123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599 |
- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: F:\projects\c&c\vcs\code\coord.cpv 2.18 16 Oct 1995 16:51:24 JOE_BOSTIC $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : COORD.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : September 10, 1993 *
- * *
- * Last Update : January 7, 1995 [JLB] *
- * *
- * Support code to handle the coordinate system is located in this module. *
- * Routines here will be called QUITE frequently during play and must be *
- * as efficient as possible. *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Cardinal_To_Fixed -- Converts cardinal numbers into a fixed point number. *
- * Coord_Move -- Moves a coordinate an arbitrary direction for an arbitrary distance *
- * Coord_Scatter -- Determines a random coordinate from an anchor point. *
- * Coord_Spillage_List -- Determines the offset list for cell spillage/occupation. *
- * Fixed_To_Cardinal -- Converts a fixed point number into a cardinal number. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /***********************************************************************************************
- * Coord_Spillage_List -- Determines the offset list for cell spillage/occupation. *
- * *
- * This routine will take an arbitrary position and object size and return with a list of *
- * cell offsets from the current cell for all cells that are overlapped by the object. The *
- * first cell offset is always zero, so to just get the adjacent spill cell list, add one *
- * to the return pointer. *
- * *
- * INPUT: coord -- The coordinate to examine. *
- * *
- * maxsize -- The maximum width/height of the object (pixels). *
- * *
- * OUTPUT: Returns with a pointer to a spillage list. *
- * *
- * WARNINGS: The algorithm is limited to working with a maxsize of 48 or less. Larger values *
- * will generate an incomplete overlap list. *
- * *
- * HISTORY: *
- * 11/06/1993 JLB : Created. *
- * 03/25/1994 JLB : Added width optimization. *
- * 04/29/1994 JLB : Converted to C. *
- * 06/03/1994 JLB : Converted to general purpose spillage functionality. *
- * 01/07/1995 JLB : Manually calculates spillage list for large objects. *
- *=============================================================================================*/
- short const * Coord_Spillage_List(COORDINATE coord, int maxsize)
- {
- static short const _MoveSpillage[(int)FACING_COUNT+1][5] = {
- {0, -MAP_CELL_W, REFRESH_EOL, 0, 0}, // N
- {0, -MAP_CELL_W, 1, -(MAP_CELL_W-1), REFRESH_EOL}, // NE
- {0, 1, REFRESH_EOL, 0, 0}, // E
- {0, 1, MAP_CELL_W, MAP_CELL_W+1, REFRESH_EOL}, // SE
- {0, MAP_CELL_W, REFRESH_EOL, 0, 0}, // S
- {0, -1, MAP_CELL_W, MAP_CELL_W-1, REFRESH_EOL}, // SW
- {0, -1, REFRESH_EOL, 0, 0}, // W
- {0, -1, -MAP_CELL_W, -(MAP_CELL_W+1), REFRESH_EOL}, // NW
- {0, REFRESH_EOL, 0, 0, 0} // non-moving.
- // {0, -MAP_CELL_W, -(MAP_CELL_W-1), 1, MAP_CELL_W+1, MAP_CELL_W, MAP_CELL_W-1, -1, -(MAP_CELL_W+1), REFRESH_EOL}
- };
- static short _manual[10];
- //; 00 = on axis
- //; 01 = below axis
- //; 10 = above axis
- //; 11 = undefined
- static char const _SpillTable[16] = {8,6,2,-1,0,7,1,-1,4,5,3,-1,-1,-1,-1,-1};
- int index=0;
- int x,y;
- /*
- ** For mondo-enourmo-gigundo objects, use a prebuilt mammoth table
- ** that covers a 5x5 square region.
