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/cvs/deliantra/server/server/login.C
Revision: 1.27
Committed: Tue Dec 19 05:12:52 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +1 -1 lines
Log Message:
- hide floorbox implementation details
- use meaning (hopefully) names

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.18 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.15 # include <sproto.h>
27 elmex 1.1 #endif
28     #include <spells.h>
29     #include <loader.h>
30     #include <define.h>
31    
32     extern void sub_weight (object *, signed long);
33     extern void add_weight (object *, signed long);
34     extern long pticks;
35    
36     /* If flag is non zero, it means that we want to try and save everyone, but
37     * keep the game running. Thus, we don't want to free any information.
38     */
39 root 1.15 void
40     emergency_save (int flag)
41     {
42 elmex 1.1 player *pl;
43 root 1.15
44 elmex 1.1 #ifndef NO_EMERGENCY_SAVE
45     trying_emergency_save = 1;
46 root 1.15 if (editor)
47 elmex 1.1 return;
48 root 1.15 LOG (llevError, "Emergency save: ");
49     for (pl = first_player; pl != NULL; pl = pl->next)
50     {
51     if (!pl->ob)
52     {
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 elmex 1.1
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 root 1.15 if (!flag)
64     {
65     strcpy (pl->maplevel, first_map_path);
66     if (pl->ob->map != NULL)
67 root 1.6 pl->ob->map = NULL;
68 root 1.15 pl->ob->x = -1;
69     pl->ob->y = -1;
70     }
71     if (!save_player (pl->ob, flag))
72     {
73     LOG (llevError, "(failed) ");
74     new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save failed, checking score...");
75     }
76     check_score (pl->ob);
77 elmex 1.1 }
78 root 1.15 LOG (llevError, "\n");
79 elmex 1.1 #else
80 root 1.15 LOG (llevInfo, "Emergency saves disabled, no save attempted\n");
81 elmex 1.1 #endif
82     /* If the game is exiting, remove the player locks */
83 root 1.15 if (!flag)
84     {
85     for (pl = first_player; pl != NULL; pl = pl->next)
86     {
87     if (pl->ob)
88     {
89     }
90     }
91 elmex 1.1 }
92     }
93    
94     /* Delete character with name. if new is set, also delete the new
95     * style directory, otherwise, just delete the old style playfile
96     * (needed for transition)
97     */
98 root 1.15 void
99     delete_character (const char *name, int newchar)
100     {
101     char buf[MAX_BUF];
102 elmex 1.1
103 root 1.15 sprintf (buf, "%s/%s/%s.pl", settings.localdir, settings.playerdir, name);
104     if (unlink (buf) == -1)
105     LOG (llevDebug, "Cannot delete character file %s: %s\n", buf, strerror (errno));
106     if (newchar)
107     {
108     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, name);
109     /* this effectively does an rm -rf on the directory */
110     remove_directory (buf);
111 elmex 1.1 }
112     }
113    
114     /* This verify that a character of name exits, and that it matches
115     * password. It return 0 if there is match, 1 if no such player,
116     * 2 if incorrect password.
117     */
118    
119 root 1.15 int
120     verify_player (const char *name, char *password)
121 elmex 1.1 {
122 root 1.15 char buf[MAX_BUF];
123     int comp;
124     FILE *fp;
125    
126     if (strpbrk (name, "/.\\") != NULL)
127     {
128     LOG (llevError, "Username contains illegal characters: %s\n", name);
129     return 1;
130     }
131    
132     snprintf (buf, sizeof (buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
133     if (strlen (buf) >= sizeof (buf) - 1)
134     {
135     LOG (llevError, "Username too long: %s\n", name);
136     return 1;
137     }
138    
139     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
140     return 1;
141    
142     /* Read in the file until we find the password line. Our logic could
143     * be a bit better on cleaning up the password from the file, but since
144     * it is written by the program, I think it is fair to assume that the
145     * syntax should be pretty standard.
