-
Notifications
You must be signed in to change notification settings - Fork 16
/
sdlmap.pp
1200 lines (1032 loc) · 41.2 KB
/
sdlmap.pp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
unit sdlmap;
{
GearHead2, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library 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 Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
{$LONGSTRINGS ON}
interface
uses locale,sdl,math,gears,texutil,sdlgfx;
const
LoAlt = -3;
HiAlt = 5;
Num_Prop_Meshes = 13;
var
tile_x,tile_y,tile_z: LongInt; { Tile where the mouse pointer is pointing. }
origin_x,origin_y: Integer; { Tile which the camera is pointing at. }
origin_d: Integer; { The camera angle; one of four. }
Overlays,Underlays: Array [1..MaxMapWidth,1..MaxMapWidth,LoAlt..HiAlt] of Integer;
Model_Map: Array [1..MaxMapWidth,1..MaxMapWidth,LoAlt..( HiAlt + 1 )] of GearPtr;
Strong_Hit_Sprite,Weak_Hit_Sprite,Parry_Sprite,Miss_Sprite,Encounter_Sprite: SensibleSpritePtr;
Terrain_Sprite,Extras_Sprite,Shadow_Sprite,Building_Sprite,Current_Backdrop: SensibleSpritePtr;
Off_Map_Model_Sprite: SensibleSpritePtr;
Focused_On_Mek: GearPtr;
Function ScreenDirToMapDir( D: Integer ): Integer;
Function KeyboardDirToMapDir( D: Integer ): Integer;
Function SpriteColor( GB: GameBoardPtr; M: GearPtr ): String;
Function SpriteName( GB: GameBoardPtr; M: GearPtr ): String;
Procedure Render_Off_Map_Models;
Procedure RenderMap( GB: GameBoardPtr );
Procedure FocusOn( Mek: GearPtr );
Procedure DisplayMiniMap( GB: GameBoardPtr );
Procedure IndicateTile( GB: GameBoardPtr; X , Y , Z: Integer );
Procedure ScrollMap( GB: GameBoardPtr );
Procedure ClearOverlays;
Function ProcessShotAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
Function ProcessPointAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
Procedure RenderWorldMap( GB: GameBoardPtr; PC: GearPtr; X0,Y0: Integer );
Procedure InitGraphicsForScene( GB: GameBoardPtr );
implementation
uses ghmecha,ghchars,gearutil,ability,ghprop,effects,narration,ui4gh,colormenu;
type
Cute_Map_Cel_Description = Record
Sprite: SensibleSpritePtr;
F: Integer; { The frame to be displayed. }
end;
Cute_Map_Cel_Toggle = Array [ 1..MaxMapWidth, 1..MaxMapWidth, LoAlt..HiAlt ] of Boolean;
const
Strong_Hit_Sprite_Name = 'blast64.png';
Weak_Hit_Sprite_Name = 'nodamage64.png';
Parry_Sprite_Name = 'misc_parry.png';
Miss_Sprite_Name = 'misc_miss.png';
Default_Prop_Sprite_Name = 'c_cha_m_citizen.png';
Items_Sprite_Name = 'c_default_items.png';
Default_Wreckage = 1;
Default_Dead_Thing = 2;
WallBrown: TSDL_Color = ( R: 76; G: 64; B: 51 );
DoorBlue: TSDL_Color = ( R: 0; G: 128; B: 128 );
WallGray: TSDL_Color = ( R: 70; G: 70; B: 55 ); { For the low wall. }
SmokeGray: TSDL_Color = ( R: 155; G: 150; B: 150 );
ToxicGreen: TSDL_Color = ( R: 50; G: 170; B: 15 );
TT_OpenGround = 1;
TT_Tree = 2;
TT_Mountain = 3;
TT_ForestFloor = 4;
TT_Swamp = 5;
TT_Pavement = 6;
TT_Rubble = 7;
TT_RoughGround = 8;
TT_GenericWall = 9;
TT_GenericFloor = 10;
TT_Threshold = 11;
TT_Carpet = 12;
TT_WoodenFloor = 13;
TT_WoodenWall = 14;
TT_TileFloor = 15;
TT_WreckageWall = 16;
TT_GlassWall = 17;
TT_Elevator = 18;
TT_StairsDown = 19;
TT_TrapDoor = 20;
TT_Door = 21;
{ Terrain texture 22 is open for expansion }
TT_Water = 23;
NumCMCelLayers = 9; { Total number of cel layers. }
NumBasicCelLayers = 8; { Number of cel layers set by RenderMap. }
CMC_Terrain = 1;
CMC_Shadow = 2;
CMC_MetaTerrain = 3;
CMC_MShadow = 4;
CMC_Destroyed = 5;
CMC_Items = 6;
CMC_Master = 7;
CMC_Toupee = 8;
CMC_Effects = 9;
Num_Rotation_Angles = 4;
Backdrop_Size = 512; { Width/Height in pixels of the backdrop image. }
SI_Ally = 3;
SI_Neutral = 2;
SI_Enemy = 1;
NumOMM = 32;
OM_North = 1;
OM_East = 2;
OM_South = 4;
OM_West = 3;
var
Mini_Map_Sprite,World_Terrain,Items_Sprite: SensibleSpritePtr;
Compass_Sprite: SensibleSpritePtr;
CM_Cels: Array [ 1..MaxMapWidth, 1..MaxMapWidth, LoAlt..HiAlt, 0..NumCMCelLayers ] of Cute_Map_Cel_Description;
CM_Cel_IsOn: Array [0..NumCMCelLayers] of Cute_Map_Cel_Toggle;
CM_Cel_OMIcon: Array [ 1..MaxMapWidth, 1..MaxMapWidth ] of Byte;
