Merge pull request #63 from abuseer/patch-2
Refactor movement duration calculations for clarity
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@@ -2858,34 +2858,45 @@ void CHARACTER::CalculateMoveDuration()
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m_posStart.x = GetX();
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m_posStart.y = GetY();
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float fDist = DISTANCE_SQRT(m_posStart.x - m_posDest.x, m_posStart.y - m_posDest.y);
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float motionSpeed = GetMoveMotionSpeed();
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const float fDist = DISTANCE_SQRT(m_posStart.x - m_posDest.x, m_posStart.y - m_posDest.y);
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const float motionSpeed = GetMoveMotionSpeed();
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// If there is no real movement or speed is invalid, duration becomes 0.
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// This should NOT lead to NaN in StateMove (StateMove will guard).
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if (motionSpeed <= 0.0f || fDist <= 0.0f)
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// No real movement -> duration 0 is normal. Do not spam SYSERR.
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if (fDist <= 0.0f)
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{
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sys_err("MOVE_DURATION_INVALID: name=%s vid=%u map=%ld dist=%.3f speed=%.3f start=(%d,%d) dest=(%d,%d)",
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GetName(), (DWORD)GetVID(), GetMapIndex(), fDist, motionSpeed, (int)m_posStart.x, (int)m_posStart.y, (int)m_posDest.x, (int)m_posDest.y);
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m_dwMoveDuration = 0;
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m_dwMoveStartTime = get_dword_time();
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return;
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}
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// Invalid speed is suspicious (can lead to divide byzero / NaN)
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if (motionSpeed <= 0.0f)
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{
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sys_err("MOVE_DURATION_INVALID_SPEED: name=%s vid=%u map=%ld dist=%.3f speed=%.3f start=(%d,%d) dest=(%d,%d)",
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GetName(), (DWORD)GetVID(), GetMapIndex(), fDist, motionSpeed,
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(int)m_posStart.x, (int)m_posStart.y, (int)m_posDest.x, (int)m_posDest.y);
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m_dwMoveDuration = 0;
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m_dwMoveStartTime = get_dword_time();
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return;
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}
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// Base duration in ms. int truncation can produce 0 for tiny moves.
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// Base duration in ms. int truncation can produce 0 for tiny moves
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int baseMs = (int)((fDist / motionSpeed) * 1000.0f);
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if (baseMs <= 0)
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{
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sys_err("MOVE_DURATION_BASE_ZERO: name=%s vid=%u map=%ld dist=%.3f speed=%.3f base=%d start=(%d,%d) dest=(%d,%d)",
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GetName(), (DWORD)GetVID(), GetMapIndex(), fDist, motionSpeed, baseMs, (int)m_posStart.x, (int)m_posStart.y, (int)m_posDest.x, (int)m_posDest.y);
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GetName(), (DWORD)GetVID(), GetMapIndex(), fDist, motionSpeed, baseMs,
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(int)m_posStart.x, (int)m_posStart.y, (int)m_posDest.x, (int)m_posDest.y);
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baseMs = 1;
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}
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m_dwMoveDuration = CalculateDuration(GetLimitPoint(POINT_MOV_SPEED), baseMs);
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// Defensive clamp: some duration formulas can still return 0.
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// some duration formulas can still return 0
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if (m_dwMoveDuration == 0)
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{
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sys_err("MOVE_DURATION_FINAL_ZERO: name=%s vid=%u map=%ld base=%d dist=%.3f speed=%.3f",
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@@ -2894,12 +2905,12 @@ void CHARACTER::CalculateMoveDuration()
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m_dwMoveDuration = 1;
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}
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m_dwMoveStartTime = get_dword_time();
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if (IsNPC())
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sys_log(1, "%s: GOTO: distance %f, spd %u, duration %u, motion speed %f pos %d %d -> %d %d",
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GetName(), fDist, GetLimitPoint(POINT_MOV_SPEED), m_dwMoveDuration, motionSpeed,
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m_posStart.x, m_posStart.y, m_posDest.x, m_posDest.y);
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m_dwMoveStartTime = get_dword_time();
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GetName(), fDist, GetLimitPoint(POINT_MOV_SPEED), m_dwMoveDuration, motionSpeed,
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(int)m_posStart.x, (int)m_posStart.y, (int)m_posDest.x, (int)m_posDest.y);
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}
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// x y 위치로 이동 한다. (이동할 수 있는 가 없는 가를 확인 하고 Sync 메소드로 실제 이동 한다)
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