146     */
147     while (fgets (buf, MAX_BUF - 1, fp) != NULL)
148     {
149     if (!strncmp (buf, "password ", 9))
150     {
151     buf[strlen (buf) - 1] = 0; /* remove newline */
152     if (check_password (password, buf + 9))
153     {
154     close_and_delete (fp, comp);
155     return 0;
156 root 1.6 }
157 root 1.15 else
158     {
159     close_and_delete (fp, comp);
160     return 2;
161 root 1.6 }
162     }
163 elmex 1.1 }
164 root 1.15 LOG (llevDebug, "Could not find a password line in player %s\n", name);
165     close_and_delete (fp, comp);
166     return 1;
167 elmex 1.1 }
168    
169     /* Checks to see if anyone else by 'name' is currently playing.
170     * If we find that file or another character of some name is already in the
171     * game, we don't let this person join (we should really let the new player
172     * enter the password, and if correct, disconnect that socket and attach it to
173     * the players current session.
174     * If no one by that name is currently playing, we then make sure the name
175     * doesn't include any bogus characters.
176     * We return 0 if the name is in use/bad, 1 if it is OK to use this name.
177     */
178    
179 root 1.15 int
180     check_name (player *me, const char *name)
181     {
182     player *pl;
183 elmex 1.1
184 root 1.15 for (pl = first_player; pl != NULL; pl = pl->next)
185     if (pl != me && pl->ob->name != NULL && !strcmp (pl->ob->name, name))
186     {
187     new_draw_info (NDI_UNIQUE, 0, me->ob, "That name is already in use.");
188     return 0;
189     }
190 elmex 1.1
191 root 1.15 if (*name == '\0')
192     {
193     new_draw_info (NDI_UNIQUE, 0, me->ob, "Null names are not allowed.");
194     return 0;
195 elmex 1.1 }
196    
197 root 1.15 if (!playername_ok (name))
198     {
199     new_draw_info (NDI_UNIQUE, 0, me->ob, "That name contains illegal characters.");
200     return 0;
201 elmex 1.1 }
202 root 1.15 if (strlen (name) >= MAX_NAME)
203     {
204     new_draw_info (NDI_UNIQUE, 0, me->ob, "That name is too long.");
205     return 0;
206 elmex 1.1 }
207    
208 root 1.15 return 1;
209 elmex 1.1 }
210    
211 root 1.15 int
212     create_savedir_if_needed (char *savedir)
213 elmex 1.1 {
214     struct stat *buf;
215    
216 root 1.15 if ((buf = (struct stat *) malloc (sizeof (struct stat))) == NULL)
217     {
218     LOG (llevError, "Unable to save playerfile... out of memory.\n");
219     return 0;
220     }
221     else
222     {
223     stat (savedir, buf);
224     if (!S_ISDIR (buf->st_mode))
225     if (mkdir (savedir, SAVE_DIR_MODE))
226     {
227     LOG (llevError, "Unable to create player savedir %s: %s\n", savedir, strerror (errno));
228     return 0;
229     }
230     free (buf);
231     }
232     return 1;
233 elmex 1.1 }
234    
235     /*
236     * If flag is set, it's only backup, ie dont remove objects from inventory
237     * If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player
238     * will be saved at the emergency save location.
239     * Returns non zero if successful.
