int dothrow() { register struct obj *obj; if(check_capacity(NULL)) return(0); obj = getobj(toss_objs, "throw"); /* it is also possible to throw food */ /* (or jewels, or iron balls... ) */ if(!obj || !getdir(NULL)) { /* ask "in what direction?" */ if (obj && obj->oclass == GOLD_CLASS) { u.ugold += obj->quan; flags.botl = 1; dealloc_obj(obj); } return(0); } if(obj->oclass == GOLD_CLASS) return(throw_gold(obj)); if(!canletgo(obj,"throw")) return(0); if (obj->oartifact == ART_MJOLLNIR && obj != uwep) { You("must be wielding %s in order to throw it.", xname(obj)); return(0); } if ((obj->oartifact == ART_MJOLLNIR && ACURR(A_STR) != 125) || (obj->otyp == BOULDER #ifdef POLYSELF && !throws_rocks(uasmon) #endif )) { pline("It's too heavy."); return(1); } if(!u.dx && !u.dy && !u.dz) { You("cannot throw an object at yourself."); return(0); } u_wipe_engr(2); if(obj == uwep) { if(welded(obj)) { weldmsg(obj, FALSE); return(1); } if(obj->quan > 1L) setuwep(splitobj(obj, 1L)); else { setuwep((struct obj *)0); if (uwep) return(1); /* unwielded, died, rewielded */ } } else if(obj->quan > 1L) (void) splitobj(obj, 1L); freeinv(obj); return(throwit(obj)); }
// see note for eval_sequence, below struct object * eval(struct pair *form, struct environment *env) { struct pair *seq = make_pair(&form->obj, &NIL->obj); struct object *ret = eval_sequence(seq, env); dealloc_obj(&seq->obj); return ret; }
void exit_cleanup(int e) { for(int i = 0; i < g_nobjs; ++i) { dealloc_obj(i); } for(unsigned int i = 0; i < NUM_TEX; ++i) { SDL_DestroyTexture(g_tex[i]); } if(g_renderer) { SDL_DestroyRenderer(g_renderer); } if(g_screen) { SDL_FreeSurface(g_screen); } if(g_window) { SDL_DestroyWindow(g_window); } SDL_Quit(); exit(e); }
static int describe_object(int x, int y, int votyp, char *buf) { int num_objs = 0; struct obj *otmp; if (votyp == -1) return -1; otmp = vobj_at(x,y); if (!otmp || otmp->otyp != votyp) { if (votyp != STRANGE_OBJECT) { otmp = mksobj(level, votyp, FALSE, FALSE); if (otmp->oclass == COIN_CLASS) otmp->quan = 1L; /* to force pluralization off */ else if (otmp->otyp == SLIME_MOLD) otmp->spe = current_fruit; /* give the fruit a type */ strcpy(buf, distant_name(otmp, xname)); dealloc_obj(otmp); otmp = vobj_at(x,y); /* make sure we don't point to the temp obj any more */ } } else strcpy(buf, distant_name(otmp, xname)); if (level->locations[x][y].typ == STONE || level->locations[x][y].typ == SCORR) strcat(buf, " embedded in stone"); else if (IS_WALL(level->locations[x][y].typ) || level->locations[x][y].typ == SDOOR) strcat(buf, " embedded in a wall"); else if (closed_door(level, x,y)) strcat(buf, " embedded in a door"); else if (is_pool(level, x,y)) strcat(buf, " in water"); else if (is_lava(level, x,y)) strcat(buf, " in molten lava"); /* [can this ever happen?] */ if (!cansee(x, y)) return -1; /* don't disclose the number of objects for location out of LOS */ if (!otmp) /* There is no object here. Since the player sees one it must be a mimic */ return 1; if (otmp->otyp != votyp) /* Hero sees something other than the actual top object. Probably a mimic */ num_objs++; for ( ; otmp; otmp = otmp->nexthere) num_objs++; return num_objs; }
