/** ** Calculate distance from view-point to missle. ** ** @param missile Missile pointer for distance. ** ** @return the computed value. */ int ViewPointDistanceToMissile(const Missile *missile) { int x = (missile->X + missile->Type->Width / 2) / TileSizeX; int y = (missile->Y + missile->Type->Height / 2) / TileSizeY; // pixel -> tile return ViewPointDistance(x, y); }
/** ** Calculate distance from view-point to missle. ** ** @param missile Missile pointer for distance. ** ** @return the computed value. */ int ViewPointDistanceToMissile(const Missile &missile) { const PixelPos pixelPos = missile.position + missile.Type->size / 2; const Vec2i tilePos = Map.MapPixelPosToTilePos(pixelPos); return ViewPointDistance(tilePos); }
/** ** Calculate distance from view-point to missle. */ global int ViewPointDistanceToMissile(Missile* dest) { int x; int y; //FIXME: is it the correct formula? x=dest->X/TileSizeX; y=dest->Y/TileSizeY; DebugLevel3("Missile %p at %d %d\n",dest,x,y); return ViewPointDistance(x,y); }