240     */
241    
242 root 1.15 int
243     save_player (object *op, int flag)
244     {
245     object *tmp, *container = NULL;
246 elmex 1.1 player *pl = op->contr;
247 root 1.15 int i, wiz = QUERY_FLAG (op, FLAG_WIZ);
248    
249 elmex 1.1 #ifdef BACKUP_SAVE_AT_HOME
250     sint16 backup_x, backup_y;
251     #endif
252    
253 root 1.15 if (!op->stats.exp)
254     return 0; /* no experience, no save */
255 elmex 1.1
256 root 1.15 flag &= 1;
257 elmex 1.1
258 root 1.15 if (!pl->name_changed || (!flag && !op->stats.exp))
259     {
260     if (!flag)
261     {
262     new_draw_info (NDI_UNIQUE, 0, op, "Your game is not valid,");
263     new_draw_info (NDI_UNIQUE, 0, op, "Game not saved.");
264     }
265     return 0;
266 elmex 1.1 }
267 root 1.15
268     /* Sanity check - some stuff changes this when player is exiting */
269     if (op->type != PLAYER)
270 elmex 1.1 return 0;
271    
272 root 1.15 /* Prevent accidental saves if connection is reset after player has
273     * mostly exited.
274     */
275     if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
276     return 0;
277 elmex 1.1
278 root 1.9 INVOKE_PLAYER (SAVE, op->contr);
279 root 1.5
280 elmex 1.1 if (flag == 0)
281 root 1.15 terminate_all_pets (op);
282 elmex 1.1
283 root 1.9 object_freezer freezer;
284 root 1.3
285 root 1.9 /* Eneq(@csd.uu.se): If we have an open container hide it. */
286     if (op->container)
287 root 1.5 {
288 root 1.9 container = op->container;
289     op->container = NULL;
290 root 1.5 }
291 elmex 1.1
292 root 1.15 fprintf (freezer, "password %s\n", pl->password);
293 root 1.3
294 elmex 1.1 if (settings.set_title == TRUE)
295 root 1.15 if (pl->own_title[0] != '\0')
296     fprintf (freezer, "title %s\n", pl->own_title);
297 elmex 1.1
298 root 1.15 fprintf (freezer, "explore %d\n", pl->explore);
299     fprintf (freezer, "gen_hp %d\n", pl->gen_hp);
300     fprintf (freezer, "gen_sp %d\n", pl->gen_sp);
301     fprintf (freezer, "gen_grace %d\n", pl->gen_grace);
302     fprintf (freezer, "listening %d\n", pl->listening);
303     fprintf (freezer, "shoottype %d\n", pl->shoottype);
304     fprintf (freezer, "bowtype %d\n", pl->bowtype);
305     fprintf (freezer, "petmode %d\n", pl->petmode);
306     fprintf (freezer, "peaceful %d\n", pl->peaceful);
307     fprintf (freezer, "digestion %d\n", pl->digestion);
308     fprintf (freezer, "pickup %d\n", pl->mode);
309     fprintf (freezer, "outputs_sync %d\n", pl->outputs_sync);
310     fprintf (freezer, "outputs_count %d\n", pl->outputs_count);
311 elmex 1.1 /* Match the enumerations but in string form */
312 root 1.15 fprintf (freezer, "usekeys %s\n", pl->usekeys == key_inventory ? "key_inventory" : (pl->usekeys == keyrings ? "keyrings" : "containers"));
313 elmex 1.1 /* Match the enumerations but in string form */
314 root 1.15 fprintf (freezer, "unapply %s\n", pl->unapply == unapply_nochoice ? "unapply_nochoice" :
315     (pl->unapply == unapply_never ? "unapply_never" : "unapply_always"));
316 elmex 1.1
317     #ifdef BACKUP_SAVE_AT_HOME
318 root 1.26 if (op->map && flag == 0)
319 elmex 1.1 #else
320 root 1.26 if (op->map)
321 elmex 1.1 #endif
322 root 1.15 fprintf (freezer, "map %s\n", op->map->path);
