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geo_translations.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H
23 #define SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H
24 
25 #ifdef ENABLE_HE
26 
27 #include "scumm/he/intern_he.h"
28 #include "scumm/he/logic_he.h"
29 
30 #include "scumm/he/basketball/collision/bball_collision_support_obj.h"
31 
32 namespace Scumm {
33 
34 #define BB_SCREEN_SIZE_Y 640 // Please note, this is intentional! It shouldn't be 480!
35 
36 #define COURT_X_OFFSET 18 // Pixels from left of screen to beginning of court
37 #define COURT_Y_OFFSET 33 // Pixels from bottom of screen to beginning of court
38 
39 #define TRANSLATED_MAX_Y 302 // Pixels from bottom of court to top of court
40 #define TRANSLATED_MID_Y 186 // Pixels from bottom of the court to center court
41 #define TRANSLATED_DIAGONAL_Y 431 // Pixel length of the baseline
42 #define TRANSLATED_MAX_START_X 308 // This is how far over x = 0 is pushed when y = MAX_WORLD_Y
43 #define TRANSLATED_FAR_MAX_X 950 // Length of the far side of field ( world_y = MAX_WORLD_Y) when translated
44 #define TRANSLATED_NEAR_MAX_X 1564 // Length of near side of field (world_y = MAX_WORLD_Y when translated
45 
46 // Length and width of the court in game world units
47 #define WORLD_UNIT_MULTIPLIER 160
48 #define MAX_WORLD_X (75 * WORLD_UNIT_MULTIPLIER)
49 #define MAX_WORLD_Y (50 * WORLD_UNIT_MULTIPLIER)
50 
51 // Coordinates of the center of the hoop
52 #define BASKET_PUSH_BACK_DIST (0.5 * WORLD_UNIT_MULTIPLIER)
53 
54 #define BASKET_X (int)((5.25 * WORLD_UNIT_MULTIPLIER) - BASKET_PUSH_BACK_DIST)
55 #define BASKET_Y (25 * WORLD_UNIT_MULTIPLIER)
56 #define BASKET_Z (10 * WORLD_UNIT_MULTIPLIER)
57 
58 // The screen coordinate that sandwich where on the screen scaling occurs;
59 // these coordinates are given in pixels from the bottom of the court
60 #define TOP_SCALING_PIXEL_CUTOFF (1000 - COURT_Y_OFFSET)
61 #define BOTTOM_SCALING_PIXEL_CUTOFF (0 - COURT_Y_OFFSET)
62 
63 } // End of namespace Scumm
64 
65 #endif // ENABLE_HE
66 
67 #endif // SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H
Definition: actor.h:30