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/cvs/deliantra/server/server/login.C
Revision: 1.11
Committed: Sun Sep 3 22:45:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +9 -11 lines
Log Message:
string scanning (e.g. for patch) is not implemented ATM but should be easy
to add with an alternative constructor for object_thawer.

Rewrote flex scanner to be simpler, faster and more modularised.

Initial speedup: 16%

(ah well)

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_login_c =
3 root 1.11 * "$Id: login.C,v 1.10 2006-09-03 00:18:42 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #endif
33     #include <spells.h>
34     #include <loader.h>
35     #include <define.h>
36    
37     extern void sub_weight (object *, signed long);
38     extern void add_weight (object *, signed long);
39     extern long pticks;
40    
41     /* If flag is non zero, it means that we want to try and save everyone, but
42     * keep the game running. Thus, we don't want to free any information.
43     */
44     void emergency_save(int flag) {
45     player *pl;
46     #ifndef NO_EMERGENCY_SAVE
47     trying_emergency_save = 1;
48     if(editor)
49     return;
50     LOG(llevError,"Emergency save: ");
51     for(pl=first_player;pl!=NULL;pl=pl->next) {
52     if(!pl->ob) {
53     LOG(llevError, "No name, ignoring this.\n");
54     continue;
55     }
56     LOG(llevError,"%s ",pl->ob->name);
57     new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save...");
58    
59     /* If we are not exiting the game (ie, this is sort of a backup save), then
60     * don't change the location back to the village. Note that there are other
61     * options to have backup saves be done at the starting village
62     */
63     if (!flag) {
64 root 1.6 strcpy(pl->maplevel, first_map_path);
65     if(pl->ob->map!=NULL)
66     pl->ob->map = NULL;
67     pl->ob->x = -1;
68     pl->ob->y = -1;
69 elmex 1.1 }
70     if(!save_player(pl->ob,flag)) {
71     LOG(llevError, "(failed) ");
72     new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save failed, checking score...");
73     }
74     check_score(pl->ob);
75     }
76     LOG(llevError,"\n");
77     #else
78     LOG(llevInfo,"Emergency saves disabled, no save attempted\n");
79     #endif
80     /* If the game is exiting, remove the player locks */
81     if (!flag) {
82     for(pl=first_player;pl!=NULL;pl=pl->next) {
83     if(pl->ob) {
84     }
85     }
86     }
87     }
88    
89     /* Delete character with name. if new is set, also delete the new
90     * style directory, otherwise, just delete the old style playfile
91     * (needed for transition)
92     */
93     void delete_character(const char *name, int newchar) {
94     char buf[MAX_BUF];
95    
96     sprintf(buf,"%s/%s/%s.pl",settings.localdir,settings.playerdir,name);
97     if(unlink(buf)== -1)
98 root 1.8 LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror(errno));
99 elmex 1.1 if (newchar) {
100 root 1.6 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,name);
101     /* this effectively does an rm -rf on the directory */
102     remove_directory(buf);
103 elmex 1.1 }
104     }
105    
106     /* This verify that a character of name exits, and that it matches
107     * password. It return 0 if there is match, 1 if no such player,
108     * 2 if incorrect password.
109     */
110    
111     int verify_player(const char *name, char *password)
112     {
113     char buf[MAX_BUF];
114     int comp;
115     FILE *fp;
116    
117     if (strpbrk(name, "/.\\") != NULL) {
118 root 1.6 LOG(llevError, "Username contains illegal characters: %s\n", name);
119     return 1;
120 elmex 1.1 }
121    
122     snprintf(buf, sizeof(buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
123     if (strlen(buf) >= sizeof(buf)-1) {
124 root 1.6 LOG(llevError, "Username too long: %s\n", name);
125     return 1;
126 elmex 1.1 }
127    
128     if ((fp=open_and_uncompress(buf,0,&comp))==NULL) return 1;
129    
130     /* Read in the file until we find the password line. Our logic could
131     * be a bit better on cleaning up the password from the file, but since
132     * it is written by the program, I think it is fair to assume that the
133     * syntax should be pretty standard.
134     */
135     while (fgets(buf, MAX_BUF-1, fp) != NULL) {
136 root 1.6 if (!strncmp(buf,"password ",9)) {
137     buf[strlen(buf)-1]=0; /* remove newline */
138     if (check_password(password, buf+9)) {
139     close_and_delete(fp, comp);
140     return 0;
141     }
142     else {
143     close_and_delete(fp, comp);
144     return 2;
145     }
146     }
147 elmex 1.1 }
148     LOG(llevDebug,"Could not find a password line in player %s\n", name);
149     close_and_delete(fp, comp);
150     return 1;
151     }
152    
153     /* Checks to see if anyone else by 'name' is currently playing.
