version 1.62 | | version 1.63 |
---|
| | |
/* | | /* |
* static char *rcsid_time_c = | | * static char *rcsid_time_c = |
* "$Id: time.c,v 1.62 2004/05/14 05:55:56 mwedel Exp $"; | | * "$Id: time.c,v 1.63 2004/06/23 05:49:07 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
| | |
/* we need to stop thrown objects at some point. Like here. */ | | /* we need to stop thrown objects at some point. Like here. */ |
if(op->type==THROWN_OBJ) { | | if(op->type==THROWN_OBJ) { |
if (op->inv == NULL) | | /* If the object that the THROWN_OBJ encapsulates disappears, |
| | * we need to have this object go away also - otherwise, you get |
| | * left over remnants on the map. Where this currently happens |
| | * is if the player throws a bomb - the bomb explodes on its own, |
| | * but this object sticks around. We could handle the cleanup in the |
| | * bomb code, but there are potential other cases where that could happen, |
| | * and it is easy enough to clean it up here. |
| | */ |
| | if (op->inv == NULL) { |
| | remove_ob(op); |
| | free_object(op); |
return; | | return; |
| | } |
if(op->last_sp-- < 0) { | | if(op->last_sp-- < 0) { |
stop_arrow (op); | | stop_arrow (op); |
return; | | return; |