323 elmex 1.1 else
324 root 1.15 fprintf (freezer, "map %s\n", settings.emergency_mapname);
325    
326     fprintf (freezer, "savebed_map %s\n", pl->savebed_map);
327     fprintf (freezer, "bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
328     fprintf (freezer, "weapon_sp %f\n", pl->weapon_sp);
329     fprintf (freezer, "Str %d\n", pl->orig_stats.Str);
330     fprintf (freezer, "Dex %d\n", pl->orig_stats.Dex);
331     fprintf (freezer, "Con %d\n", pl->orig_stats.Con);
332     fprintf (freezer, "Int %d\n", pl->orig_stats.Int);
333     fprintf (freezer, "Pow %d\n", pl->orig_stats.Pow);
334     fprintf (freezer, "Wis %d\n", pl->orig_stats.Wis);
335     fprintf (freezer, "Cha %d\n", pl->orig_stats.Cha);
336    
337     fprintf (freezer, "lev_array %d\n", op->level > 10 ? 10 : op->level);
338     for (i = 1; i <= pl->last_level && i <= 10; i++)
339     {
340     fprintf (freezer, "%d\n", pl->levhp[i]);
341     fprintf (freezer, "%d\n", pl->levsp[i]);
342     fprintf (freezer, "%d\n", pl->levgrace[i]);
343     }
344 root 1.4
345 root 1.9 freezer.put (op->contr);
346 root 1.4
347 root 1.15 fprintf (freezer, "endplst\n");
348 elmex 1.1
349 root 1.15 SET_FLAG (op, FLAG_NO_FIX_PLAYER);
350     CLEAR_FLAG (op, FLAG_WIZ);
351 elmex 1.1 #ifdef BACKUP_SAVE_AT_HOME
352 root 1.15 if (flag)
353     {
354     backup_x = op->x;
355     backup_y = op->y;
356     op->x = -1;
357     op->y = -1;
358     }
359 elmex 1.1 /* Save objects, but not unpaid objects. Don't remove objects from
360     * inventory.
361     */
362 root 1.15 save_object (freezer, op, 2);
363     if (flag)
364     {
365     op->x = backup_x;
366     op->y = backup_y;
367     }
368 elmex 1.1 #else
369 root 1.15 save_object (freezer, op, 3); /* don't check and don't remove */
370 elmex 1.1 #endif
371    
372 root 1.9 char filename[MAX_BUF];
373 root 1.15
374     sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &op->name, &op->name);
375     make_path_to_file (filename);
376 root 1.9 freezer.save (filename);
377    
378 root 1.15 CLEAR_FLAG (op, FLAG_NO_FIX_PLAYER);
379 elmex 1.1
380 root 1.15 if (!flag)
381     while ((tmp = op->inv))
382 root 1.22 tmp->destroy (1);
383 elmex 1.1
384     /* Eneq(@csd.uu.se): Reveal the container if we have one. */
385 root 1.15 if (flag && container != NULL)
386 elmex 1.1 op->container = container;
387    
388 root 1.15 if (wiz)
389     SET_FLAG (op, FLAG_WIZ);
390 root 1.5
391 root 1.15 if (!flag)
392     esrv_send_inventory (op, op);
393 elmex 1.1
394     return 1;
395     }
396    
397 root 1.15 void
398     check_login (object *op)
399     {
400     char filename[MAX_BUF];
401     char buf[MAX_BUF], bufall[MAX_BUF];
402     int i, value;
403     player *pl = op->contr;
404     int correct = 0;
405    
406     strcpy (pl->maplevel, first_map_path);
407     sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &op->name, &op->name);
408    
409     object_thawer thawer (filename);
410    
411     /* If no file, must be a new player, so lets get confirmation of
412     * the password. Return control to the higher level dispatch,
413     * since the rest of this just deals with loading of the file.