154     * If we find that file or another character of some name is already in the
155     * game, we don't let this person join (we should really let the new player
156     * enter the password, and if correct, disconnect that socket and attach it to
157     * the players current session.
158     * If no one by that name is currently playing, we then make sure the name
159     * doesn't include any bogus characters.
160     * We return 0 if the name is in use/bad, 1 if it is OK to use this name.
161     */
162    
163     int check_name(player *me,const char *name) {
164     player *pl;
165    
166     for(pl=first_player;pl!=NULL;pl=pl->next)
167 root 1.6 if(pl!=me&&pl->ob->name!=NULL&&!strcmp(pl->ob->name,name)) {
168     new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is already in use.");
169     return 0;
170     }
171 elmex 1.1
172     if (*name=='\0') {
173 root 1.6 new_draw_info(NDI_UNIQUE, 0,me->ob,"Null names are not allowed.");
174     return 0;
175 elmex 1.1 }
176    
177     if(!playername_ok(name)) {
178 root 1.6 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name contains illegal characters.");
179     return 0;
180 elmex 1.1 }
181     if (strlen(name) >= MAX_NAME) {
182 root 1.6 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is too long.");
183     return 0;
184 elmex 1.1 }
185    
186     return 1;
187     }
188    
189     int create_savedir_if_needed(char *savedir)
190     {
191     struct stat *buf;
192    
193     if ((buf = (struct stat *) malloc(sizeof(struct stat))) == NULL) {
194     LOG(llevError, "Unable to save playerfile... out of memory.\n");
195     return 0;
196     } else {
197     stat(savedir, buf);
198     if (!S_ISDIR(buf->st_mode))
199     if (mkdir(savedir, SAVE_DIR_MODE))
200 root 1.6 {
201 root 1.8 LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror(errno));
202 root 1.6 return 0;
203 elmex 1.1 }
204     free(buf);
205     }
206     return 1;
207     }
208    
209     void destroy_object (object *op)
210     {
211     object *tmp;
212     while ((tmp = op->inv))
213 root 1.6 destroy_object (tmp);
214 elmex 1.1
215     if (!QUERY_FLAG(op, FLAG_REMOVED))
216 root 1.6 remove_ob(op);
217 elmex 1.1 free_object(op);
218     }
219    
220     /*
221     * If flag is set, it's only backup, ie dont remove objects from inventory
222     * If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player
223     * will be saved at the emergency save location.
224     * Returns non zero if successful.
225     */
226    
227     int save_player(object *op, int flag) {
228     object *tmp, *container=NULL;
229     player *pl = op->contr;
230     int i,wiz=QUERY_FLAG(op,FLAG_WIZ);
231     long checksum;
232     #ifdef BACKUP_SAVE_AT_HOME
233     sint16 backup_x, backup_y;
234     #endif
235    
236     if (!op->stats.exp) return 0; /* no experience, no save */
237    
238     flag&=1;
239    
240     if(!pl->name_changed||(!flag&&!op->stats.exp)) {
241     if(!flag) {
242     new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,");
243     new_draw_info(NDI_UNIQUE, 0,op,"Game not saved.");
244     }
245     return 0;
246     }
247    
248     /* Sanity check - some stuff changes this when player is exiting */
249     if (op->type != PLAYER) return 0;
250    
251     /* Prevent accidental saves if connection is reset after player has
252     * mostly exited.
