示例#1
0
void ExamineGridNoForSlantRoofExtraGraphic( INT32 sCheckGridNo )
{
	LEVELNODE					*pNode = NULL;
	STRUCTURE					*pStructure, *pBase;
	UINT8 ubLoop;
	DB_STRUCTURE_TILE	**	ppTile;
	INT32 sGridNo;
	UINT16						usIndex;
	BOOLEAN						fChanged = FALSE;

	// CHECK FOR A SLANTED ROOF HERE....
	pStructure = FindStructure( sCheckGridNo, STRUCTURE_SLANTED_ROOF );

	if ( pStructure != NULL )
	{
		// We have a slanted roof here ... find base and remove...
		pBase = FindBaseStructure( pStructure );

		// Get LEVELNODE for struct and remove!
		pNode = FindLevelNodeBasedOnStructure( pBase->sGridNo, pBase );

		// Loop through each gridno and see if revealed....
		for ( ubLoop = 0; ubLoop < pBase->pDBStructureRef->pDBStructure->ubNumberOfTiles; ubLoop++ )
		{
			ppTile = pBase->pDBStructureRef->ppTile;
#if 0//dnl ch83 080114
			sGridNo = pBase->sGridNo + ppTile[ ubLoop ]->sPosRelToBase;
#else
			sGridNo = AddPosRelToBase(pBase->sGridNo, ppTile[ubLoop]);
#endif
			if (sGridNo < 0 || sGridNo > WORLD_MAX)
			{
				continue;
			}

			// Given gridno,
			// IF NOT REVEALED AND HIDDEN....
			if ( !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) && pNode->uiFlags & LEVELNODE_HIDDEN )
			{
				// Add graphic if one does not already exist....
				if ( !TypeExistsInRoofLayer( sGridNo, SLANTROOFCEILING, &usIndex ) )
				{
					// Add
					AddRoofToHead( sGridNo, SLANTROOFCEILING1 );
					fChanged = TRUE;
				}
			}

			// Revealed?
			if ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED )
			{
				///Remove any slant roof items if they exist
				if ( TypeExistsInRoofLayer( sGridNo, SLANTROOFCEILING, &usIndex ) )
				{
					RemoveRoof( sGridNo, usIndex );
					fChanged = TRUE;
				}
			}

		}
	}

	if ( fChanged )
	{
		// DIRTY THE WORLD!
		InvalidateWorldRedundency();
		SetRenderFlags(RENDER_FLAG_FULL );
	}

}
示例#2
0
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;

	}


}