CM_ModelNames: Array [ 1..MaxMapWidth, 1..MaxMapWidth, LoAlt..HiAlt ] of String;
OFF_MAP_MODELS: Array [1..4,0..NumOMM] of Integer;
Function ScreenDirToMapDir( D: Integer ): Integer;
{ Convert the requested screen direction to a map direction. }
begin
ScreenDirToMapDir := ( D + Origin_D * 2 + 7 ) mod 8;
end;
Function KeyboardDirToMapDir( D: Integer ): Integer;
{ Given the press of a key on the keyboard, return the map direction it }
{ corresponds to. Normally this will be the same as the screen dir, }
{ unless using isometric mode and ISO_DIR_OFFSET is nonzero. }
var
it: Integer;
begin
it := ScreenDirToMapDir( D );
it := ( it + Iso_Dir_Offset ) mod 8;
KeyboardDirToMapDir := it;
end;
Procedure ClearCMCelLayer( L: Integer );
{ Clear sprite descriptions from the provided overlay layer. }
var
X,Y,Z: Integer;
begin
FillChar( CM_Cel_IsOn[ L ] , SizeOf( CM_Cel_IsOn[ L ] ) , False );
end;
Procedure AddCMCel( GB: GameBoardPtr; X,Y,Z,L: Integer; SS: SensibleSpritePtr; Frame: Integer );
{ Add an overlay image safely to the display. }
begin
if not OnTheMap( GB , X , Y ) then Exit;
if ( Z < LoAlt ) or ( Z > HiAlt ) then Exit;
if ( L < 0 ) or ( L > NumCMCelLayers ) then Exit;
CM_Cels[ X , Y , Z , L ].Sprite := SS;
CM_Cels[ X , Y , Z , L ].F := Frame;
CM_Cel_IsOn[ L ][ X , Y , Z ] := SS <> Nil;
end;
Procedure ClearCMCel( GB: GameBoardPtr; X,Y,Z,L: Integer );
{ Remove the overlay image from this tile. }
begin
if not OnTheMap( GB , X , Y ) then Exit;
if ( Z < LoAlt ) or ( Z > HiAlt ) then Exit;
if ( L < 0 ) or ( L > NumCMCelLayers ) then Exit;
CM_Cel_IsOn[ L ][ X , Y , Z ] := False;
end;
Function SpriteName( GB: GameBoardPtr; M: GearPtr ): String;
{ Locate the sprite name for this gear. If no sprite name is defined, }
{ set the default sprite name for the gear type & store it as a string }
{ attribute so we won't need to do this calculation later. }
const
FORM_DEFAULT: Array [1..NumForm] of String = (
'btr_buruburu.png','zoa_scylla.png','ghu_ultari.png',
'ara_kojedo.png', 'aer_wraith.png', 'orn_wasp.png',
'ger_harpy.png', 'aer_bluebird.png', 'gca_rover.png'
);
DefaultMaleSpriteName = 'cha_m_citizen.png';
DefaultFemaleSpriteName = 'cha_f_citizen.png';
DefaultMaleSpriteHead = 'cha_m_';
DefaultFemaleSpriteHead = 'cha_f_';
DefaultNonbinarySpriteHead = 'cha_*_';
mini_sprite = 'cha_pilot.png';
Unknown_Sprite = 'prop_unknown.png';
var
it,fname: String;
FList: SAttPtr;
gen: Integer;
begin
{ If this model is an out-of-scale character, return the mini-sprite. }
if ( M^.G = GG_Character ) and ( GB <> Nil ) and ( M^.Scale < GB^.Scale ) then Exit( mini_sprite );
it := SAttValue( M^.SA , 'SDL_SPRITE' );
if it = '' then begin
if M^.G = GG_Character then begin
gen := NAttValue( M^.NA , NAG_CharDescription , NAS_Gender );
if gen = NAV_Male then begin
it := DefaultMaleSpriteHead;
end else if gen = NAV_Female then begin
it := DefaultFemaleSpriteHead;
end else begin
it := DefaultNonbinarySpriteHead;
end;
fname := it + LowerCase( SAttValue( M^.SA , 'JOB' ) ) + '.*';
FList := CreateFileList( Graphics_Directory + fname );
if FList <> Nil then begin
it := SelectRandomSAtt( FList )^.Info;
DisposeSAtt( FList );
end else begin
fname := it + LowerCase( SAttValue( M^.SA , 'JOB_DESIG' ) ) + '.*';
FList := CreateFileList( Graphics_Directory + fname );
if FList <> Nil then begin
it := SelectRandomSAtt( FList )^.Info;
DisposeSAtt( FList );
end else begin
if gen = NAV_Male then begin
it := DefaultMaleSpriteName;
end else if gen = NAV_Female then begin
it := DefaultFemaleSpriteName;
end else if random(2) = 1 then it := DefaultMaleSpriteName
else it := DefaultFemaleSpriteName;
end;
end;
end else if ( M^.G = GG_Mecha ) and ( M^.S >= 0 ) and ( M^.S < NumForm ) then begin
it := FORM_DEFAULT[ M^.S + 1 ];
end else begin
it := Unknown_Sprite;
end;
SetSAtt( M^.SA , 'SDL_SPRITE <' + it + '>' );
end;
SpriteName := it;
end;
Function SpriteColor( GB: GameBoardPtr; M: GearPtr ): String;
{ Determine the color string for this model. }
const
neutral_clothing_color = '140 130 120';
var
it: String;
T: Integer;