253     */
254     if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
255 root 1.6 return 0;
256 elmex 1.1
257 root 1.9 INVOKE_PLAYER (SAVE, op->contr);
258 root 1.5
259 elmex 1.1 if (flag == 0)
260     terminate_all_pets(op);
261    
262 root 1.9 object_freezer freezer;
263 root 1.3
264 root 1.9 /* Eneq(@csd.uu.se): If we have an open container hide it. */
265     if (op->container)
266 root 1.5 {
267 root 1.9 container = op->container;
268     op->container = NULL;
269 root 1.5 }
270 elmex 1.1
271 root 1.9 fprintf(freezer,"password %s\n",pl->password);
272 root 1.3
273 elmex 1.1 if (settings.set_title == TRUE)
274     if(pl->own_title[0]!='\0')
275 root 1.9 fprintf(freezer,"title %s\n",pl->own_title);
276 elmex 1.1
277 root 1.9 fprintf(freezer,"explore %d\n",pl->explore);
278     fprintf(freezer,"gen_hp %d\n",pl->gen_hp);
279     fprintf(freezer,"gen_sp %d\n",pl->gen_sp);
280     fprintf(freezer,"gen_grace %d\n",pl->gen_grace);
281     fprintf(freezer,"listening %d\n",pl->listening);
282     fprintf(freezer,"shoottype %d\n",pl->shoottype);
283     fprintf(freezer,"bowtype %d\n",pl->bowtype);
284     fprintf(freezer,"petmode %d\n",pl->petmode);
285     fprintf(freezer,"peaceful %d\n",pl->peaceful);
286     fprintf(freezer,"no_shout %d\n",pl->no_shout);
287     fprintf(freezer,"digestion %d\n",pl->digestion);
288     fprintf(freezer,"pickup %d\n", pl->mode);
289     fprintf(freezer,"outputs_sync %d\n", pl->outputs_sync);
290     fprintf(freezer,"outputs_count %d\n", pl->outputs_count);
291 elmex 1.1 /* Match the enumerations but in string form */
292 root 1.9 fprintf(freezer,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory":
293 root 1.6 (pl->usekeys==keyrings?"keyrings":"containers"));
294 elmex 1.1 /* Match the enumerations but in string form */
295 root 1.9 fprintf(freezer,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
296 root 1.6 (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
297 elmex 1.1
298     #ifdef BACKUP_SAVE_AT_HOME
299     if (op->map!=NULL && flag==0)
300     #else
301     if (op->map!=NULL)
302     #endif
303 root 1.9 fprintf(freezer,"map %s\n",op->map->path);
304 elmex 1.1 else
305 root 1.9 fprintf(freezer,"map %s\n",settings.emergency_mapname);
306 elmex 1.1
307 root 1.9 fprintf(freezer,"savebed_map %s\n", pl->savebed_map);
308     fprintf(freezer,"bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
309     fprintf(freezer,"weapon_sp %f\n",pl->weapon_sp);
310     fprintf(freezer,"Str %d\n",pl->orig_stats.Str);
311     fprintf(freezer,"Dex %d\n",pl->orig_stats.Dex);
312     fprintf(freezer,"Con %d\n",pl->orig_stats.Con);
313     fprintf(freezer,"Int %d\n",pl->orig_stats.Int);
314     fprintf(freezer,"Pow %d\n",pl->orig_stats.Pow);
315     fprintf(freezer,"Wis %d\n",pl->orig_stats.Wis);
316     fprintf(freezer,"Cha %d\n",pl->orig_stats.Cha);
317 elmex 1.1
318 root 1.9 fprintf(freezer,"lev_array %d\n",op->level>10?10:op->level);
319 elmex 1.1 for(i=1;i<=pl->last_level&&i<=10;i++) {
320 root 1.9 fprintf(freezer,"%d\n",pl->levhp[i]);
321     fprintf(freezer,"%d\n",pl->levsp[i]);
322     fprintf(freezer,"%d\n",pl->levgrace[i]);
323 elmex 1.1 }
324 root 1.4
325 root 1.9 freezer.put (op->contr);
326 root 1.4
327 root 1.9 fprintf(freezer,"endplst\n");
328 elmex 1.1
329     SET_FLAG(op, FLAG_NO_FIX_PLAYER);
330     CLEAR_FLAG(op, FLAG_WIZ);
331     #ifdef BACKUP_SAVE_AT_HOME
332     if (flag) {
333     backup_x = op->x;
334     backup_y = op->y;
335     op->x = -1;
336     op->y = -1;
337     }
338     /* Save objects, but not unpaid objects. Don't remove objects from
339     * inventory.
