2020-08-25 18:29:24 +00:00
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#define PLAYFIELD_LEFT (32)
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#define PLAYFIELD_TOP (16)
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2019-11-10 23:18:22 +00:00
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#define PLAYFIELD_W (384)
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#define PLAYFIELD_H (368)
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2020-08-25 18:29:24 +00:00
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#define PLAYFIELD_RIGHT (PLAYFIELD_LEFT + PLAYFIELD_W)
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#define PLAYFIELD_BOTTOM (PLAYFIELD_TOP + PLAYFIELD_H)
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2019-11-10 23:18:22 +00:00
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2020-08-25 18:29:24 +00:00
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#define PLAYFIELD_VRAM_LEFT (PLAYFIELD_LEFT / BYTE_DOTS)
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2020-08-05 21:04:47 +00:00
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#define PLAYFIELD_VRAM_W (PLAYFIELD_W / BYTE_DOTS)
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#define PLAYFIELD_VRAM_RIGHT (PLAYFIELD_RIGHT / BYTE_DOTS)
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2019-11-10 23:18:22 +00:00
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2020-08-25 18:29:24 +00:00
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#define PLAYFIELD_TRAM_LEFT (PLAYFIELD_LEFT / 8)
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#define PLAYFIELD_TRAM_TOP (PLAYFIELD_TOP / 16)
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2019-11-10 23:18:22 +00:00
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#define PLAYFIELD_TRAM_W (PLAYFIELD_W / 8)
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2020-05-01 10:19:09 +00:00
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#define PLAYFIELD_TRAM_CENTER_X \
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2020-08-25 18:29:24 +00:00
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((PLAYFIELD_LEFT + (PLAYFIELD_W / 2)) / GLYPH_HALF_W)
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2019-11-10 23:18:22 +00:00
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#define PLAYFIELD_TRAM_RIGHT (PLAYFIELD_RIGHT / 8)
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2020-04-21 19:19:31 +00:00
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#define PLAYFIELD_TRAM_BOTTOM (PLAYFIELD_BOTTOM / 16)
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#if (GAME == 2)
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// Fills the playfield's area on the text RAM with transparency.
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// (Future games use a near function.)
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void far playfield_tram_wipe(void);
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#endif
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2021-05-31 19:11:48 +00:00
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2021-07-14 12:47:44 +00:00
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#define playfield_encloses(center_x, center_y, w, h) ( \
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(center_x > to_sp(0 - (w / 2))) && \
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(center_x < to_sp(PLAYFIELD_W + (w / 2))) && \
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(center_y > to_sp(0 - (h / 2))) && \
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(center_y < to_sp(PLAYFIELD_H + (h / 2))) \
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)
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#define playfield_encloses_point(center, w, h) \
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playfield_encloses(center.x, center.y, w, h)
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2021-06-30 14:30:06 +00:00
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#ifdef SUBPIXEL_HPP
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typedef SPPoint PlayfieldPoint;
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#endif
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2021-05-31 19:11:48 +00:00
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#include "th01/main/playfld.hpp"
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