- */
- if (maxsize > ICON_PIXEL_W * 2) {
- static short const _gigundo[] = {
- -((2*MAP_CELL_W)-2),-((2*MAP_CELL_W)-1),-((2*MAP_CELL_W)),-((2*MAP_CELL_W)+1),-((2*MAP_CELL_W)+2),
- -((1*MAP_CELL_W)-2),-((1*MAP_CELL_W)-1),-((1*MAP_CELL_W)),-((1*MAP_CELL_W)+1),-((1*MAP_CELL_W)+2),
- -((0*MAP_CELL_W)-2),-((0*MAP_CELL_W)-1),-((0*MAP_CELL_W)),-((0*MAP_CELL_W)+1),-((0*MAP_CELL_W)+2),
- ((1*MAP_CELL_W)-2),((1*MAP_CELL_W)-1),((1*MAP_CELL_W)),((1*MAP_CELL_W)+1),((1*MAP_CELL_W)+2),
- +((2*MAP_CELL_W)-2),+((2*MAP_CELL_W)-1),+((2*MAP_CELL_W)),+((2*MAP_CELL_W)+1),+((2*MAP_CELL_W)+2),
- REFRESH_EOL
- };
- return(&_gigundo[0]);
- }
- /*
- ** For very large objects, build the overlap list by hand. This is time consuming, but
- ** not nearly as time consuming as drawing even a single cell unnecessarily.
- */
- if (maxsize > ICON_PIXEL_W) {
- maxsize = MIN(maxsize, (ICON_PIXEL_W*2))/2;
- x = Fixed_To_Cardinal(ICON_PIXEL_W, Coord_XLepton(coord));
- y = Fixed_To_Cardinal(ICON_PIXEL_H, Coord_YLepton(coord));
- int left = x-maxsize;
- int right = x+maxsize;
- int top = y-maxsize;
- int bottom = y+maxsize;
- _manual[index++] = 0;
- if (left < 0) _manual[index++] = -1;
- if (right >= ICON_PIXEL_W) _manual[index++] = 1;
- if (top < 0) _manual[index++] = -MAP_CELL_W;
- if (bottom >= ICON_PIXEL_H) _manual[index++] = MAP_CELL_W;
- if (left < 0 && top < 0) _manual[index++] = -(MAP_CELL_W+1);
- if (right >= ICON_PIXEL_W && bottom >= ICON_PIXEL_H) _manual[index++] = MAP_CELL_W+1;
- if (left < 0 && bottom >= ICON_PIXEL_H) _manual[index++] = MAP_CELL_W-1;
- if (right >= ICON_PIXEL_H && top < 0) _manual[index++] = -(MAP_CELL_W-1);
- _manual[index] = REFRESH_EOL;
- return(&_manual[0]);
- }
- /*
- ** Determine the number of leptons "leeway" allowed this unit.
- */
- int posval = Pixel2Lepton[(ICON_PIXEL_W-maxsize)/2];
- x = Coord_XLepton(coord) - 0x0080;
- y = Coord_YLepton(coord) - 0x0080;
- if (y > posval) index |= 0x08; // Spilling South.
- if (y < -posval) index |= 0x04; // Spilling North.
- if (x > posval) index |= 0x02; // Spilling East.
- if (x < -posval) index |= 0x01; // Spilling West.