340     */
341 root 1.9 save_object(freezer, op, 2);
342 elmex 1.1 if (flag) {
343     op->x = backup_x;
344     op->y = backup_y;
345     }
346     #else
347 root 1.9 save_object(freezer, op, 3); /* don't check and don't remove */
348 elmex 1.1 #endif
349    
350 root 1.9 char filename[MAX_BUF];
351 root 1.10 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,&op->name,&op->name);
352 root 1.9 make_path_to_file(filename);
353     freezer.save (filename);
354    
355 elmex 1.1 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
356    
357     if(!flag)
358     while ((tmp = op->inv))
359 root 1.6 destroy_object (tmp);
360 elmex 1.1
361     /* Eneq(@csd.uu.se): Reveal the container if we have one. */
362 root 1.9 if (flag && container!=NULL)
363 elmex 1.1 op->container = container;
364    
365 root 1.9 if (wiz) SET_FLAG (op, FLAG_WIZ);
366 root 1.5
367 elmex 1.1 if(!flag)
368 root 1.6 esrv_send_inventory(op, op);
369 elmex 1.1
370     return 1;
371     }
372    
373     void check_login(object *op) {
374     char filename[MAX_BUF];
375     char buf[MAX_BUF],bufall[MAX_BUF];
376     int i,value,comp;
377     long checksum = 0;
378     player *pl = op->contr;
379     int correct = 0;
380    
381     strcpy (pl->maplevel,first_map_path);
382 root 1.10 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,&op->name,&op->name);
383 elmex 1.1
384 root 1.7 object_thawer thawer (filename);
385 elmex 1.1 /* If no file, must be a new player, so lets get confirmation of
386     * the password. Return control to the higher level dispatch,
387     * since the rest of this just deals with loading of the file.
388     */
389 root 1.7 if (!thawer) {
390 root 1.6 confirm_password(op);
391     return;
392 elmex 1.1 }
393 root 1.3
394 root 1.7 if(fgets(bufall,MAX_BUF,thawer) != NULL) {
395 root 1.6 if(!strncmp(bufall,"checksum ",9)) {
396     checksum = strtol(bufall+9,(char **) NULL, 16);
397 root 1.7 (void) fgets(bufall,MAX_BUF,thawer);
398 root 1.6 }
399     if(sscanf(bufall,"password %s\n",buf)) {
400     /* New password scheme: */
401     correct=check_password(pl->write_buf+1,buf);
402     }
403     /* Old password mode removed - I have no idea what it
404     * was, and the current password mechanism has been used
405     * for at least several years.
406     */
407 elmex 1.1 }
408     if (!correct) {
409 root 1.6 new_draw_info(NDI_UNIQUE, 0,op," ");
410     new_draw_info(NDI_UNIQUE, 0,op,"Wrong Password!");
411     new_draw_info(NDI_UNIQUE, 0,op," ");
412 root 1.10 op->name =
413     op->name_pl = "noname";
414 root 1.6 op->contr->socket.password_fails++;
415     if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
416     new_draw_info(NDI_UNIQUE, 0,op,
417     "You gave an incorrect password too many times, you will now be dropped from the server.");
418     LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
419     op->contr->socket.host);
420     op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
421     }
422     else get_name(op);
423     return; /* Once again, rest of code just loads the char */
424 elmex 1.1 }
425    
426     #ifdef SAVE_INTERVAL
427     pl->last_save_time=time(NULL);
428     #endif /* SAVE_INTERVAL */
429     pl->party = NULL;
430     if (settings.search_items == TRUE)
431 root 1.6 pl->search_str[0]='\0';
432 elmex 1.1 pl->name_changed=1;
433     pl->orig_stats.Str=0;
434     pl->orig_stats.Dex=0;
435     pl->orig_stats.Con=0;
436     pl->orig_stats.Int=0;
437     pl->orig_stats.Pow=0;
438     pl->orig_stats.Wis=0;
439     pl->orig_stats.Cha=0;
440     strcpy(pl->savebed_map, first_map_path);
441     pl->bed_x=0, pl->bed_y=0;
442     pl->spellparam[0] = '\0';
443    
444     /* Loop through the file, loading the rest of the values */
445 root 1.7 while (fgets(bufall,MAX_BUF,thawer)!=NULL) {
446 root 1.6 sscanf(bufall,"%s %d\n",buf,&value);