static void free_objchn(struct obj *otmp) { struct obj *otmp2; while (otmp) { otmp2 = otmp->nobj; if (Has_contents(otmp)) free_objchn(otmp->cobj); otmp->where = OBJ_FREE; /* set to free so dealloc will work */ otmp->timed = 0; /* not timed any more */ otmp->lamplit = 0; /* caller handled lights */ dealloc_obj(otmp); otmp = otmp2; } }
void dealloc_timer_1s(int i) { printf("dealloc_timer %d\n", i); die_if(i >= g_ntimers, "unknown timer index"); --g_ntimers; int n = g_ntimers; dealloc_obj(g_timer_oid[i]); if(n == 0 || i == n) { return; } g_timer_oid[i] = g_timer_oid[n]; g_timer_expire[i] = g_timer_expire[n]; }
static int describe_object(int x, int y, int votyp, char *buf, int known_embed, boolean *feature_described) { int num_objs = 0; struct obj *otmp; int typ; *feature_described = FALSE; if (votyp == -1) return -1; otmp = vobj_at(x, y); if (!otmp || otmp->otyp != votyp) { /* We have a mimic. */ if (votyp == STRANGE_OBJECT) { strcpy(buf, "strange object"); } else { otmp = mktemp_sobj(level, votyp); otmp->corpsenm = PM_TENGU; /* (basic object only, no random features) */ if (otmp->oclass == COIN_CLASS) otmp->quan = 1L; /* to force pluralization off */ else if (otmp->otyp == SLIME_MOLD) otmp->spe = gamestate.fruits.current;/* give the fruit a type */ strcpy(buf, distant_name(otmp, xname)); dealloc_obj(otmp); otmp = vobj_at(x, y); /* make sure we don't point to the temp obj any more */ } } else strcpy(buf, distant_name(otmp, xname)); typ = level->locations[x][y].typ; if (known_embed && IS_TREE(typ)) strcat(buf, " stuck"); else if (known_embed && (IS_ROCK(typ) || closed_door(level, x, y))) strcat(buf, " embedded"); else if (IS_TREE(typ)) { strcat(buf, " stuck in a tree"); *feature_described = TRUE; } else if (typ == STONE || typ == SCORR) { strcat(buf, " embedded in stone"); *feature_described = TRUE; } else if (IS_WALL(typ) || typ == SDOOR) { strcat(buf, " embedded in a wall"); *feature_described = TRUE; } else if (closed_door(level, x, y)) { strcat(buf, " embedded in a door"); *feature_described = TRUE; } else if (is_pool(level, x, y)) { strcat(buf, " in water"); *feature_described = TRUE; } else if (is_lava(level, x, y)) { strcat(buf, " in molten lava"); /* [can this ever happen?] */ *feature_described = TRUE; } if (!cansee(x, y)) return -1; /* don't disclose the number of objects for location out of LOS */ if (!otmp) /* There is no object here. Since the player sees one it must be a mimic */ return 1; if (otmp->otyp != votyp) /* Hero sees something other than the actual top object. Probably a mimic */ num_objs++; for (; otmp; otmp = otmp->nexthere) num_objs++; return num_objs; }
/* * Allocate a new and possibly larger storage space for an obj. */ struct obj * realloc_obj(struct obj *obj, int oextra_size, void *oextra_src, int oname_size, const char *name) { struct obj *otmp; otmp = newobj(oextra_size + oname_size, obj); if (oextra_size) { if (oextra_src) memcpy(otmp->oextra, oextra_src, oextra_size); } else { otmp->oattached = OATTACHED_NOTHING; } otmp->oxlth = oextra_size; otmp->onamelth = oname_size; if (oname_size) { if (name) strcpy(ONAME_MUTABLE(otmp), name); } /* !obj->olev means the obj is currently being restored and no pointer from or to it is valid. Re-equipping, timer linking, etc. will happen elsewhere in that case. */ if (obj->olev) { int i; if (obj->owornmask) { boolean save_twoweap = u.twoweap; /* unwearing the old instance will clear dual-wield mode if this object is either of the two