- return(&_MoveSpillage[_SpillTable[index]][0]);
- }
- /***********************************************************************************************
- * Coord_Move -- Moves a coordinate an arbitrary direction for an arbitrary distance *
- * *
- * This function will move a coordinate in a using SIN and COS arithmetic. *
- * *
- * INPUT: start -- The starting coordinate. *
- * *
- * dir -- The direction to move the coordinate. *
- * *
- * distance -- The distance to move the coordinate position (in leptons). *
- * *
- * OUTPUT: Returns the new coordinate position. *
- * *
- * WARNINGS: This routine uses multiplies -- use with caution. *
- * *
- * HISTORY: *
- * 05/27/1994 JLB : Created. *
- *=============================================================================================*/
- COORDINATE Coord_Move(COORDINATE start, register DirType dir, unsigned short distance)
- {
- short x = Coord_X(start);
- short y = Coord_Y(start);
- Move_Point(x, y, dir, distance);
- return(XY_Coord(x,y));
- #ifdef NEVER
- static char const CosTable[256] = {
- 0x00,0x03,0x06,0x09,0x0c,0x0f,0x12,0x15,
- 0x18,0x1b,0x1e,0x21,0x24,0x27,0x2a,0x2d,
- 0x30,0x33,0x36,0x39,0x3b,0x3e,0x41,0x43,
- 0x46,0x49,0x4b,0x4e,0x50,0x52,0x55,0x57,
- 0x59,0x5b,0x5e,0x60,0x62,0x64,0x65,0x67,
- 0x69,0x6b,0x6c,0x6e,0x6f,0x71,0x72,0x74,
- 0x75,0x76,0x77,0x78,0x79,0x7a,0x7b,0x7b,
- 0x7c,0x7d,0x7d,0x7e,0x7e,0x7e,0x7e,0x7e,
- 0x7f,0x7e,0x7e,0x7e,0x7e,0x7e,0x7d,0x7d,
- 0x7c,0x7b,0x7b,0x7a,0x79,0x78,0x77,0x76,
- 0x75,0x74,0x72,0x71,0x70,0x6e,0x6c,0x6b,
- 0x69,0x67,0x66,0x64,0x62,0x60,0x5e,0x5b,
- 0x59,0x57,0x55,0x52,0x50,0x4e,0x4b,0x49,
- 0x46,0x43,0x41,0x3e,0x3b,0x39,0x36,0x33,
- 0x30,0x2d,0x2a,0x27,0x24,0x21,0x1e,0x1b,
- 0x18,0x15,0x12,0x0f,0x0c,0x09,0x06,0x03,
- 0x00,0xfd,0xfa,0xf7,0xf4,0xf1,0xee,0xeb,
- 0xe8,0xe5,0xe2,0xdf,0xdc,0xd9,0xd6,0xd3,
- 0xd0,0xcd,0xca,0xc7,0xc5,0xc2,0xbf,0xbd,
- 0xba,0xb7,0xb5,0xb2,0xb0,0xae,0xab,0xa9,
- 0xa7,0xa5,0xa2,0xa0,0x9e,0x9c,0x9a,0x99,
- 0x97,0x95,0x94,0x92,0x91,0x8f,0x8e,0x8c,
- 0x8b,0x8a,0x89,0x88,0x87,0x86,0x85,0x85,
- 0x84,0x83,0x83,0x82,0x82,0x82,0x82,0x82,
- 0x82,0x82,0x82,0x82,0x82,0x82,0x83,0x83,
- 0x84,0x85,0x85,0x86,0x87,0x88,0x89,0x8a,
- 0x8b,0x8c,0x8e,0x8f,0x90,0x92,0x94,0x95,
- 0x97,0x99,0x9a,0x9c,0x9e,0xa0,0xa2,0xa5,
- 0xa7,0xa9,0xab,0xae,0xb0,0xb2,0xb5,0xb7,
- 0xba,0xbd,0xbf,0xc2,0xc5,0xc7,0xca,0xcd,
- 0xd0,0xd3,0xd6,0xd9,0xdc,0xdf,0xe2,0xe5,
- 0xe8,0xeb,0xee,0xf1,0xf4,0xf7,0xfa,0xfd,
- };
- static char const SinTable[256] = {
- 0x7f,0x7e,0x7e,0x7e,0x7e,0x7e,0x7d,0x7d,
- 0x7c,0x7b,0x7b,0x7a,0x79,0x78,0x77,0x76,
- 0x75,0x74,0x72,0x71,0x70,0x6e,0x6c,0x6b,
- 0x69,0x67,0x66,0x64,0x62,0x60,0x5e,0x5b,
- 0x59,0x57,0x55,0x52,0x50,0x4e,0x4b,0x49,
- 0x46,0x43,0x41,0x3e,0x3b,0x39,0x36,0x33,
- 0x30,0x2d,0x2a,0x27,0x24,0x21,0x1e,0x1b,
- 0x18,0x15,0x12,0x0f,0x0c,0x09,0x06,0x03,
- 0x00,0xfd,0xfa,0xf7,0xf4,0xf1,0xee,0xeb,
- 0xe8,0xe5,0xe2,0xdf,0xdc,0xd9,0xd6,0xd3,
