void RemoveCoverObjectFromWorld( const INT32 sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof ) { if( fRoof ) { RemoveOnRoof( sGridNo, usGraphic ); } else { RemoveObject( sGridNo, usGraphic ); } }
void DeleteAniTile( ANITILE *pAniTile ) { ANITILE *pAniNode = NULL; ANITILE *pOldAniNode = NULL; TILE_ELEMENT *TileElem; pAniNode = pAniTileHead; while( pAniNode!= NULL ) { if ( pAniNode == pAniTile ) { // OK, set links // Check for head or tail if ( pOldAniNode == NULL ) { // It's the head pAniTileHead = pAniTile->pNext; } else { pOldAniNode->pNext = pAniNode->pNext; } if ( !(pAniNode->uiFlags & ANITILE_EXISTINGTILE ) ) { // Delete memory assosiated with item switch( pAniNode->ubLevelID ) { case ANI_STRUCT_LEVEL: RemoveStructFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode ); break; case ANI_SHADOW_LEVEL: RemoveShadowFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode ); break; case ANI_OBJECT_LEVEL: RemoveObject( pAniNode->sGridNo, pAniNode->usTileIndex ); break; case ANI_ROOF_LEVEL: RemoveRoof( pAniNode->sGridNo, pAniNode->usTileIndex ); break; case ANI_ONROOF_LEVEL: RemoveOnRoof( pAniNode->sGridNo, pAniNode->usTileIndex ); break; case ANI_TOPMOST_LEVEL: RemoveTopmostFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode ); break; } if ( ( pAniNode->uiFlags & ANITILE_CACHEDTILE ) ) { RemoveCachedTile( pAniNode->sCachedTileID ); } if ( pAniNode->uiFlags & ANITILE_EXPLOSION ) { // Talk to the explosion data... RemoveExplosionData( pAniNode->uiUserData3 ); if ( !gfExplosionQueueActive ) { // turn on sighting again // the explosion queue handles all this at the end of the queue gTacticalStatus.uiFlags &= (~DISALLOW_SIGHT); } // Freeup attacker from explosion DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., EXPLOSION effect gone off") ); ReduceAttackBusyCount( (UINT8)pAniNode->ubUserData2, FALSE ); } if ( pAniNode->uiFlags & ANITILE_RELEASE_ATTACKER_WHEN_DONE ) { // First delete the bullet! RemoveBullet( pAniNode->uiUserData3 ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - miss finished animation") ); FreeUpAttacker( (UINT8) pAniNode->ubAttackerMissed ); } } else { TileElem = &( gTileDatabase[ pAniNode->usTileIndex ] ); // OK, update existing tile usIndex.... Assert( TileElem->pAnimData != NULL ); pAniNode->pLevelNode->usIndex = TileElem->pAnimData->pusFrames[ pAniNode->pLevelNode->sCurrentFrame ]; // OK, set our frame data back to zero.... pAniNode->pLevelNode->sCurrentFrame = 0; // Set some flags to write to Z / update save buffer // pAniNode->pLevelNode->uiFlags |=( LEVELNODE_LASTDYNAMIC | LEVELNODE_UPDATESAVEBUFFERONCE ); pAniNode->pLevelNode->uiFlags &= ~( LEVELNODE_DYNAMIC | LEVELNODE_USEZ | LEVELNODE_ANIMATION ); if (pAniNode->uiFlags & ANITILE_DOOR) { // unset door busy! DOOR_STATUS * pDoorStatus; pDoorStatus = GetDoorStatus( pAniNode->sGridNo ); if (pDoorStatus) { pDoorStatus->ubFlags &= ~(DOOR_BUSY); } if ( GridNoOnScreen( pAniNode->sGridNo ) ) { SetRenderFlags(RENDER_FLAG_FULL); } } } MemFree( pAniNode ); return; } pOldAniNode = pAniNode; pAniNode = pAniNode->pNext; } }