Team,Faction: GearPtr;
begin
it := SAttValue( M^.SA , 'SDL_COLORS' );
{ Props usually but not always have their own palette, so if no }
{ color has been stored in SDL_COLORS assume no color is needed. }
if ( it = '' ) and ( M^.G <> GG_Prop ) and ( M^.G <> GG_MetaTerrain ) and ( GB = Nil ) then begin
if M^.G = GG_Character then begin
it := neutral_clothing_color;
it := it + ' ' + RandomColorString( CS_Skin ) + ' ' + RandomColorString( CS_Hair );
end else begin
it := '175 175 171 100 100 120 0 200 200';
end;
SetSAtt( M^.SA , 'SDL_COLORS <' + it + '>' );
end else if ( it = '' ) and ( M^.G <> GG_Prop ) and ( M^.G <> GG_MetaTerrain ) then begin
T := NAttValue( M^.NA , NAG_Location , NAS_Team );
Team := LocateTeam( GB , T );
if Team <> Nil then it := SAttValue( Team^.SA , 'SDL_COLORS' );
if it = '' then begin
if Team <> Nil then Faction := SeekFaction( GB^.Scene , NAttValue( Team^.NA , NAG_Personal , NAS_FactionID ) )
else Faction := Nil;
if Faction = Nil then Faction := SeekFaction( GB^.Scene , NAttValue( M^.NA , NAG_Personal , NAS_FactionID ) );
if M^.G = GG_Character then begin
if Faction <> Nil then it := SAttValue( Faction^.SA , 'chara_colors' );
if it = '' then begin
if T = NAV_DefPlayerTeam then begin
it := '66 121 179';
end else if AreEnemies( GB , T , NAV_DefPlayerTeam ) then begin
it := '180 10 120';
end else if AreAllies( GB , T , NAV_DefPlayerTeam ) then begin
it := '150 150 150';
end else begin
it := neutral_clothing_color;
end;
end;
it := it + ' ' + RandomColorString( CS_Skin ) + ' ' + RandomColorString( CS_Hair );
end else begin
if Faction <> Nil then it := SAttValue( Faction^.SA , 'mecha_colors' );
if it = '' then begin
if T = NAV_DefPlayerTeam then begin
it := '66 121 179 210 215 80 205 25 0';
end else if AreEnemies( GB , T , NAV_DefPlayerTeam ) then begin
it := '103 3 45 166 47 32 244 216 28';
end else if AreAllies( GB , T , NAV_DefPlayerTeam ) then begin
it := '66 121 119 190 190 190 0 205 0';
end else begin
it := '175 175 171 100 100 120 0 200 200';
end;
end;
end;
end;
SetSAtt( M^.SA , 'SDL_COLORS <' + it + '>' );
end;
SpriteColor := it;
end;
Function AlmostSeen( GB: GameBoardPtr; X1 , Y1: Integer ): Boolean;
{ Tell whether or not to show the edge of visibility symbol here. We'll }
{ show it if this tile is unseen, and is adjacent to a seen tile that's not a wall. }
var
IsAlmostSeen: Boolean;
D,X2,Y2: Integer;
begin
IsAlmostSeen := False;
For D := 0 to 7 do begin
X2 := X1 + AngDir[ D , 1 ];
Y2 := Y1 + AngDir[ D , 2 ];
if OnTheMap( GB , X2 , Y2 ) and TileVisible( GB , X2 , Y2 ) and ( TerrMan[ TileTerrain( GB , X2 , Y2 ) ].Altitude < 6 ) then begin
IsAlmostSeen := True;
Break;
end;
end;
AlmostSeen := IsAlmostSeen;
end;
Procedure DrawBackdrop;
{ If Current_Backdrop exists, fill the screen with it. }
var
X,Y: Integer;
MyDest: TSDL_Rect;
begin
if Current_Backdrop <> Nil then begin
for x := 0 to ( Game_Screen^.W div Backdrop_Size ) do begin
for y := 0 to ( Game_Screen^.H div Backdrop_Size ) do begin
MyDest.X := x * Backdrop_Size;
MyDest.Y := y * Backdrop_Size;
DrawSprite( Current_Backdrop , MyDest , 0 );
end;
end;
end;
end;
Procedure Render_Off_Map_Models;
{ Draw the off-map models, as stored in the Off_Map_Models array. }
Procedure DrawOffMap( Quad,N: Integer );
{ Draw an off-map model as indicated by the OFF_MAP_MODEL array. }
var
MyDest: TSDL_Rect;
begin
if Quad = OM_East then begin
MyDest.Y := ( Game_Screen^.H * ( N + 1 ) ) div ( NumOMM + 2 );
MyDest.X := Game_Screen^.W - 16;
end else if Quad = OM_West then begin
MyDest.Y := ( Game_Screen^.H * ( N + 1 ) ) div ( NumOMM + 2 );
MyDest.X := 1;
end else if Quad = OM_South then begin
MyDest.X := ( ( Game_Screen^.W * ( N + 1 ) ) div ( NumOMM + 2 ) );
MyDest.Y := 1;
end else begin
MyDest.X := ( ( Game_Screen^.W * ( N + 1 ) ) div ( NumOMM + 2 ) );
MyDest.Y := Game_Screen^.H - 12;
end;
DrawSprite( Off_Map_Model_Sprite , MyDest , OFF_MAP_MODELS[ Quad , N ] - 1 + ( Animation_Phase div 5 mod 2 ) * 3 );
end;
var
T: Integer;
begin
{ Once everything else has been rendered, draw the off-map icons. }
