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src/missile/missile_straightfly.cpp
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src/missile/missile_straightfly.cpp
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// _________ __ __
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// / _____// |_____________ _/ |______ ____ __ __ ______
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// \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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// / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ |
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// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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// \/ \/ \//_____/ \/
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// ______________________ ______________________
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// T H E W A R B E G I N S
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// Stratagus - A free fantasy real time strategy game engine
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//
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/**@name missile_straightfly.cpp - The missile StraightFly. */
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//
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// (c) Copyright 2013 by cybermind
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; only version 2 of the License.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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//@{
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/*----------------------------------------------------------------------------
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-- Includes
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----------------------------------------------------------------------------*/
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#include "stratagus.h"
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#include "missile.h"
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#include "map.h"
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/**
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** Missile flies from x,y to x1,y1 then continues to fly, until incompatible terrain is detected
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*/
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void MissileStraightFly::Action()
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{
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this->Wait = this->Type->Sleep;
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if (PointToPointMissile(*this)) {
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if (this->DestroyMissile) {
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this->MissileHit();
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this->TTL = 0;
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return;
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}
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if (this->TotalStep) {
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const PixelPos step = (this->destination - this->source);
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this->destination += step * ((PixelTileSize.x + PixelTileSize.y) * 3) / 4 / this->TotalStep;
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this->State++; // !(State & 1) to initialise
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this->source = this->position;
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PointToPointMissile(*this);
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} else {
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this->MissileHit();
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this->TTL = 0;
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}
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} else {
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this->NextMissileFrame(1, 0);
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}
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}
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//@}
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