Beispiel #1
0
/*
 * Deallocate the object.  _All_ objects should be run through here for
 * them to be deallocated.
 */
void
dealloc_obj(struct obj *obj)
{
    if (obj->where != OBJ_FREE)
        panic("dealloc_obj: obj not free (%d,%d,%d)", obj->where, obj->otyp, obj->invlet);

    /* free up any timers attached to the object */
    if (obj->timed)
        obj_stop_timers(obj);

    /*
     * Free up any light sources attached to the object.
     *
     * We may want to just call del_light_source() without any
     * checks (requires a code change there).  Otherwise this
     * list must track all objects that can have a light source
     * attached to it (and also requires lamplit to be set).
     */
    if (obj_sheds_light(obj))
        del_light_source(LS_OBJECT, (genericptr_t) obj);

    if (obj == thrownobj) thrownobj = (struct obj*)0;

    free((genericptr_t) obj);
}
Beispiel #2
0
/*
 * OEXTRA note: Passing mtmp causes mtraits to be saved
 * even if ptr passed as well, but ptr is always used for
 * the corpse type (corpsenm). That allows the corpse type
 * to be different from the original monster,
 *	i.e.  vampire -> human corpse
 * yet still allow restoration of the original monster upon
 * resurrection.
 */
struct obj *
mkcorpstat(int objtype, struct monst *mtmp, struct permonst *ptr, int x, int y, boolean init)
            	/* CORPSE or STATUE */
                   
                     
         
             
{
    register struct obj *otmp;

    if (objtype != CORPSE && objtype != STATUE)
        warning("making corpstat type %d", objtype);
    if (x == 0 && y == 0) {		/* special case - random placement */
        otmp = mksobj(objtype, init, FALSE);
        if (otmp) rloco(otmp);
    } else
        otmp = mksobj_at(objtype, x, y, init, FALSE);
    if (otmp) {
        if (mtmp) {
            struct obj *otmp2;

            if (!ptr) ptr = mtmp->data;
            /* save_mtraits frees original data pointed to by otmp */
            otmp2 = save_mtraits(otmp, mtmp);
            if (otmp2) otmp = otmp2;
        }
        /* use the corpse or statue produced by mksobj() as-is
           unless `ptr' is non-null */
        if (ptr) {
            int old_corpsenm = otmp->corpsenm;

            otmp->corpsenm = monsndx(ptr);
            otmp->owt = weight(otmp);
            if (otmp->otyp == CORPSE &&
                    (special_corpse(old_corpsenm) ||
                     special_corpse(otmp->corpsenm))) {
                obj_stop_timers(otmp);
                start_corpse_timeout(otmp);
            }
        }
    }
    return(otmp);
}
Beispiel #3
0
/*
 * Get a random player name and class from the high score list,
 * and attach them to an object (for statues or morgue corpses).
 */
struct obj *
tt_oname(struct obj *otmp)
{
    int rank, fd;
    struct toptenentry *toptenlist, *tt;

    if (!otmp)
        return NULL;

    fd = open_datafile(RECORD, O_RDONLY, SCOREPREFIX);
    toptenlist = read_topten(fd, 100);  /* load the top 100 scores */
    close(fd);

    /* try to find a valid entry, reducing the value range for rank each time */
    rank = rn2(100);
    while (!validentry(toptenlist[rank]) && rank)
        rank = rn2(rank);

    tt = &toptenlist[rank];

    if (!validentry(toptenlist[rank]))
        otmp = NULL;    /* the topten list is empty */
    else {
        /* reset timer in case corpse started out as lizard or troll */
        if (otmp->otyp == CORPSE)
            obj_stop_timers(otmp);
        otmp->corpsenm = classmon(tt->plrole, (tt->plgend[0] == 'F'));
        otmp->owt = weight(otmp);
        otmp = oname(otmp, tt->name);
        if (otmp->otyp == CORPSE)
            start_corpse_timeout(otmp);
    }

    free(toptenlist);
    return otmp;
}