414     */
415     if (!thawer)
416     {
417     confirm_password (op);
418     return;
419 elmex 1.1 }
420 root 1.3
421 root 1.15 if (fgets (bufall, MAX_BUF, thawer) != NULL)
422     {
423     if (sscanf (bufall, "password %s\n", buf))
424     {
425     /* New password scheme: */
426     correct = check_password (pl->write_buf + 1, buf);
427 root 1.6 }
428 root 1.15 }
429 root 1.16
430 root 1.15 if (!correct)
431     {
432     new_draw_info (NDI_UNIQUE, 0, op, " ");
433     new_draw_info (NDI_UNIQUE, 0, op, "Wrong Password!");
434     new_draw_info (NDI_UNIQUE, 0, op, " ");
435     op->name = op->name_pl = "noname";
436 root 1.24 op->contr->socket->password_fails++;
437     if (op->contr->socket->password_fails >= MAX_PASSWORD_FAILURES)
438 root 1.15 {
439     new_draw_info (NDI_UNIQUE, 0, op, "You gave an incorrect password too many times, you will now be dropped from the server.");
440 root 1.24 LOG (llevInfo, "A player connecting from %s has been dropped for password failure\n", op->contr->socket->host);
441     op->contr->socket->status = Ns_Dead; /* the socket loop should handle the rest for us */
442 root 1.15 }
443     else
444     get_name (op);
445 root 1.19
446 root 1.15 return; /* Once again, rest of code just loads the char */
447 elmex 1.1 }
448    
449     #ifdef SAVE_INTERVAL
450 root 1.15 pl->last_save_time = time (NULL);
451 elmex 1.1 #endif /* SAVE_INTERVAL */
452 root 1.15 pl->party = NULL;
453     if (settings.search_items == TRUE)
454     pl->search_str[0] = '\0';
455     pl->name_changed = 1;
456     pl->orig_stats.Str = 0;
457     pl->orig_stats.Dex = 0;
458     pl->orig_stats.Con = 0;
459     pl->orig_stats.Int = 0;
460     pl->orig_stats.Pow = 0;
461     pl->orig_stats.Wis = 0;
462     pl->orig_stats.Cha = 0;
463     strcpy (pl->savebed_map, first_map_path);
464     pl->bed_x = 0, pl->bed_y = 0;
465     pl->spellparam[0] = '\0';
466    
467     /* Loop through the file, loading the rest of the values */
468     while (fgets (bufall, MAX_BUF, thawer) != NULL)
469     {
470     sscanf (bufall, "%s %d\n", buf, &value);
471     if (!strcmp (buf, "endplst"))
472     break;
473     else if (!strcmp (buf, "oid"))
474     thawer.get (pl, value);
475     else if (!strcmp (buf, "title") && settings.set_title == TRUE)
476     sscanf (bufall, "title %[^\n]", pl->own_title);
477     else if (!strcmp (buf, "explore"))
478     pl->explore = value;
479     else if (!strcmp (buf, "gen_hp"))
480     pl->gen_hp = value;
481     else if (!strcmp (buf, "shoottype"))
482     pl->shoottype = (rangetype) value;
483     else if (!strcmp (buf, "bowtype"))
484     pl->bowtype = (bowtype_t) value;
485     else if (!strcmp (buf, "petmode"))
486     pl->petmode = (petmode_t) value;
487     else if (!strcmp (buf, "gen_sp"))
488     pl->gen_sp = value;
489     else if (!strcmp (buf, "gen_grace"))
490     pl->gen_grace = value;
491     else if (!strcmp (buf, "listening"))
492     pl->listening = value;
