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67 lines
2.9 KiB
C++
67 lines
2.9 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 SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H
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#define SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H
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#ifdef ENABLE_HE
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#include "scumm/he/intern_he.h"
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#include "scumm/he/logic_he.h"
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#include "scumm/he/basketball/collision/bball_collision_support_obj.h"
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namespace Scumm {
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#define BB_SCREEN_SIZE_Y 640 // Please note, this is intentional! It shouldn't be 480!
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#define COURT_X_OFFSET 18 // Pixels from left of screen to beginning of court
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#define COURT_Y_OFFSET 33 // Pixels from bottom of screen to beginning of court
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#define TRANSLATED_MAX_Y 302 // Pixels from bottom of court to top of court
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#define TRANSLATED_MID_Y 186 // Pixels from bottom of the court to center court
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#define TRANSLATED_DIAGONAL_Y 431 // Pixel length of the baseline
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#define TRANSLATED_MAX_START_X 308 // This is how far over x = 0 is pushed when y = MAX_WORLD_Y
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#define TRANSLATED_FAR_MAX_X 950 // Length of the far side of field ( world_y = MAX_WORLD_Y) when translated
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#define TRANSLATED_NEAR_MAX_X 1564 // Length of near side of field (world_y = MAX_WORLD_Y when translated
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// Length and width of the court in game world units
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#define WORLD_UNIT_MULTIPLIER 160
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#define MAX_WORLD_X (75 * WORLD_UNIT_MULTIPLIER)
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#define MAX_WORLD_Y (50 * WORLD_UNIT_MULTIPLIER)
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// Coordinates of the center of the hoop
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#define BASKET_PUSH_BACK_DIST (0.5 * WORLD_UNIT_MULTIPLIER)
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#define BASKET_X (int)((5.25 * WORLD_UNIT_MULTIPLIER) - BASKET_PUSH_BACK_DIST)
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#define BASKET_Y (25 * WORLD_UNIT_MULTIPLIER)
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#define BASKET_Z (10 * WORLD_UNIT_MULTIPLIER)
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// The screen coordinate that sandwich where on the screen scaling occurs;
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// these coordinates are given in pixels from the bottom of the court
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#define TOP_SCALING_PIXEL_CUTOFF (1000 - COURT_Y_OFFSET)
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#define BOTTOM_SCALING_PIXEL_CUTOFF (0 - COURT_Y_OFFSET)
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} // End of namespace Scumm
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#endif // ENABLE_HE
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#endif // SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H
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