- 0xd0,0xcd,0xca,0xc7,0xc5,0xc2,0xbf,0xbd,
- 0xba,0xb7,0xb5,0xb2,0xb0,0xae,0xab,0xa9,
- 0xa7,0xa5,0xa2,0xa0,0x9e,0x9c,0x9a,0x99,
- 0x97,0x95,0x94,0x92,0x91,0x8f,0x8e,0x8c,
- 0x8b,0x8a,0x89,0x88,0x87,0x86,0x85,0x85,
- 0x84,0x83,0x83,0x82,0x82,0x82,0x82,0x82,
- 0x82,0x82,0x82,0x82,0x82,0x82,0x83,0x83,
- 0x84,0x85,0x85,0x86,0x87,0x88,0x89,0x8a,
- 0x8b,0x8c,0x8e,0x8f,0x90,0x92,0x94,0x95,
- 0x97,0x99,0x9a,0x9c,0x9e,0xa0,0xa2,0xa5,
- 0xa7,0xa9,0xab,0xae,0xb0,0xb2,0xb5,0xb7,
- 0xba,0xbd,0xbf,0xc2,0xc5,0xc7,0xca,0xcd,
- 0xd0,0xd3,0xd6,0xd9,0xdc,0xdf,0xe2,0xe5,
- 0xe8,0xeb,0xee,0xf1,0xf4,0xf7,0xfa,0xfd,
- 0x00,0x03,0x06,0x09,0x0c,0x0f,0x12,0x15,
- 0x18,0x1b,0x1e,0x21,0x24,0x27,0x2a,0x2d,
- 0x30,0x33,0x36,0x39,0x3b,0x3e,0x41,0x43,
- 0x46,0x49,0x4b,0x4e,0x50,0x52,0x55,0x57,
- 0x59,0x5b,0x5e,0x60,0x62,0x64,0x65,0x67,
- 0x69,0x6b,0x6c,0x6e,0x6f,0x71,0x72,0x74,
- 0x75,0x76,0x77,0x78,0x79,0x7a,0x7b,0x7b,
- 0x7c,0x7d,0x7d,0x7e,0x7e,0x7e,0x7e,0x7e,
- };
- distance = distance; // Keep LINT quiet.
- /*
- ** Calculate and add in the X component of the move.
- */
- _AX = CosTable[dir];
- asm imul word ptr distance
- asm shl ax,1
- asm rcl dx,1
- asm mov al,ah
- asm mov ah,dl
- _DX = _AX;
- *((int*)&start) += _DX;
- // asm add [word ptr start],ax
- /*
- ** Calculate and add in the Y component of the move.
- */
- _AX = SinTable[dir];
- asm imul word ptr distance
- asm shl ax,1
- asm rcl dx,1
- asm mov al,ah
- asm mov ah,dl
- asm neg ax // Subtraction needed because of inverted sine table.
- _DX = _AX;
- *(((int*)&start)+1) += _DX;
- // asm add [word ptr start+2],ax
- return(start);
- #endif
- }
- #ifdef OBSOLETE
- //BG: Note, this routine is replaced by assembly in COORDA.ASM
- /***********************************************************************************************
- * Cardinal_To_Fixed -- Converts cardinal numbers into a fixed point number. *
- * *
- * This utility function will convert cardinal numbers into a fixed point fraction. The *
- * use of fixed point numbers occurs throughout the product -- since it is a convenient *
- * tool. The fixed point number is based on the formula: *
- * *
- * result = cardinal / base *
- * *
- * The accuracy of the fixed point number is limited to 1/256 as the lowest and up to *
- * 256 as the largest. *
- * *
- * INPUT: base -- The key number to base the fraction about. *
- * *
- * cardinal -- The other number (hey -- what do you call it?) *
- * *
- * OUTPUT: Returns with the fixed point number of the "cardinal" parameter as it relates *
- * to the "base" parameter. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/27/1994 JLB : Created. *
- *=============================================================================================*/
- unsigned Cardinal_To_Fixed(unsigned base, unsigned cardinal)
- {
- long temp = 0;
- if (base) {
- *(unsigned*)(((char*)&temp)+1) = cardinal; // Shift up by 8 bits.
