CnC_Remastered_Collection/REDALERT/COORD.CPP

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//
// 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: /CounterStrike/COORD.CPP 1 3/03/97 10:24a 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 : July 22, 1996 [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_Cell -- Convert a coordinate into a cell 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 -- Calculate a spillage list for the dirty rectangle specified. *
* Coord_Spillage_List -- Determines the offset list for cell spillage/occupation. *
* Distance -- Determines the cell distance between two cells. *
* Distance -- Determines the lepton distance between two coordinates. *
* Distance -- Fetch distance between two target values. *
* Fixed_To_Cardinal -- Converts a fixed point number into a cardinal number. *
* Normal_Move_Point -- Moves point with tilt compensation. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* Coord_Cell -- Convert a coordinate into a cell number. *
* *
* This routine will convert the specified coordinate value into a cell number. This is *
* useful to determine the map index number into the cell array that corresponds to a *
* particular coordinate. *
* *
* INPUT: coord -- The coordinate to convert into a cell number. *
* *
* OUTPUT: Returns with the cell number that corresponds to the coordinate specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/17/1996 JLB : Created. *
*=============================================================================================*/
CELL Coord_Cell(COORDINATE coord)
{
CELL_COMPOSITE cell;
cell.Cell = 0;
cell.Sub.X = ((COORD_COMPOSITE &)coord).Sub.X.Sub.Cell;
cell.Sub.Y = ((COORD_COMPOSITE &)coord).Sub.Y.Sub.Cell;
return(cell.Cell);
// return(XY_Cell(((COORD_COMPOSITE)coord).Sub.X, ((COORD_COMPOSITE)composite).Sub.Y));
}
/***********************************************************************************************
* Distance -- Fetch distance between two target values. *
* *
* This routine will determine the lepton distance between the two specified target *
* values. *
* *
* INPUT: target1 -- First target value. *
* *
* target2 -- Second target value. *
* *
* OUTPUT: Returns with the lepton distance between the two target values. *
* *
* WARNINGS: Be sure that the targets are legal before calling this routine. Otherwise, the *
* return value is meaningless. *
* *
* HISTORY: *
* 06/17/1996 JLB : Created. *
*=============================================================================================*/
int Distance(TARGET target1, TARGET target2)
{
return(Distance(As_Coord(target1), As_Coord(target2)));
}
/***********************************************************************************************
* Distance -- Determines the lepton distance between two coordinates. *
* *
* This routine is used to determine the distance between two coordinates. It uses the *
* Dragon Strike method of distance determination and thus it is very fast. *
* *
* INPUT: coord1 -- First coordinate. *
* *
* coord2 -- Second coordinate. *
* *
* OUTPUT: Returns the lepton distance between the two coordinates. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/27/1994 JLB : Created. *
*=============================================================================================*/
int Distance(COORDINATE coord1, COORDINATE coord2)
{
int diff1, diff2;
diff1 = Coord_Y(coord1) - Coord_Y(coord2);
if (diff1 < 0) diff1 = -diff1;
diff2 = Coord_X(coord1) - Coord_X(coord2);
if (diff2 < 0) diff2 = -diff2;
if (diff1 > diff2) {
return(diff1 + ((unsigned)diff2 / 2));
}
return(diff2 + ((unsigned)diff1 / 2));
}
/***********************************************************************************************
* 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.
};
static short _manual[10];
//; 00 = on axis
//; 01 = below axis
//; 10 = above axis
//; 11 = undefined
static signed 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 = (ICON_PIXEL_W * Coord_XLepton(coord)) / ICON_LEPTON_W;
y = (ICON_PIXEL_H * Coord_YLepton(coord)) / ICON_LEPTON_H;
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_Spillage_List -- Calculate a spillage list for the dirty rectangle specified. *
* *
* Given a center coordinate and a dirty rectangle, calcuate a cell offset list for *
* determining such things as overlap and redraw logic. Optionally, the center cell *
* location will not be part of the list. *
* *
* INPUT: coord -- The center coordinate that the dirty rectangle is based off of. *
* *
* rect -- Reference to the dirty rectangle. *
* *
* nocenter -- If true, then the center cell offset will not be part of the spillage *
* list returned. This is handy when the center cell is known to be *
* processed by some other method and it can be safely and efficiently *
* ignored by the list generated. *
* *
* OUTPUT: Returns with a pointer to the spillage list that corresponds to the data *
* specified. This is a pointer to a static buffer and as such it will only be valid *
* until the next time that this routine is called. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/22/1996 JLB : Created. *
*=============================================================================================*/
short const * Coord_Spillage_List(COORDINATE coord, Rect const & rect, bool nocenter)
{
if (!rect.Is_Valid()) {
static short const _list[] = {REFRESH_EOL};
return(_list);
}
CELL coordcell = Coord_Cell(coord);
LEPTON x = Coord_X(coord);
LEPTON y = Coord_Y(coord);
