{
- Map *map = game->getCurrentMap();
- scrollOffsetX = (x - player_node->getTileX())
- * map->getTileWidth();
- scrollOffsetY = (y - player_node->getTileY())
- * map->getTileHeight();
+ scrollOffsetX = (x - tileX) * tileWidth;
+ scrollOffsetY = (y - tileY) * tileHeight;
}
player_node->setAction(Being::STAND);
- player_node->setTileCoords(x, y);
+ player_node->setPosition(Vector(x * tileWidth + tileWidth / 2,
+ y * tileHeight + tileHeight / 2));
logger->log("Adjust scrolling by %d:%d", (int) scrollOffsetX,
(int) scrollOffsetY);
@@ -228,7 +233,8 @@ void PlayerHandler::handleMessage(Net::MessageIn &msg)
switch (type)
{
case 0x0000:
- player_node->setWalkSpeed(Vector(value, value, 0));
+ player_node->setMoveSpeed(Vector(value / 10,
+ value / 10, 0));
break;
case 0x0004: break; // manner
case 0x0005: PlayerInfo::setAttribute(HP, value); break;
@@ -552,8 +558,12 @@ void PlayerHandler::setDirection(char direction)
void PlayerHandler::setDestination(int x, int y, int direction)
{
+ // The destination coordinates are received in pixel, so we translate them
+ // into tiles.
+ Map *map = Game::instance()->getCurrentMap();
MessageOut outMsg(CMSG_PLAYER_CHANGE_DEST);
- outMsg.writeCoordinates(x, y, direction);
+ outMsg.writeCoordinates(x / map->getTileWidth(), y / map->getTileHeight(),
+ direction);
}
void PlayerHandler::changeAction(Being::Action action)
@@ -602,11 +612,50 @@ int PlayerHandler::getJobLocation()
return JOB;
}
-Vector PlayerHandler::getDefaultWalkSpeed()
+Vector PlayerHandler::getDefaultMoveSpeed()
{
// Return an normalized speed for any side
// as the offset is calculated elsewhere.
- return Vector(150, 150, 0);
+ // in ticks per tile.
+ return Vector(15.0f, 15.0f, 0.0f);
+}
+
+Vector PlayerHandler::getPixelsPerTickMoveSpeed(Vector speed, Map *map)
+{
+ Game *game = Game::instance();
+
+ if (game && !map)
+ map = game->getCurrentMap();
+
+ if (!map)
+ {
+ logger->log("TmwAthena::PlayerHandler: Speed not given back"
+ " because Map not yet initialized.");
+ return Vector(0.0f, 0.0f, 0.0f);
+ }
+
+ if (speed.x == 0 || speed.y == 0)
+ {
+ logger->log("TmwAthena::PlayerHandler: "
+ "Invalid Speed given from server.");
+ speed = getDefaultMoveSpeed();
+ }
+
+ Vector speedInTicks;
+
+ // We don't use z for now.
+ speedInTicks.z = 0;
+
+ speedInTicks.x = ((1 / speed.x) * 1000) / MILLISECONDS_IN_A_TICK;
+ speedInTicks.x = speedInTicks.x
+ * (float)map->getTileWidth()
+ / 1000 * (float) MILLISECONDS_IN_A_TICK;
+ speedInTicks.y = ((1 / speed.y) * 1000) / MILLISECONDS_IN_A_TICK;
+ speedInTicks.y = speedInTicks.y
+ * (float)map->getTileHeight()
+ / 1000 * (float) MILLISECONDS_IN_A_TICK;
+
+ return speedInTicks;
}
} // namespace TmwAthena