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56
engines/qdengine/minigames/adv/FlyObject.cpp
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56
engines/qdengine/minigames/adv/FlyObject.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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, either version 3 of the License, or
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* (at your option) any later version.
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "qdengine/minigames/adv/common.h"
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#include "qdengine/minigames/adv/FlyObject.h"
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#include "qdengine/minigames/adv/qdMath.h"
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#include "qdengine/minigames/adv/RunTime.h"
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namespace QDEngine {
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FlyObjectBase::FlyObjectBase(const mgVect2f& _c, const mgVect2f& _t, float _s)
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: current(_c)
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, target(_t)
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, speed(_s) {
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}
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bool FlyObjectBase::quant(float dt) {
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mgVect2f dir = target;
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dir -= current;
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float step = speed * dt;
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if (abs(dir) < step) {
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current = target;
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return false;
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}
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norm(dir);
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dir *= step;
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current += dir;
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return true;
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}
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bool FlyQDObject::quant(float dt, QDObject& obj, MinigameManager *runtime) {
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bool ret = FlyObjectBase::quant(dt);
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obj->set_R(runtime->game2world(current, depth));
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return ret;
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}
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} // namespace QDEngine
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