/*
** Add the rectangle values to the coordinate in order to normalize the start and end
** corners of the rectangle. The values are now absolute to the real game world rather
** than relative to the coordinate.
*/
LEPTON_COMPOSITE startx;
LEPTON_COMPOSITE starty;
LEPTON_COMPOSITE endx;
LEPTON_COMPOSITE endy;
startx.Raw = (int)x + (short)Pixel_To_Lepton(rect.X);
starty.Raw = (int)y + (short)Pixel_To_Lepton(rect.Y);
endx.Raw = startx.Raw + Pixel_To_Lepton(rect.Width-1);
endy.Raw = starty.Raw + Pixel_To_Lepton(rect.Height-1);
/*
** Determine the upper left and lower right cell indexes. This is a simple conversion from
** their lepton counterpart. These cells values are used to form the bounding box for the
** map offset list.
*/
int cellx = startx.Sub.Cell;
int cellx2 = endx.Sub.Cell;
int celly = starty.Sub.Cell;
int celly2 = endy.Sub.Cell;
/*
** Generate the spillage list by counting off the rows and colums of the cells
** that are affected. This is easy since the upper left and lower right corner cells
** are known.
*/
int count = 0;
static short _spillagelist[128];
short * ptr = _spillagelist;
for (int yy = celly; yy <= celly2; yy++) {
for (int xx = cellx; xx <= cellx2; xx++) {
short offset = (XY_Cell(xx, yy) - coordcell);
if (!nocenter || offset != 0) {
*ptr++ = offset;
count++;
if (count+2 >= ARRAY_SIZE(_spillagelist)) break;
}
}
if (count+2 >= ARRAY_SIZE(_spillagelist)) break;
}
/*
** Cap the list with the end of list marker and then return a pointer
** to the completed list.
*/
*ptr = REFRESH_EOL;
return(_spillagelist);
}
/***********************************************************************************************
* 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)
{
#ifdef NEVER
short x = Coord_X(start);
short y = Coord_Y(start);
Move_Point(x, y, dir, distance);
return(XY_Coord(x,y));
#endif
Move_Point(*(short *)&start, *(((short *)&start)+1), dir, distance);
return(start);
}
/***********************************************************************************************
* 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 & HIGH_COORD_MASK) 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 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 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.
//
static const 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.
//
static const char *_sin_table = (char*)&SinTable[0];
y += calcy(_sin_table[dir], distance);
#endif
// asm add [word ptr start+2],ax
}
/***********************************************************************************************
* Normal_Move_Point -- Moves point with tilt compensation. *
* *
* This routine will move the point in the direction and distance specified but it will *
* take into account the tilt of the playing field. Typical use of this routine is to *
* determine positioning as it relates to the playfield. Turrets are a good example of *
* this. *
* *
* INPUT: x,y -- References to the coordinates to adjust. *
* *
* dir -- The direction of the desired movement. *
* *
* distance -- The distance (in coordinate units) to move the point. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/19/1995 JLB : Created. *
*=============================================================================================*/
// Loss of precision in initializations (8 bits to 7 bits) warning. Hmmm.. can this be fixed?
//lint -e569
void Normal_Move_Point(short &x, short &y, register DirType dir, unsigned short distance)
{
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 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.
//
// Have to declare table as unsigned otherwise MSVC complains, but we need to treat the actual values as signed.
//
static const char *_sin_table = (char*)&SinTable[0];
static const char *_cos_table = (char*)&CosTable[0];
x += calcx(_cos_table[dir], distance);
y += calcy(_sin_table[dir] / 2, distance);
}