for t := 0 to NumOMM do begin
if Off_Map_Models[ OM_North , T ] > 0 then DrawOffMap( OM_North , T );
if Off_Map_Models[ OM_South , T ] > 0 then DrawOffMap( OM_South , T );
if Off_Map_Models[ OM_West , T ] > 0 then DrawOffMap( OM_West , T );
if Off_Map_Models[ OM_East , T ] > 0 then DrawOffMap( OM_East , T );
end;
end;
Procedure Render_Isometric( GB: GameBoardPtr );
{ Render the isometric 2D map. }
const
Altitude_Height = 20; { Pixel height of each altitude layer. }
HalfTileWidth = 32;
HalfTileHeight = 16;
{ Terrain cel constants. }
TCEL_OpenGround = 0;
TCEL_Void = 1;
TCEL_Pavement = 2;
TCEL_DarkGround = 3;
TCEL_RoughGround = 4;
TCEL_Wall = 5;
TCEL_Carpet = 6;
TCEL_WoodenFloor = 7;
TCEL_WoodenWall = 8;
TCEL_GlassWall = 9;
TCEL_Floor = 10;
TCEL_LightForest_A = 11;
TCEL_HeavyForest_A = 12;
TCEL_LightForest_B = 13;
TCEL_HeavyForest_B = 14;
TCEL_ShortWall = 15;
TCEL_Door = 16;
TCEL_Threshold = 17;
TCEL_Elevator = 18;
TCEL_ShortDoor = 19;
TCEL_LowHill = 20;
TCEL_MediumHill = 21;
TCEL_HighHill = 22;
{ Extras cel constants. }
ECEL_Unknown = 0;
ECEL_Trapdoor = 1;
ECEL_Indicator = 2;
ECEL_Item = 3;
ECEL_Dead_Thing = 4;
ECEL_Wreckage = 5;
ECEL_StairsUp = 6;
ECEL_StairsDown = 7;
ECEL_Fire = 20;
ECEL_Smoke = 21;
function MapDirToScreenDir( D: Integer ): Integer;
{ Given an in-game map dir, convert this to a screen dir which }
{ can be used to render sprites. }
begin
MapDirToScreenDir := ( D + 9 - Origin_D * 2 ) mod 8;
end;
Procedure AddShadow( X,Y,Z: Integer );
{ For this shadow, we're only concerned about three blocks- the one directly to the left (which }
{ I'll label #1), the one to the left and above (#2), and the one directly above (#3). You can }
{ find the right shadow frame by adding +1 if #1 is a wall, +2 if #2 is a wall, and +4 if #3 is }
{ a wall. The case where #1 and #3 are occupied is the same as if all three tiles were occupied. }
{ Here's a picture: }
{ 2 3 }
{ 1 x <-- X is the target tile. }
Function IsHigher( X2,Y2: Integer ): Boolean;
var
Terr,H2: Integer;
begin
if OnTheMap( GB , X2 , Y2 ) then begin
terr := TileTerrain( GB , X2 , Y2 );
if ( terr <> TERRAIN_LowBuilding ) and ( terr <> TERRAIN_MediumBuilding ) and ( terr <> TERRAIN_HighBuilding ) then begin
H2 := TerrMan[ terr ].Altitude;
IsHigher := H2 > Z;
end else begin
IsHigher := False;
end;
end else begin
IsHigher := False;
end;
end;
var
Total: Integer;
begin
Total := 0;
if IsHigher( X + AngDir[ ScreenDirToMapDir( 3 ) , 1 ] , Y + AngDir[ ScreenDirToMapDir( 3 ) , 2 ] ) then Total := Total + 1;
if IsHigher( X + AngDir[ ScreenDirToMapDir( 4 ) , 1 ] , Y + AngDir[ ScreenDirToMapDir( 4 ) , 2 ] ) then Total := Total + 2;
if IsHigher( X + AngDir[ ScreenDirToMapDir( 5 ) , 1 ] , Y + AngDir[ ScreenDirToMapDir( 5 ) , 2 ] ) then Total := Total + 4;
if Total = 7 then Total := 5;
if Total > 0 then AddCMCel( GB , X , Y , Z , CMC_Shadow , Shadow_Sprite , Total - 1 );
end;
Procedure AddBasicFloorCel( X,Y,F: Integer );
{ Add a basic terrain cel plus a shadow. }
begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , F );
AddShadow( X,Y,0 );
end;
Procedure AddBasicTerrainCel( X,Y,F: Integer );
{ Add a basic terrain cel without a shadow. }
begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , F );
end;
Procedure AddBuilding( X,Y,F: Integer );
{ Add a basic terrain cel. }
begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , TCEL_OpenGround );
AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , building_sprite , F );
end;
Procedure AddBasicWallCel( X,Y,F: Integer );
{ Add a basic wall cel using F. }
begin
if Use_Tall_Walls then begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , F );
end else begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , TCEL_ShortWall );
end;
end;
Procedure AddBasicDoorCel( X,Y,F: Integer );
{ Add a door or elevator cel using F. }
begin
if Use_Tall_Walls then begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , F );
end else begin
AddCMCel( GB , X , Y , 0 , CMC_Terrain , terrain_sprite , TCEL_ShortDoor );
end;
ClearCMCel( GB , X , Y , 0 , CMC_Shadow );
end;
Function DoorSprite( X,Y: Integer ): Integer;