493     else if (!strcmp (buf, "peaceful"))
494     pl->peaceful = value;
495     else if (!strcmp (buf, "digestion"))
496     pl->digestion = value;
497     else if (!strcmp (buf, "pickup"))
498     pl->mode = value;
499     else if (!strcmp (buf, "outputs_sync"))
500     pl->outputs_sync = value;
501     else if (!strcmp (buf, "outputs_count"))
502     pl->outputs_count = value;
503     else if (!strcmp (buf, "map"))
504     sscanf (bufall, "map %s", pl->maplevel);
505     else if (!strcmp (buf, "savebed_map"))
506     sscanf (bufall, "savebed_map %s", pl->savebed_map);
507     else if (!strcmp (buf, "bed_x"))
508     pl->bed_x = value;
509     else if (!strcmp (buf, "bed_y"))
510     pl->bed_y = value;
511     else if (!strcmp (buf, "weapon_sp"))
512     sscanf (buf, "weapon_sp %f", &pl->weapon_sp);
513     else if (!strcmp (buf, "Str"))
514     pl->orig_stats.Str = value;
515     else if (!strcmp (buf, "Dex"))
516     pl->orig_stats.Dex = value;
517     else if (!strcmp (buf, "Con"))
518     pl->orig_stats.Con = value;
519     else if (!strcmp (buf, "Int"))
520     pl->orig_stats.Int = value;
521     else if (!strcmp (buf, "Pow"))
522     pl->orig_stats.Pow = value;
523     else if (!strcmp (buf, "Wis"))
524     pl->orig_stats.Wis = value;
525     else if (!strcmp (buf, "Cha"))
526     pl->orig_stats.Cha = value;
527     else if (!strcmp (buf, "usekeys"))
528     {
529     if (!strcmp (bufall + 8, "key_inventory\n"))
530     pl->usekeys = key_inventory;
531     else if (!strcmp (bufall + 8, "keyrings\n"))
532     pl->usekeys = keyrings;
533     else if (!strcmp (bufall + 8, "containers\n"))
534     pl->usekeys = containers;
535     else
536     LOG (llevDebug, "load_player: got unknown usekeys type: %s\n", bufall + 8);
537 root 1.6 }
538 root 1.15 else if (!strcmp (buf, "unapply"))
539     {
540     if (!strcmp (bufall + 8, "unapply_nochoice\n"))
541     pl->unapply = unapply_nochoice;
542     else if (!strcmp (bufall + 8, "unapply_never\n"))
543     pl->unapply = unapply_never;
544     else if (!strcmp (bufall + 8, "unapply_always\n"))
545     pl->unapply = unapply_always;
546     else
547     LOG (llevDebug, "load_player: got unknown unapply type: %s\n", bufall + 8);
548     }
549     else if (!strcmp (buf, "lev_array"))
550     {
551     for (i = 1; i <= value; i++)
552     {
553     char line[128];
554    
555     fgets (line, 128, thawer);
556     pl->levhp[i] = atoi (line);
557     fgets (line, 128, thawer);
558     pl->levsp[i] = atoi (line);
559     fgets (line, 128, thawer);
560     pl->levgrace[i] = atoi (line);
561     }
562     /* spell_array code removed - don't know when that was last used.
563     * Even the load code below will someday be replaced by spells being
564     * objects.
565     */
566     }
567     else if (!strcmp (buf, "known_spell"))
568     {
569     #if 0
570     /* Logic is left here in case someone wants to try
571     * and write code to update to spell objects.
