Crossfire Server, Branch 1.12
R12190
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00001 /* 00002 CrossFire, A Multiplayer game for X-windows 00003 00004 Copyright (C) 2007 Mark Wedel & Crossfire Development Team 00005 Copyright (C) 1992 Frank Tore Johansen 00006 00007 This program is free software; you can redistribute it and/or modify 00008 it under the terms of the GNU General Public License as published by 00009 the Free Software Foundation; either version 2 of the License, or 00010 (at your option) any later version. 00011 00012 This program is distributed in the hope that it will be useful, 00013 but WITHOUT ANY WARRANTY; without even the implied warranty of 00014 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00015 GNU General Public License for more details. 00016 00017 You should have received a copy of the GNU General Public License 00018 along with this program; if not, write to the Free Software 00019 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00020 00021 The authors can be reached via e-mail at crossfire-devel@real-time.com 00022 */ 00023 00027 #include <global.h> 00028 #include <ob_methods.h> 00029 #include <ob_types.h> 00030 #include <sounds.h> 00031 #include <sproto.h> 00032 00033 static method_ret thrown_object_type_process(ob_methods *context, object *op); 00034 00038 void init_type_thrown_object(void) { 00039 register_move_on(THROWN_OBJ, common_projectile_move_on); 00040 register_process(THROWN_OBJ, thrown_object_type_process); 00041 } 00042 00049 static method_ret thrown_object_type_process(ob_methods *context, object *op) { 00050 if (op->map == NULL) { 00051 LOG(llevError, "BUG: Thrown object had no map.\n"); 00052 remove_ob(op); 00053 free_object(op); 00054 return METHOD_ERROR; 00055 } 00056 00057 /* we need to stop thrown objects at some point. Like here. */ 00058 if (op->type == THROWN_OBJ) { 00059 /* If the object that the THROWN_OBJ encapsulates disappears, 00060 * we need to have this object go away also - otherwise, you get 00061 * left over remnants on the map. Where this currently happens 00062 * is if the player throws a bomb - the bomb explodes on its own, 00063 * but this object sticks around. We could handle the cleanup in the 00064 * bomb code, but there are potential other cases where that could happen, 00065 * and it is easy enough to clean it up here. 00066 */ 00067 if (op->inv == NULL) { 00068 remove_ob(op); 00069 free_object(op); 00070 return METHOD_OK; 00071 } 00072 if (op->last_sp-- < 0) { 00073 stop_projectile(op); 00074 return METHOD_OK; 00075 } 00076 } 00077 00078 return common_process_projectile(context, op); 00079 }