{ Return the appropriate door sprite for this tile: use either the vertical }
{ door or the horizontal door. }
begin
{ Calculate the location of the tile directly above this one. }
X := X + AngDir[ ScreenDirToMapDir( 6 ) , 1 ];
Y := Y + AngDir[ ScreenDirToMapDir( 6 ) , 2 ];
if OnTheMap( GB , X , Y ) and ( TerrMan[ TileTerrain( GB , X , Y ) ].Altitude > 5 ) then DoorSprite := 16
else DoorSprite := 14;
end;
Function MapX( VX,VY: Integer ): Integer;
{ Given virtual point VX,VY return which actual map tile we're }
{ talking about. }
begin
if origin_d = 0 then MapX := VX
else if origin_d = 1 then MapX := ( GB^.Map_Width - VY + 1 )
else if origin_d = 2 then MapX := ( GB^.Map_Width - VX + 1 )
else MapX := VY;
end;
Function MapY( VX,VY: Integer ): Integer;
{ Given virtual point VX,VY return which actual map tile we're }
{ talking about. }
begin
if origin_d = 0 then MapY := VY
else if origin_d = 1 then MapY := VX
else if origin_d = 2 then MapY := ( GB^.Map_Height - VY + 1 )
else MapY := ( GB^.Map_Height - VX + 1 );
end;
Function VirtX( MX,MY: Integer ): Integer;
{ Given map point MX,MY return the virtual screen tile to which }
{ it will be rendered. }
begin
if origin_d = 0 then VirtX := MX
else if origin_d = 1 then VirtX := MY
else if origin_d = 2 then VirtX := ( GB^.Map_Width - MX + 1 )
else VirtX := ( GB^.Map_Height - MY + 1 );
end;
Function VirtY( MX,MY: Integer ): Integer;
{ Given map point MX,MY return the virtual screen tile to which }
{ it will be rendered. }
begin
if origin_d = 0 then VirtY := MY
else if origin_d = 1 then VirtY := ( GB^.Map_Width - MX + 1 )
else if origin_d = 2 then VirtY := ( GB^.Map_Height - MY + 1 )
else VirtY := MX;
end;
Function RelativeX( X,Y: Integer ): LongInt;
{ Return the relative position of tile X,Y. The UpLeft corner }
{ of tile [1,1] is the origin of our display. }
begin
RelativeX := ( (X-1) * HalfTileWidth ) - ( (Y-1) * HalfTileWidth );
end;
Function RelativeY( X,Y: Integer ): LongInt;
{ Return the relative position of tile X,Y. The UpLeft corner }
{ of tile [1,1] is the origin of our display. }
begin
RelativeY := ( (Y-1) * HalfTileHeight ) + ( (X-1) * HalfTileHeight );
end;
Function ScreenX( X,Y: Integer ): LongInt;
{ Return the screen coordinates of map column X. }
begin
ScreenX := RelativeX( X - VirtX( Origin_X , Origin_Y ) , Y - VirtY( Origin_X , Origin_Y ) ) + ( Game_Screen^.W div 2 );
end;
Function ScreenY( X,Y: Integer ): Integer;
{ Return the screen coordinates of map row Y. }
begin
ScreenY := RelativeY( X - VirtX( Origin_X , Origin_Y ) , Y - VirtY( Origin_X , Origin_Y ) ) + ( Game_Screen^.H div 2 );
end;
Function OnTheScreen( X , Y: Integer ): Boolean;
{ This function returns TRUE if the specified point is visible }
{ on screen, FALSE if it isn't. }
var
SX,SY: LongInt; { Find Screen X and Screen Y and see if it's in the map area. }
begin
SX := ScreenX( X , Y );
SY := ScreenY( X , Y );
if ( SX >= ( -64 ) ) and ( SX <= ( Game_Screen^.W ) ) and ( SY >= -64 ) and ( SY <= ( Game_Screen^.H ) ) then begin
OnTheScreen := True;
end else begin
OnTheScreen := False;
end;
end;
var
VX,VY,VX_Max,VY_Max,X,Y,Z,T,Row,Column,Terr,Quad: Integer;
M: GearPtr;
MyDest,TexDest: TSDL_Rect;
Spr: SensibleSpritePtr;
begin
{ Clear the OFF_MAP_MODELS. }
{ NOTE: X and Y do not refer to X and Y!!! Coordinates, that is... }
{ here they're being used as the map border and the icon position. }
for X := 1 to 4 do begin
for Y := 0 to NumOMM do begin
OFF_MAP_MODELS[ X , Y ] := 0;
end;
end;
{ Fill out the basic terrain cels, and while we're here clear the model map. }
for X := 1 to GB^.Map_Width do begin
for Y := 1 to GB^.Map_Height do begin
if TileVisible( GB , X , Y ) then begin
Terr := TileTerrain( GB , X , Y );
case Terr of
TERRAIN_OpenGround: AddBasicFloorCel( X , Y , TCEL_OpenGround );
TERRAIN_LightForest: begin
AddBasicTerrainCel( X , Y , TCEL_LightForest_A );
AddCMCel( GB , X , Y , 0 , CMC_Toupee , Terrain_Sprite , TCEL_LightForest_B );
end;
TERRAIN_HeavyForest: begin
AddBasicTerrainCel( X , Y , TCEL_HeavyForest_A );