- _DX = FP_SEG(temp);
- _AX = FP_OFF(temp);
- asm div word ptr base
- return(_AX);
- }
- return(0xFFFF);
- }
- #endif
- #ifdef OBSOLETE
- //BG: Note, this routine is replaced by assembly in COORDA.ASM
- /***********************************************************************************************
- * Fixed_To_Cardinal -- Converts a fixed point number into a cardinal number. *
- * *
- * Use this routine to convert a fixed point number into a cardinal number. *
- * *
- * INPUT: base -- The base number that the original fixed point number was created from. *
- * *
- * fixed -- The fixed point number to convert. *
- * *
- * OUTPUT: Returns with the reconverted number. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/27/1994 JLB : Created. *
- *=============================================================================================*/
- unsigned Fixed_To_Cardinal(unsigned base, unsigned fixed)
- {
- unsigned long temp;
- _AX = base;
- asm mul word ptr fixed
- _CX = _AX;
- temp = ((unsigned long)MK_FP(_DX, _CX)) + 0x80;
- if ( *((char*)&temp+3) ) {
- return(0xFFFF);
- }
- return(*(unsigned*)(((char*)&temp)+1));
- }
- #endif
- /***********************************************************************************************
- * Coord_Scatter -- Determines a random coordinate from an anchor point. *
- * *
- * This routine will perform a scatter algorithm on the specified *
- * anchor point in order to return with another coordinate that is *
- * randomly nearby the original. Typical use of this would be for *
- * missile targeting. *
- * *
- * INPUT: coord -- This is the anchor coordinate. *
- * *
- * distance -- This is the distance in pixels that the scatter *
- * should fall within. *
- * *
- * lock -- bool; Convert the new coordinate into a center *
- * cell based coordinate? *
- * *
- * OUTPUT: Returns with a new coordinate that is nearby the original. *
- * *
- * WARNINGS: Maximum pixel scatter distance is 255. *
- * *
- * HISTORY: *
- * 02/01/1992 JLB : Created. *
- * 05/13/1992 JLB : Only uses Random(). *
- *=============================================================================================*/
- COORDINATE Coord_Scatter(COORDINATE coord, unsigned distance, bool lock)
- {
- COORDINATE newcoord;
- newcoord = Coord_Move(coord, Random_Pick(DIR_N, DIR_MAX), distance);
- if (newcoord & 0xC000C000L) newcoord = coord;
- if (lock) {
- newcoord = Coord_Snap(newcoord);
- }
- return(newcoord);
- }
- int __cdecl calcx(signed short param1, short distance)
- {
- __asm {
-