weapons */ setworn(NULL, obj->owornmask); setworn(otmp, otmp->owornmask); u.twoweap = save_twoweap; } /* replace obj with otmp */ replace_object(obj, otmp); /* fix ocontainer pointers */ if (Has_contents(obj)) { struct obj *inside; for (inside = obj->cobj; inside; inside = inside->nobj) inside->ocontainer = otmp; } /* move timers and light sources from obj to otmp */ otmp->timed = 0; /* not timed, yet */ if (obj->timed) obj_move_timers(obj, otmp); otmp->lamplit = 0; /* ditto */ if (obj->lamplit) obj_move_light_source(obj, otmp); /* objects possibly being manipulated by multi-turn occupations which have been interrupted but might be subsequently resumed */ for (i = 0; i <= tos_last_slot; i++) { if (obj == u.utracked[i]) u.utracked[i] = otmp; } /* This is probably paranoia; it would only come up if an item can end up being specific-named as a result of trying to use it. */ for (i = 0; i <= ttos_last_slot; i++) { if (obj == turnstate.tracked[i]) turnstate.tracked[i] = otmp; } } else { /* During restore, floating objects are on the floating objects chain, /but/ may not have OBJ_FREE set. */ otmp->where = obj->where; obj->where = OBJ_FREE; obj->timed = FALSE; obj->lamplit = FALSE; } /* obfree(obj, otmp); now unnecessary: no pointers on bill */ dealloc_obj(obj); /* let us hope nobody else saved a pointer */ return otmp; }
/* * Allocate a new and possibly larger storage space for an obj. */ struct obj *realloc_obj(struct obj *obj, int oextra_size, void *oextra_src, int oname_size, const char *name) { struct obj *otmp; otmp = newobj(oextra_size + oname_size); *otmp = *obj; /* the cobj pointer is copied to otmp */ if (oextra_size) { if (oextra_src) memcpy(otmp->oextra, oextra_src, oextra_size); } else { otmp->oattached = OATTACHED_NOTHING; } otmp->oxlth = oextra_size; otmp->onamelth = oname_size; if (oname_size) { if (name) strcpy(ONAME(otmp), name); } /* !obj->olev means the obj is currently being restored and no pointer * from or to it is valid. Re-equipping, timer linking, etc. will happen * elsewhere in that case. */ if (obj->olev) { if (obj->owornmask) { boolean save_twoweap = u.twoweap; /* unwearing the old instance will clear dual-wield mode if this object is either of the two weapons */ setworn(NULL, obj->owornmask); setworn(otmp, otmp->owornmask); u.twoweap = save_twoweap; } /* replace obj with otmp */ replace_object(obj, otmp); /* fix ocontainer pointers */ if (Has_contents(obj)) { struct obj *inside; for (inside = obj->cobj; inside; inside = inside->nobj) inside->ocontainer = otmp; } /* move timers and light sources from obj to otmp */ otmp->timed = 0; /* not timed, yet */ if (obj->timed) obj_move_timers(obj, otmp); otmp->lamplit = 0; /* ditto */ if (obj->lamplit) obj_move_light_source(obj, otmp); /* objects possibly being manipulated by multi-turn occupations which have been interrupted but might be subsequently resumed */ if (obj->oclass == FOOD_CLASS) food_substitution(obj, otmp); /* eat food or open tin */ else if (obj->oclass == SPBOOK_CLASS) book_substitution(obj, otmp); /* read spellbook */ } else { /* make sure dealloc_obj doesn't explode */ obj->where = OBJ_FREE; obj->timed = FALSE; obj->lamplit = FALSE; } /* obfree(obj, otmp); now unnecessary: no pointers on bill */ dealloc_obj(obj); /* let us hope nobody else saved a pointer */ return otmp; }