AddCMCel( GB , X , Y , 0 , CMC_Toupee , Terrain_Sprite , TCEL_HeavyForest_B );
end;
TERRAIN_Rubble: AddBasicFloorCel( X , Y , TCEL_RoughGround );
TERRAIN_Pavement: AddBasicFloorCel( X , Y , TCEL_Pavement );
TERRAIN_Swamp: AddBasicTerrainCel( X , Y , TCEL_DarkGround );
TERRAIN_L1_Hill: AddBasicTerrainCel( X , Y , TCEL_LowHill );
TERRAIN_L2_Hill: AddBasicTerrainCel( X , Y , TCEL_MediumHill );
TERRAIN_L3_Hill: AddBasicTerrainCel( X , Y , TCEL_HighHill );
TERRAIN_RoughGround: AddBasicTerrainCel( X , Y , TCEL_RoughGround );
TERRAIN_LowWall: AddBasicWallCel( X , Y , TCEL_Wall );
TERRAIN_Wall: AddBasicWallCel( X , Y , TCEL_Wall );
TERRAIN_Floor: AddBasicFloorCel( X , Y , TCEL_Floor );
TERRAIN_Threshold: AddBasicFloorCel( X , Y , TCEL_Threshold );
TERRAIN_Carpet: AddBasicFloorCel( X , Y , TCEL_Carpet );
TERRAIN_WoodenFloor: AddBasicFloorCel( X , Y , TCEL_WoodenFloor );
TERRAIN_WoodenWall: AddBasicWallCel( X , Y , TCEL_WoodenWall );
TERRAIN_TileFloor: AddBasicFloorCel( X , Y , TCEL_Floor );
TERRAIN_Space: AddCMCel( GB , X , Y , 0 , CMC_Terrain , Terrain_Sprite , TCEL_Void );
TERRAIN_MediumBuilding: AddBuilding( X , Y , ( ( X * 17 ) + ( Y * 71 ) ) mod 4 + 1 );
TERRAIN_HighBuilding: AddBuilding( X , Y , ( ( X * 17 ) + ( Y * 71 ) ) mod 4 + 5 );
TERRAIN_GlassWall: AddBasicWallCel( X , Y , TCEL_GlassWall );
TERRAIN_LowBuilding: AddBuilding( X , Y , ( ( X * 17 ) + ( Y * 71 ) ) mod 4 + 15 );
else AddBasicTerrainCel( X , Y , TCEL_Void );
end;
end else begin
if AlmostSeen( GB , X , Y ) then AddCMCel( GB , X , Y , 0 , CMC_Terrain , Extras_Sprite , ECEL_Unknown );
end;
{ Clear the model map here. }
for z := LoAlt to ( HiAlt + 1 ) do begin
model_map[ X , Y , z ] := Nil;
if Names_Above_Heads then CM_ModelNames[ X , Y , Z ] := '';
end;
{ And the off-map icon. }
CM_Cel_OMIcon[ X , Y ] := 0;
end;
end;
{ Next add the characters, mecha, and items to the list. }
M := GB^.Meks;
while M <> Nil do begin
if OnTheMap( GB , M ) and MekVisible( GB , M ) then begin
X := NAttValue( M^.NA , NAG_Location , NAS_X );
Y := NAttValue( M^.NA , NAG_Location , NAS_Y );
Z := MekAltitude( GB , M );
if Destroyed( M ) then begin
{ Insert wreckage-drawing code here. }
if M^.G = GG_Character then begin
AddCMCel( GB , X , Y , Z , CMC_Destroyed , Extras_Sprite , ECEL_Dead_Thing );
end else begin
AddCMCel( GB , X , Y , Z , CMC_Destroyed , Extras_Sprite , ECEL_Wreckage );
end;
end else if IsMasterGear( M ) then begin
{ Insert sprite-drawing code here. }
AddCMCel( GB , X , Y , Z , CMC_Master ,
LocateSprite( SpriteName( GB , M ) , SpriteColor( GB , M ) , 64 , 64 ),
MapDirToScreenDir( NAttValue( M^.NA , NAG_Location , NAS_D ) )
);
{ Also add a shadow. }
AddCMCel( GB , X , Y , TerrMan[ TileTerrain( gb , X , Y ) ].Altitude , CMC_MShadow , Shadow_Sprite , 6 );
{ If appropriate, save the model map and model name. }
if OnTheMap( GB , X , Y ) and ( Z >= LoAlt ) and ( Z <= HiAlt ) then begin
model_map[ X , Y , Z ] := M;
if Names_Above_Heads and ( M^.G <> GG_Prop ) then CM_ModelNames[ X , Y , Z ] := PilotName( M );
{ Also record the off-map icon. }
if AreAllies( GB , NAV_DefPlayerTeam , NAttValue( M^.NA , NAG_Location , NAS_Team ) ) then begin
cm_cel_OMIcon[ X , Y ] := SI_Ally;
{ Mini_Map[ X , Y ] := 5;}
end else if AreEnemies( GB , NAV_DefPlayerTeam , NAttValue( M^.NA , NAG_Location , NAS_Team ) ) then begin
cm_cel_OMIcon[ X , Y ] := SI_Enemy;
{ Mini_Map[ X , Y ] := 1;}
end else begin
cm_cel_OMIcon[ X , Y ] := SI_Neutral;
{ Mini_Map[ X , Y ] := 3;}
end;
end;
end else if M^.G = GG_MetaTerrain then begin
{ Insert MetaTerrain-drawing code here. }
case M^.S of
GS_MetaDoor: if M^.Stat[ STAT_Pass ] = -100 then AddBasicDoorCel( X , Y , TCEL_Door );
GS_MetaStairsUp: AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , Extras_Sprite , ECEL_StairsUp );
GS_MetaStairsDown: AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , Extras_Sprite , ECEL_StairsDown );
GS_MetaTrapdoor: AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , Extras_Sprite , ECEL_Trapdoor );
GS_MetaElevator: AddBasicDoorCel( X , Y , TCEL_Elevator );
GS_MetaBuilding: begin