- //#pragma aux calcx parm [ax] [bx] \
-
- movzx eax, [param1]
- mov bx, [distance]
- imul bx
- shl ax,1
- rcl dx,1
- mov al,ah
- mov ah,dl
- cwd
- }
- }
- int __cdecl calcy(signed short param1, short distance)
- {
- __asm {
-
- //#pragma aux calcy parm [ax] [bx] \
-
- movzx eax, [param1]
- mov bx, [distance]
- imul bx
- shl ax,1
- rcl dx,1
- mov al,ah
- mov ah,dl
- cwd
- neg eax
- }
- }
- #if (0)
- extern int calcx(signed short, short distance);
- #pragma aux calcx parm [ax] [bx] \
- modify [eax dx] \
- value [eax] = \
- "imul bx" \
- "shl ax,1" \
- "rcl dx,1" \
- "mov al,ah" \
- "mov ah,dl" \
- "cwd" \
- // "and eax,0FFFFh";
- extern int calcy(signed short, short distance);
- #pragma aux calcy parm [ax] [bx] \
- modify [eax dx] \
- value [eax] = \
- "imul bx" \
- "shl ax,1" \
- "rcl dx,1" \
- "mov al,ah" \
- "mov ah,dl" \
- "cwd" \
- "neg eax";
- // "and eax,0FFFFh"
- #endif
- void Move_Point(short &x, short &y, register DirType dir, unsigned short distance)
- {
- // static char const CosTable[256] = {
- static unsigned char const CosTable[256] = {
- 0x00,0x03,0x06,0x09,0x0c,0x0f,0x12,0x15,
- 0x18,0x1b,0x1e,0x21,0x24,0x27,0x2a,0x2d,
- 0x30,0x33,0x36,0x39,0x3b,0x3e,0x41,0x43,
- 0x46,0x49,0x4b,0x4e,0x50,0x52,0x55,0x57,
- 0x59,0x5b,0x5e,0x60,0x62,0x64,0x65,0x67,
- 0x69,0x6b,0x6c,0x6e,0x6f,0x71,0x72,0x74,
- 0x75,0x76,0x77,0x78,0x79,0x7a,0x7b,0x7b,
- 0x7c,0x7d,0x7d,0x7e,0x7e,0x7e,0x7e,0x7e,
- 0x7f,0x7e,0x7e,0x7e,0x7e,0x7e,0x7d,0x7d,
- 0x7c,0x7b,0x7b,0x7a,0x79,0x78,0x77,0x76,
- 0x75,0x74,0x72,0x71,0x70,0x6e,0x6c,0x6b,
- 0x69,0x67,0x66,0x64,0x62,0x60,0x5e,0x5b,
- 0x59,0x57,0x55,0x52,0x50,0x4e,0x4b,0x49,
- 0x46,0x43,0x41,0x3e,0x3b,0x39,0x36,0x33,
- 0x30,0x2d,0x2a,0x27,0x24,0x21,0x1e,0x1b,
- 0x18,0x15,0x12,0x0f,0x0c,0x09,0x06,0x03,
- 0x00,0xfd,0xfa,0xf7,0xf4,0xf1,0xee,0xeb,
- 0xe8,0xe5,0xe2,0xdf,0xdc,0xd9,0xd6,0xd3,
- 0xd0,0xcd,0xca,0xc7,0xc5,0xc2,0xbf,0xbd,
- 0xba,0xb7,0xb5,0xb2,0xb0,0xae,0xab,0xa9,
- 0xa7,0xa5,0xa2,0xa0,0x9e,0x9c,0x9a,0x99,
- 0x97,0x95,0x94,0x92,0x91,0x8f,0x8e,0x8c,
- 0x8b,0x8a,0x89,0x88,0x87,0x86,0x85,0x85,
- 0x84,0x83,0x83,0x82,0x82,0x82,0x82,0x82,
- 0x82,0x82,0x82,0x82,0x82,0x82,0x83,0x83,
- 0x84,0x85,0x85,0x86,0x87,0x88,0x89,0x8a,
- 0x8b,0x8c,0x8e,0x8f,0x90,0x92,0x94,0x95,
- 0x97,0x99,0x9a,0x9c,0x9e,0xa0,0xa2,0xa5,
- 0xa7,0xa9,0xab,0xae,0xb0,0xb2,0xb5,0xb7,
- 0xba,0xbd,0xbf,0xc2,0xc5,0xc7,0xca,0xcd,
- 0xd0,0xd3,0xd6,0xd9,0xdc,0xdf,0xe2,0xe5,
- 0xe8,0xeb,0xee,0xf1,0xf4,0xf7,0xfa,0xfd,
- };
- // static char const SinTable[256] = {
- static unsigned char const SinTable[256] = {
