/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H #define SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H #ifdef ENABLE_HE #include "scumm/he/intern_he.h" #include "scumm/he/logic_he.h" #include "scumm/he/basketball/collision/bball_collision_support_obj.h" namespace Scumm { #define BB_SCREEN_SIZE_Y 640 // Please note, this is intentional! It shouldn't be 480! #define COURT_X_OFFSET 18 // Pixels from left of screen to beginning of court #define COURT_Y_OFFSET 33 // Pixels from bottom of screen to beginning of court #define TRANSLATED_MAX_Y 302 // Pixels from bottom of court to top of court #define TRANSLATED_MID_Y 186 // Pixels from bottom of the court to center court #define TRANSLATED_DIAGONAL_Y 431 // Pixel length of the baseline #define TRANSLATED_MAX_START_X 308 // This is how far over x = 0 is pushed when y = MAX_WORLD_Y #define TRANSLATED_FAR_MAX_X 950 // Length of the far side of field ( world_y = MAX_WORLD_Y) when translated #define TRANSLATED_NEAR_MAX_X 1564 // Length of near side of field (world_y = MAX_WORLD_Y when translated // Length and width of the court in game world units #define WORLD_UNIT_MULTIPLIER 160 #define MAX_WORLD_X (75 * WORLD_UNIT_MULTIPLIER) #define MAX_WORLD_Y (50 * WORLD_UNIT_MULTIPLIER) // Coordinates of the center of the hoop #define BASKET_PUSH_BACK_DIST (0.5 * WORLD_UNIT_MULTIPLIER) #define BASKET_X (int)((5.25 * WORLD_UNIT_MULTIPLIER) - BASKET_PUSH_BACK_DIST) #define BASKET_Y (25 * WORLD_UNIT_MULTIPLIER) #define BASKET_Z (10 * WORLD_UNIT_MULTIPLIER) // The screen coordinate that sandwich where on the screen scaling occurs; // these coordinates are given in pixels from the bottom of the court #define TOP_SCALING_PIXEL_CUTOFF (1000 - COURT_Y_OFFSET) #define BOTTOM_SCALING_PIXEL_CUTOFF (0 - COURT_Y_OFFSET) } // End of namespace Scumm #endif // ENABLE_HE #endif // SCUMM_HE_BASKETBALL_GEO_TRANSLATIONS_H