572     */
573     char *cp = strchr (bufall, '\n');
574    
575     *cp = '\0';
576     cp = strchr (bufall, ' ');
577     cp++;
578     for (i = 0; i < NROFREALSPELLS; i++)
579     if (!strcmp (spells[i].name, cp))
580 root 1.11 {
581 root 1.15 pl->known_spells[pl->nrofknownspells++] = i;
582     break;
583 root 1.11 }
584 root 1.15 if (i == NROFREALSPELLS)
585     LOG (llevDebug, "Error: unknown spell (%s)\n", cp);
586 elmex 1.1 #endif
587 root 1.6 }
588 root 1.15 } /* End of loop loading the character file */
589 root 1.19
590 root 1.15 leave_map (op);
591     op->speed = 0;
592     update_ob_speed (op);
593    
594 root 1.23 op->clear ();
595 root 1.15
596     op->contr = pl;
597     pl->ob = op;
598    
599     /* this loads the standard objects values. */
600     load_object (thawer, op, 0);
601    
602     CLEAR_FLAG (op, FLAG_NO_FIX_PLAYER);
603    
604 root 1.17 assign (pl->title, op->arch->clone.name);
605 root 1.15
606     /* If the map where the person was last saved does not exist,
607     * restart them on their home-savebed. This is good for when
608     * maps change between versions
609     * First, we check for partial path, then check to see if the full
610     * path (for unique player maps)
611     */
612 root 1.26 if (!has_been_loaded (pl->maplevel)
613     && check_path (pl->maplevel, 1) == -1
614     && check_path (pl->maplevel, 0) == -1)
615 root 1.15 {
616 root 1.26 strcpy (pl->maplevel, pl->savebed_map);
617     op->x = pl->bed_x, op->y = pl->bed_y;
618 elmex 1.1 }
619    
620 root 1.15 /* make sure he's a player--needed because of class change. */
621     op->type = PLAYER;
622 elmex 1.1
623 root 1.15 enter_exit (op, NULL);
624 elmex 1.1
625 root 1.15 pl->name_changed = 1;
626     pl->state = ST_PLAYING;
627 elmex 1.1 #ifdef AUTOSAVE
628 root 1.15 pl->last_save_tick = pticks;
629 elmex 1.1 #endif
630 root 1.15 op->carrying = sum_weight (op);
631     /* Need to call fix_player now - program modified so that it is not
632     * called during the load process (FLAG_NO_FIX_PLAYER set when
633     * saved)
634     * Moved ahead of the esrv functions, so proper weights will be
635     * sent to the client.
636     */
637     link_player_skills (op);
638    
639     if (!legal_range (op, op->contr->shoottype))
640     op->contr->shoottype = range_none;
641    
642     fix_player (op);
643    
644     /* if it's a dragon player, set the correct title here */
645     if (is_dragon_pl (op) && op->inv != NULL)
646     {
647     object *tmp, *abil = NULL, *skin = NULL;
648    
649     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
650     {
651     if (tmp->type == FORCE)
652     {
653     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
654     abil = tmp;
655     else if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
656     skin = tmp;
657 root 1.6 }
658     }
659 root 1.15 set_dragon_name (op, abil, skin);
660     }
661    
662     new_draw_info (NDI_UNIQUE, 0, op, "Welcome Back!");
663     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &pl->ob->name);
664    
665     INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
666     INVOKE_PLAYER (LOGIN, pl);
667    
668 root 1.27 op->contr->socket->floorbox_update ();
669 root 1.24
670 root 1.15 /* If the player should be dead, call kill_player for them
671     * Only check for hp - if player lacks food, let the normal
672     * logic for that to take place. If player is permanently
673     * dead, and not using permadeath mode, the kill_player will
674     * set the play_again flag, so return.
675     */
676     if (op->stats.hp < 0)
677     {
678     new_draw_info (NDI_UNIQUE, 0, op, "Your character was dead last your played.");
679     kill_player (op);
680     if (pl->state != ST_PLAYING)
681     return;
682 elmex 1.1 }
683 root 1.24
684     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &op->name, op->contr->socket->host);
685 root 1.15
686     /* Do this after checking for death - no reason sucking up bandwidth if
687     * the data isn't needed.
688     */
689     esrv_new_player (op->contr, op->weight + op->carrying);
690     esrv_send_inventory (op, op);
691     esrv_add_spells (op->contr, NULL);
692    
693     CLEAR_FLAG (op, FLAG_FRIENDLY);
694    
695     /* can_use_shield is a new flag. However, the can_use.. seems to largely come
696     * from the class, and not race. I don't see any way to get the class information
697     * to then update this. I don't think this will actually break anything - anyone
698     * that can use armour should be able to use a shield. What this may 'break'
699     * are features new characters get, eg, if someone starts up with a Q, they
700     * should be able to use a shield. However, old Q's won't get that advantage.
701     */
702     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
703     SET_FLAG (op, FLAG_USE_SHIELD);
704 root 1.20
705 root 1.15 return;
706 elmex 1.1 }