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Previously x/y values were being divided and multiplied to get the right values in Crusader with no explanation why. Add a small wrapper function to make it explicit what is happening. Also replace unused intrinsic variables with ARG_NULL to avoid unused variable warnings in some newer gcc versions.
77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
/* 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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#ifndef ULTIMA8_WORLD_COORDUTILS_H
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#define ULTIMA8_WORLD_COORDUTILS_H
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#include "ultima/ultima8/ultima8.h"
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namespace Ultima {
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namespace Ultima8 {
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/**
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* Convert from c++ code coordinates to usecode coordinates
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*/
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template<typename T>
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static inline void World_ToUsecodeXY(T &x, T &y) {
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if (GAME_IS_CRUSADER) {
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x /= 2;
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y /= 2;
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}
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}
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/**
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* Convert from usecode coordinates to c++ code coordinates
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*/
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template<typename T>
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static inline void World_FromUsecodeXY(T &x, T &y) {
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if (GAME_IS_CRUSADER) {
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x *= 2;
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y *= 2;
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}
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}
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/**
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* Convert a single x or y value from c++ coordinate to usecode coordinate
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*/
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template<typename T>
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static inline T World_ToUsecodeCoord(T v) {
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if (GAME_IS_CRUSADER)
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return v / 2;
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else
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return v;
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}
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/**
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* Convert a single x or y value from usecode coordinate to c++ code coordinate
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*/
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template<typename T>
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static inline T World_FromUsecodeCoord(T v) {
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if (GAME_IS_CRUSADER)
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return v * 2;
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else
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return v;
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}
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}
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}
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#endif // ULTIMA8_WORLD_COORDUTILS_H
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