AddBuilding( X , Y , NAttValue( M^.NA , NAG_MTAppearance , NAS_BuildingMesh ) );
if OnTheMap( GB , X , Y ) and Names_Above_Heads then CM_ModelNames[ X , Y , 1 ] := GearName( M );
end;
GS_MetaEncounter: begin
AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , Encounter_Sprite , ( M^.Stat[ STAT_EncounterType ] mod 3 ) * 3 + ( ( Animation_Phase div 5 ) mod 2 ) );
if OnTheMap( GB , X , Y ) and Names_Above_Heads then CM_ModelNames[ X , Y , 0 ] := GearName( M );
end;
GS_MetaCloud: AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , Extras_Sprite , ECEL_Smoke );
GS_MetaFire: AddCMCel( GB , X , Y , 0 , CMC_MetaTerrain , Extras_Sprite , ECEL_Fire );
else AddCMCel( GB , X , Y , Z , CMC_MetaTerrain , LocateSprite( SpriteName( GB , M ) , SpriteColor( GB , M ) , 64 , 64 ) , MapDirToScreenDir( NAttValue( M^.NA , NAG_Location , NAS_D ) ) );
end;
end else begin
{ Draw the yellow-striped box. }
AddCMCel( GB , X , Y , Z , CMC_Items , Extras_Sprite , ECEL_Item );
end;
end;
M := M^.Next;
end;
{ Go through each tile on the map, displaying terrain and }
{ other contents. }
DrawBackdrop;
TexDest.W := 64;
TexDest.H := 15;
{ We need to calculate the virtual X and Y maximums. }
{ If origin_d is even it's the X axis running down the right from the }
{ top tile and the Y axis runs to the left. If origin_d is odd, then }
{ the opposite is true. }
if ( ( origin_d mod 2 ) = 0 ) then begin
VX_Max := GB^.Map_Width;
VY_Max := GB^.Map_Height;
end else begin
VX_Max := GB^.Map_Height;
VY_Max := GB^.Map_Width;
end;
for VX := 1 to VX_Max do begin
for VY := 1 to VY_Max do begin
{ Determine the map X,Y coordinates that this virtual }
{ point is pointing to. }
X := MapX( VX , VY );
Y := MapY( VX , VY );
if OnTheScreen( VX , VY ) then begin
for Z := LoAlt to HiAlt do begin
for t := 0 to NumCMCelLayers do begin
if CM_Cel_IsOn[ T ][ X , Y , Z ] then begin
MyDest.X := ScreenX( VX , VY );
MyDest.Y := ScreenY( VX , VY ) - Altitude_Height * Z;
if CM_Cels[ X ,Y , Z , T ].Sprite^.H > 64 then MyDest.Y := MyDest.Y - 32;
DrawSprite( CM_Cels[ X ,Y , Z , T ].Sprite , MyDest , CM_Cels[ X ,Y , Z , T ].F );
end;
end;
if Names_Above_Heads and ( CM_ModelNames[ X , Y , Z ] <> '' ) then begin
TexDest.X := ScreenX( VX , VY );
TexDest.Y := ScreenY( VX , VY ) - Altitude_Height * Z;
QuickTextC( CM_ModelNames[ X , Y , Z ] , TexDest , StdWhite , Small_Font );
end;
end; { For Z... }
end else if OnTheMap( GB , X , Y ) and ( CM_Cel_OMIcon[ X , Y ] >= 1 ) and ( CM_Cel_OMIcon[ X , Y ] <= 3 ) then begin
{ This image is off the map, but has a substitute image }
{ so it should be indicated on the edge. }
{ Add a note to the OFF_MAP_MODELS array. }
{ Figure out its relative coordinates, with the center of the map }
{ as the origin. }
{ ***NOTE*** Lifted directly from GH1, don't fully understand }
{ everything going on here, let's hope it works. }
MyDest.X := ScreenX( VX , VY ) - ( Game_Screen^.W div 2 );
MyDest.Y := ScreenY( VX , VY ) - ( Game_Screen^.H div 2 );
{ Use W to save the segment total length, and H to store the }
{ relative length. }
Quad := 1;
if MyDest.Y <= MyDest.X then Quad := Quad + 1;
if MyDest.Y <= -MyDest.X then Quad := Quad + 2;
if ( Quad = 1 ) or ( Quad = 4 ) then begin
MyDest.W := Abs( MyDest.Y ) * 2;
MyDest.H := MyDest.X + Abs( MyDest.Y );
end else begin
MyDest.W := Abs( MyDest.X ) * 2;
MyDest.H := MyDest.Y + Abs( MyDest.X );
end;
OFF_MAP_MODELS[ Quad , ( MyDest.H * NumOMM ) div MyDest.W ] := CM_Cel_OMIcon[ X , Y ];
end; { if OnTheScreen... }
end;
end;
{ We don't draw the off-map models yet, because they're getting stuck on top of }
{ everything else later on. }
end;
Procedure RenderMap( GB: GameBoardPtr );
{ Render the location stored in G_Map, along with all items and characters on it. }
{ Also save the position of the mouse pointer, in world coordinates. }
{ I'm going to use the GH1 method for doing this- create a list of cels first containing all the }
{ terrain, mecha, and effects to be displayed. Then, render them. There's something I don't like }
{ about this method but I don't remember what, and it seems to be more efficient than searching }
