Code:
static void make_corpse(struct char_data *ch, int attacktype)
{
char buf2[MAX_NAME_LENGTH + 64], spec_desc[255];
char buf3[MAX_NAME_LENGTH + 64];
struct obj_data *corpse, *o;
struct obj_data *money;
struct obj_data *head;
int i, x, y;
head = create_obj();
head->item_number = NOTHING;
IN_ROOM(head) = NOWHERE;
if (!(GET_CLASS(ch) == CLASS_NPC_UNDEAD)) {
if ((GET_HIT(ch) < -30) && (attacktype == TYPE_SLASH || attacktype == TYPE_BITE)) {
head->name = strdup("head");
snprintf(buf3, sizeof(buf3), "the severed head of %s is lying here.", GET_NAME(ch));
head->description = strdup(buf3);
snprintf(buf3, sizeof(buf3), "severed head of %s", GET_NAME(ch));
head->short_description = strdup(buf3);
GET_OBJ_TYPE(head) = ITEM_CONTAINER;
for(x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) {
if (x < EF_ARRAY_MAX)
GET_OBJ_EXTRA_AR(head, x) = 0;
if (y < TW_ARRAY_MAX)
head->obj_flags.wear_flags[y] = 0;
}
SET_BIT_AR(GET_OBJ_WEAR(head), ITEM_WEAR_TAKE);
SET_BIT_AR(GET_OBJ_EXTRA(head), ITEM_NODONATE);
GET_OBJ_VAL(head, 0) = 0;
GET_OBJ_VAL(head, 3) = 1;
GET_OBJ_WEIGHT(head) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
GET_OBJ_RENT(head) = 100000;
if (IS_NPC(ch))
GET_OBJ_TIMER(head) = CONFIG_MAX_NPC_CORPSE_TIME+2;
else
GET_OBJ_TIMER(head) = CONFIG_MAX_PC_CORPSE_TIME+3;
obj_to_room(head, IN_ROOM(ch));
}
}
switch (attacktype) {
case SPELL_FIRESHIELD:
case SPELL_FIREBALL:sprintf(spec_desc,"smoldering remains of %s are",
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
break;
case SPELL_CHILL_TOUCH:
case SPELL_FROST_BOLT:sprintf(spec_desc,"frozen corpse of %s is",
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
break;
default:sprintf(spec_desc,"corpse of %s is",
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
break;
}
corpse = create_obj();
corpse->item_number = NOTHING;
IN_ROOM(corpse) = NOWHERE;
if (GET_CLASS(ch) == CLASS_NPC_UNDEAD) {
corpse->name = strdup("dust pile bones");
snprintf(buf2, sizeof(buf2), "A pile of dust and bones is here.");
corpse->description = strdup(buf2);
snprintf(buf2, sizeof(buf2), "a pile of dust and bones");
corpse->short_description = strdup(buf2);
} else {
snprintf(buf2, sizeof(buf2), "corpse %s", spec_desc);
corpse->name = strdup(buf2);
snprintf(buf2, sizeof(buf2), "The %s lying here.", spec_desc);
corpse->description = strdup(buf2);
snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch));
corpse->short_description = strdup(buf2);
}
GET_OBJ_TYPE(corpse) = ITEM_CONTAINER;
for(x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) {
if (x < EF_ARRAY_MAX)
GET_OBJ_EXTRA_AR(corpse, x) = 0;
if (y < TW_ARRAY_MAX)
corpse->obj_flags.wear_flags[y] = 0;
}
SET_BIT_AR(GET_OBJ_WEAR(corpse), ITEM_WEAR_TAKE);
SET_BIT_AR(GET_OBJ_EXTRA(corpse), ITEM_NODONATE);
if (!(GET_CLASS(ch) == CLASS_NPC_UNDEAD))
SET_BIT_AR(GET_OBJ_EXTRA(corpse), ITEM_TANNABLE);
GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */
GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */
GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
GET_OBJ_RENT(corpse) = 100000;
if (IS_NPC(ch))
GET_OBJ_TIMER(corpse) = CONFIG_MAX_NPC_CORPSE_TIME;
else
GET_OBJ_TIMER(corpse) = CONFIG_MAX_PC_CORPSE_TIME;
/* transfer character's inventory to the corpse */
corpse->contains = ch->carrying;
for (o = corpse->contains; o != NULL; o = o->next_content)
o->in_obj = corpse;
object_list_new_owner(corpse, NULL);
/* transfer character's equipment to the corpse */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i)) {
remove_otrigger(GET_EQ(ch, i), ch);
obj_to_obj(unequip_char(ch, i), corpse);
}
/* transfer gold */
if (GET_GOLD(ch) > 0) {
/* following 'if' clause added to fix gold duplication loophole. The above
* line apparently refers to the old "partially log in, kill the game
* character, then finish login sequence" duping bug. The duplication has
* been fixed (knock on wood) but the test below shall live on, for a
* while. -gg 3/3/2002 */
if (IS_NPC(ch) || ch->desc) {
money = create_money(GET_GOLD(ch));
obj_to_obj(money, corpse);
}
GET_GOLD(ch) = 0;
}
ch->carrying = NULL;
IS_CARRYING_N(ch) = 0;
IS_CARRYING_W(ch) = 0;
obj_to_room(corpse, IN_ROOM(ch));
}