447 elmex 1.1 if (!strcmp(buf,"endplst"))
448     break;
449 root 1.6 else if (!strcmp(buf,"oid"))
450 root 1.4 thawer.get (pl, value);
451 root 1.6 else if (!strcmp(buf,"title") && settings.set_title == TRUE)
452     sscanf(bufall,"title %[^\n]",pl->own_title);
453     else if (!strcmp(buf,"explore"))
454     pl->explore = value;
455     else if (!strcmp(buf,"gen_hp"))
456     pl->gen_hp=value;
457 elmex 1.1 else if (!strcmp(buf,"shoottype"))
458 root 1.6 pl->shoottype=(rangetype)value;
459     else if (!strcmp(buf,"bowtype"))
460     pl->bowtype=(bowtype_t)value;
461     else if (!strcmp(buf,"petmode"))
462     pl->petmode=(petmode_t)value;
463 elmex 1.1 else if (!strcmp(buf,"gen_sp"))
464 root 1.6 pl->gen_sp=value;
465 elmex 1.1 else if (!strcmp(buf,"gen_grace"))
466 root 1.6 pl->gen_grace=value;
467 elmex 1.1 else if (!strcmp(buf,"listening"))
468 root 1.6 pl->listening=value;
469 elmex 1.1 else if (!strcmp(buf,"peaceful"))
470 root 1.6 pl->peaceful=value;
471     else if (!strcmp(buf,"no_shout"))
472     pl->no_shout=value;
473 elmex 1.1 else if (!strcmp(buf,"digestion"))
474 root 1.6 pl->digestion=value;
475     else if (!strcmp(buf,"pickup"))
476     pl->mode=value;
477     else if (!strcmp(buf,"outputs_sync"))
478     pl->outputs_sync = value;
479     else if (!strcmp(buf,"outputs_count"))
480     pl->outputs_count = value;
481 elmex 1.1 else if (!strcmp(buf,"map"))
482 root 1.6 sscanf(bufall,"map %s", pl->maplevel);
483 elmex 1.1 else if (!strcmp(buf,"savebed_map"))
484 root 1.6 sscanf(bufall,"savebed_map %s", pl->savebed_map);
485     else if (!strcmp(buf,"bed_x"))
486     pl->bed_x=value;
487     else if (!strcmp(buf,"bed_y"))
488     pl->bed_y=value;
489     else if (!strcmp(buf,"weapon_sp"))
490     sscanf(buf,"weapon_sp %f",&pl->weapon_sp);
491 elmex 1.1 else if (!strcmp(buf,"Str"))
492 root 1.6 pl->orig_stats.Str=value;
493 elmex 1.1 else if (!strcmp(buf,"Dex"))
494 root 1.6 pl->orig_stats.Dex=value;
495 elmex 1.1 else if (!strcmp(buf,"Con"))
496 root 1.6 pl->orig_stats.Con=value;
497 elmex 1.1 else if (!strcmp(buf,"Int"))
498 root 1.6 pl->orig_stats.Int=value;
499 elmex 1.1 else if (!strcmp(buf,"Pow"))
500 root 1.6 pl->orig_stats.Pow=value;
501 elmex 1.1 else if (!strcmp(buf,"Wis"))
502 root 1.6 pl->orig_stats.Wis=value;
503 elmex 1.1 else if (!strcmp(buf,"Cha"))
504 root 1.6 pl->orig_stats.Cha=value;
505     else if (!strcmp(buf,"usekeys")) {
506     if (!strcmp(bufall+8,"key_inventory\n"))
507     pl->usekeys=key_inventory;
508     else if (!strcmp(bufall+8,"keyrings\n"))
509     pl->usekeys=keyrings;
510     else if (!strcmp(bufall+8,"containers\n"))
511     pl->usekeys=containers;
512     else LOG(llevDebug,"load_player: got unknown usekeys type: %s\n", bufall+8);
513     }
514     else if (!strcmp(buf,"unapply")) {
515     if (!strcmp(bufall+8,"unapply_nochoice\n"))
516     pl->unapply=unapply_nochoice;
517     else if (!strcmp(bufall+8,"unapply_never\n"))
518     pl->unapply=unapply_never;
519     else if (!strcmp(bufall+8,"unapply_always\n"))
520     pl->unapply=unapply_always;
521     else LOG(llevDebug,"load_player: got unknown unapply type: %s\n", bufall+8);
522     }
523 elmex 1.1 else if (!strcmp(buf,"lev_array")){
524 root 1.11 for(i=1;i<=value;i++)
525     {
526     char line[128];
527     fgets (line, 128, thawer); pl->levhp[i] = atoi (line);
528     fgets (line, 128, thawer); pl->levsp[i] = atoi (line);
529     fgets (line, 128, thawer); pl->levgrace[i] = atoi (line);
530     }
531 root 1.6 /* spell_array code removed - don't know when that was last used.
532     * Even the load code below will someday be replaced by spells being
533     * objects.
534     */
535     } else if (!strcmp(buf,"known_spell")) {
536 elmex 1.1 #if 0
537 root 1.6 /* Logic is left here in case someone wants to try
538     * and write code to update to spell objects.