{ through the list of models once per tile once per elevation level. }
var
X,Y,Z: Integer;
M: GearPtr;
begin
{ How to find out the proper mouse location- while drawing each sprite, do a check with the }
{ map coordinates. If we get a second match later on, that supercedes the previous match obviously, }
{ since we're overwriting something anyways. Brilliance! }
ClrScreen;
{ Clear the basic cels- the ones that the map renderer has access to. There will be additional }
{ layers which the map renderer shouldn't touch. }
for X := 1 to NumBasicCelLayers do ClearCMCelLayer( X );
Render_Isometric( GB );
end;
Procedure FocusOn( Mek: GearPtr );
{ Focus on the provided mecha. }
begin
if Mek <> Nil then begin
ClearCMCelLayer( CMC_Effects );
origin_x := NAttValue( Mek^.NA , NAG_Location , NAS_X );
origin_y := NAttValue( Mek^.NA , NAG_Location , NAS_Y );
end;
Focused_On_Mek := Mek;
end;
Procedure IndicateTile( GB: GameBoardPtr; X , Y , Z: Integer );
{ Indicate the requested tile. }
begin
ClearCMCelLayer( CMC_Effects );
if OnTheMap( GB , X , Y ) then begin
origin_x := x;
origin_y := y;
if ( Z >= LoAlt ) and ( Z <= HiAlt ) then AddCMCel( GB , X , Y , Z , CMC_Effects , Extras_Sprite , 2 );
end;
end;
Procedure DisplayMiniMap( GB: GameBoardPtr );
{ Draw the mini-map. }
const
ZONE_MiniMap: TSDL_Rect = ( X:15; Y: 15; W: 300; H: 300 );
var
MyDest: TSDL_Rect;
X,Y: Integer;
M: GearPtr;
begin
ZONE_MiniMap.W := GB^.MAP_Width * 3;
ZONE_MiniMap.H := GB^.MAP_Height * 3;
SDL_FillRect( game_screen , @ZONE_MiniMap , SDL_MapRGBA( Game_Screen^.Format , 0 , 0 , 255 , 150 ) );
for x := 1 to GB^.MAP_Width do begin
for y := 1 to GB^.MAP_Height do begin
MyDest.X := ZONE_MiniMap.X - 3 + X*3;
MyDest.Y := ZONE_MiniMap.Y - 3 + Y*3;
DrawSprite( Mini_Map_Sprite , MyDest , TileTerrain( GB , X , Y ) + 10 );
end;
end;
M := GB^.Meks;
while M <> Nil do begin
if IsMasterGear( M ) and MekVisible( GB , M ) and GearActive( M ) then begin
X := NAttValue( M^.NA , NAG_Location , NAS_X );
Y := NAttValue( M^.NA , NAG_Location , NAS_Y );
MyDest.X := ZONE_MiniMap.X - 3 + X*3;
MyDest.Y := ZONE_MiniMap.Y - 3 + Y*3;
if AreAllies( GB , NAV_DefPlayerTeam , NAttValue( M^.NA , NAG_Location , NAS_Team ) ) then begin
DrawSprite( Mini_Map_Sprite , MyDest , 5 + ( Animation_Phase div 5 mod 2 ) );
end else if AreEnemies( GB , NAV_DefPlayerTeam , NAttValue( M^.NA , NAG_Location , NAS_Team ) ) then begin
DrawSprite( Mini_Map_Sprite , MyDest , 1 + ( Animation_Phase div 5 mod 2 ) );
end else begin
DrawSprite( Mini_Map_Sprite , MyDest , 3 + ( Animation_Phase div 5 mod 2 ) );
end;
DrawSprite( Mini_Map_Sprite , MyDest , 1 + ( Animation_Phase div 5 mod 2 ) );
end;
M := M^.Next;
end;
end;
Procedure ScrollMap( GB: GameBoardPtr );
{ Asjust the position of the map origin. }
begin
if ( RK_KeyState[ SDLK_Delete ] = 1 ) then begin
origin_d := ( origin_d + 1 ) mod Num_Rotation_Angles;
end else if ( RK_KeyState[ SDLK_Insert ] = 1 ) then begin
origin_d := ( origin_d + Num_Rotation_Angles - 1 ) mod Num_Rotation_Angles;
end;
end;
Procedure ClearOverlays;
{ Erase all overlays currently on the screen. }
begin
ClearCMCelLayer( CMC_Effects );
end;
Procedure AddOverlay( GB: GameBoardPtr; OL_Sprite: SensibleSpritePtr; X , Y , Z, F: Integer );
{ Add an overlay to the screen. }
begin
AddCMCel( GB , X , Y , Z , CMC_Effects , OL_Sprite , F );
end;
Function ProcessShotAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
{ Process this shot. Return TRUE if the missile }
{ is visible on the screen, FALSE otherwise. }
{ V = Timer }
{ Stat 1 , 2 , 3 -> X1 , Y1 , Z1 }
{ Stat 4 , 5 , 6 -> X2 , Y2 , Z2 }
const
X1 = 1;
Y1 = 2;
Z1 = 3;
X2 = 4;
Y2 = 5;
Z2 = 6;
var
P: Point;
begin
{ Increase the counter, and find the next spot. }
Inc( AnimOb^.V );
P := SolveLine( AnimOb^.Stat[ X1 ] , AnimOb^.Stat[ Y1 ] , AnimOb^.Stat[ Z1 ] , AnimOb^.Stat[ X2 ] , AnimOb^.Stat[ Y2 ] , AnimOb^.Stat[ Z2 ] , AnimOb^.V );
{ If this is the destination point, then we're done. }
if ( P.X = AnimOb^.Stat[ X2 ] ) and ( P.Y = AnimOb^.Stat[ Y2 ] ) then begin