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COORD.CPP
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/*
** Command & Conquer(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 <http://www.gnu.org/licenses/>.
*/
/* $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);
}
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" \
void Move_Point(short &x, short &y, register DirType dir, unsigned short distance)
{
// static char const CosTable[256] = {
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] = {
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.
#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
x += calcx(CosTable[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
y += calcy(SinTable[dir], distance);
#endif
// asm add [word ptr start+2],ax
}