539     */
540     char *cp=strchr(bufall,'\n');
541     *cp='\0';
542     cp=strchr(bufall,' ');
543     cp++;
544     for(i=0;i<NROFREALSPELLS;i++)
545     if(!strcmp(spells[i].name,cp)) {
546     pl->known_spells[pl->nrofknownspells++]=i;
547     break;
548     }
549     if(i==NROFREALSPELLS)
550     LOG(llevDebug, "Error: unknown spell (%s)\n",cp);
551 elmex 1.1 #endif
552 root 1.6 }
553 elmex 1.1 } /* End of loop loading the character file */
554     leave_map(op);
555     op->speed=0;
556     update_ob_speed(op);
557     reset_object(op);
558     op->contr = pl;
559     pl->ob = op;
560 root 1.3
561 elmex 1.1 /* this loads the standard objects values. */
562 root 1.11 load_object (thawer, op, 0);
563 elmex 1.1
564     CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
565    
566     strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
567     pl->title[sizeof(pl->title)-1] = '\0';
568    
569     /* If the map where the person was last saved does not exist,
570     * restart them on their home-savebed. This is good for when
571     * maps change between versions
572     * First, we check for partial path, then check to see if the full
573     * path (for unique player maps)
574     */
575     if (check_path(pl->maplevel,1)==-1) {
576     if (check_path(pl->maplevel,0)==-1) {
577 root 1.6 strcpy(pl->maplevel, pl->savebed_map);
578     op->x = pl->bed_x, op->y = pl->bed_y;
579 elmex 1.1 }
580     }
581    
582     /* make sure he's a player--needed because of class change. */
583     op->type = PLAYER;
584    
585     enter_exit(op,NULL);
586    
587     pl->name_changed=1;
588     pl->state = ST_PLAYING;
589     #ifdef AUTOSAVE
590     pl->last_save_tick = pticks;
591     #endif
592     op->carrying = sum_weight (op);
593     /* Need to call fix_player now - program modified so that it is not
594     * called during the load process (FLAG_NO_FIX_PLAYER set when
595     * saved)
596     * Moved ahead of the esrv functions, so proper weights will be
597     * sent to the client.
598     */
599     link_player_skills(op);
600    
601     if ( ! legal_range (op, op->contr->shoottype))
602     op->contr->shoottype = range_none;
603    
604     fix_player (op);
605    
606     /* if it's a dragon player, set the correct title here */
607     if (is_dragon_pl(op) && op->inv != NULL) {
608     object *tmp, *abil=NULL, *skin=NULL;
609     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
610 root 1.6 if (tmp->type == FORCE) {
611     if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
612     abil = tmp;
613     else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
614     skin = tmp;
615     }
616     }
617     set_dragon_name(op, abil, skin);
618 elmex 1.1 }
619    
620     new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
621     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
622 root 1.10 "%s has entered the game.", &pl->ob->name);
623 elmex 1.1
624 root 1.2 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
625     INVOKE_PLAYER (LOGIN, pl);
626 elmex 1.1
627     op->contr->socket.update_look=1;
628     /* If the player should be dead, call kill_player for them
629     * Only check for hp - if player lacks food, let the normal
630     * logic for that to take place. If player is permanently
631     * dead, and not using permadeath mode, the kill_player will
632     * set the play_again flag, so return.
633     */
634     if (op->stats.hp<0) {
635 root 1.6 new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
636     kill_player(op);
637     if (pl->state != ST_PLAYING) return;
638 elmex 1.1 }
639 root 1.10 LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", &op->name, op->contr->socket.host);
640 elmex 1.1
641     /* Do this after checking for death - no reason sucking up bandwidth if
642     * the data isn't needed.
643     */
644     esrv_new_player(op->contr,op->weight+op->carrying);
645     esrv_send_inventory(op, op);
646     esrv_add_spells(op->contr, NULL);
647    
648     CLEAR_FLAG(op, FLAG_FRIENDLY);
649    
650     /* can_use_shield is a new flag. However, the can_use.. seems to largely come
651     * from the class, and not race. I don't see any way to get the class information
652     * to then update this. I don't think this will actually break anything - anyone
653     * that can use armour should be able to use a shield. What this may 'break'
654     * are features new characters get, eg, if someone starts up with a Q, they
655     * should be able to use a shield. However, old Q's won't get that advantage.
656     */
657     if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
658     return;
659     }