- 0x7f,0x7e,0x7e,0x7e,0x7e,0x7e,0x7d,0x7d,
- 0x7c,0x7b,0x7b,0x7a,0x79,0x78,0x77,0x76,
- 0x75,0x74,0x72,0x71,0x70,0x6e,0x6c,0x6b,
- 0x69,0x67,0x66,0x64,0x62,0x60,0x5e,0x5b,
- 0x59,0x57,0x55,0x52,0x50,0x4e,0x4b,0x49,
- 0x46,0x43,0x41,0x3e,0x3b,0x39,0x36,0x33,
- 0x30,0x2d,0x2a,0x27,0x24,0x21,0x1e,0x1b,
- 0x18,0x15,0x12,0x0f,0x0c,0x09,0x06,0x03,
- 0x00,0xfd,0xfa,0xf7,0xf4,0xf1,0xee,0xeb,
- 0xe8,0xe5,0xe2,0xdf,0xdc,0xd9,0xd6,0xd3,
- 0xd0,0xcd,0xca,0xc7,0xc5,0xc2,0xbf,0xbd,
- 0xba,0xb7,0xb5,0xb2,0xb0,0xae,0xab,0xa9,
- 0xa7,0xa5,0xa2,0xa0,0x9e,0x9c,0x9a,0x99,
- 0x97,0x95,0x94,0x92,0x91,0x8f,0x8e,0x8c,
- 0x8b,0x8a,0x89,0x88,0x87,0x86,0x85,0x85,
- 0x84,0x83,0x83,0x82,0x82,0x82,0x82,0x82,
- 0x82,0x82,0x82,0x82,0x82,0x82,0x83,0x83,
- 0x84,0x85,0x85,0x86,0x87,0x88,0x89,0x8a,
- 0x8b,0x8c,0x8e,0x8f,0x90,0x92,0x94,0x95,
- 0x97,0x99,0x9a,0x9c,0x9e,0xa0,0xa2,0xa5,
- 0xa7,0xa9,0xab,0xae,0xb0,0xb2,0xb5,0xb7,
- 0xba,0xbd,0xbf,0xc2,0xc5,0xc7,0xca,0xcd,
- 0xd0,0xd3,0xd6,0xd9,0xdc,0xdf,0xe2,0xe5,
- 0xe8,0xeb,0xee,0xf1,0xf4,0xf7,0xfa,0xfd,
- 0x00,0x03,0x06,0x09,0x0c,0x0f,0x12,0x15,
- 0x18,0x1b,0x1e,0x21,0x24,0x27,0x2a,0x2d,
- 0x30,0x33,0x36,0x39,0x3b,0x3e,0x41,0x43,
- 0x46,0x49,0x4b,0x4e,0x50,0x52,0x55,0x57,
- 0x59,0x5b,0x5e,0x60,0x62,0x64,0x65,0x67,
- 0x69,0x6b,0x6c,0x6e,0x6f,0x71,0x72,0x74,
- 0x75,0x76,0x77,0x78,0x79,0x7a,0x7b,0x7b,
- 0x7c,0x7d,0x7d,0x7e,0x7e,0x7e,0x7e,0x7e,
- };
- distance = distance; // Keep LINT quiet.
- #ifdef OBSOLETE
- /*
- ** Calculate and add in the X component of the move.
- */
- _AX = CosTable[dir];
- asm imul word ptr distance
- asm shl ax,1
- asm rcl dx,1
- asm mov al,ah
- asm mov ah,dl
- _DX = _AX;
- x += _DX;
- #else
- //
- // Have to declare table as unsigned otherwise MSVC complains, but we need to treat the actual values as signed.
- //
- // ST - 1/10/2019 11:20AM
- //
- char *cos_table = (char*)&CosTable[0];
- x += calcx(cos_table[dir], distance);
- #endif
- // asm add [word ptr start],ax
- #ifdef OBSOLETE
- /*
- ** Calculate and add in the Y component of the move.
- */
- _AX = SinTable[dir];
- asm imul word ptr distance
- asm shl ax,1
- asm rcl dx,1
- asm mov al,ah
- asm mov ah,dl
- asm neg ax // Subtraction needed because of inverted sine table.
- _DX = _AX;
- y += _DX;
- #else
- //
- // Have to declare table as unsigned otherwise MSVC complains, but we need to treat the actual values as signed.
- //
- // ST - 1/10/2019 11:20AM
- //
- char *sin_table = (char*)&SinTable[0];
- y += calcy(sin_table[dir], distance);
- #endif
- // asm add [word ptr start+2],ax
- }
|