[CF-Devel] Death message fix
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Tue Nov 16 07:49:34 CST 2004
Andreas Kirschbaum wrote:
>
Strange. I applied the patch to a clean checkout and got the following
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gravestone: (note the missing killer name after "by")
>
>
arch gravestone
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name test's gravestone
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name_pl test's gravestone
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msg
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RIP
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Here rests the hero test the dwarf,
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who was killed
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by .
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endmsg
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end
Yes, you are perfectly right! op->contr->killer was not updated
properly, I did not notice this on localhost because only the first
gravestone had a name missing. All the other gravestones had names
from a previous killer too.
Thanks alot for pointing this out!
>
1. kill_object() gets called. It checks if the object will die,
>
prints the death message and removes/frees the object. But if the
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object is a player, it does *not* remove/free him but sets
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op->contr->killer only.
>
>
2. do_some_living() is called for the player object and calls
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kill_player() if it thinks the player has died.
>
>
3. kill_player() actually kills the player and creates the
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gravestone.
>
>
The problem I see with the patch is: step 3 is called before step 1 has
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set op->contr->killer to the current killer. Therefore the killer name
>
on the gravestone is the "old" value. (No value after login or the
>
previous killer.)
What I have done now is move death message code to the very end of
kill_object() function and add the check to see if the the player did
die just before it. That way all of kill_object() is executed and kill
message is displayed only if kill_player() succeeds. Calling
kill_player() in kill_object() makes sure the player will not
regenerate hp before next call to do_some_living().
What do you think of it now? I hope I did not miss anything important out.
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