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/cvs/deliantra/server/server/login.C
Revision: 1.4
Committed: Mon Aug 28 07:07:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +6 -5 lines
Log Message:
better but more wasteful serialisation support, perl can invoke events, fixes

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_login_c =
3 root 1.4 * "$Id: login.C,v 1.3 2006-08-27 16:15:13 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     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     }
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     LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror_local(errno));
99     if (newchar) {
100     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     }
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     LOG(llevError, "Username contains illegal characters: %s\n", name);
119     return 1;
120     }
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     LOG(llevError, "Username too long: %s\n", name);
125     return 1;
126     }
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     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     }
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     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    
172     if (*name=='\0') {
173     new_draw_info(NDI_UNIQUE, 0,me->ob,"Null names are not allowed.");
174     return 0;
175     }
176    
177     if(!playername_ok(name)) {
178     new_draw_info(NDI_UNIQUE, 0,me->ob,"That name contains illegal characters.");
179     return 0;
180     }
181     if (strlen(name) >= MAX_NAME) {
182     new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is too long.");
183     return 0;
184     }
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     {
201     LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror_local(errno));
202     return 0;
203     }
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     destroy_object (tmp);
214    
215     if (!QUERY_FLAG(op, FLAG_REMOVED))
216     remove_ob(op);
217     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     FILE *fp;
229     char filename[MAX_BUF], *tmpfilename,backupfile[MAX_BUF];
230     object *tmp, *container=NULL;
231     player *pl = op->contr;
232     int i,wiz=QUERY_FLAG(op,FLAG_WIZ);
233     long checksum;
234     #ifdef BACKUP_SAVE_AT_HOME
235     sint16 backup_x, backup_y;
236     #endif
237    
238     if (!op->stats.exp) return 0; /* no experience, no save */
239    
240     flag&=1;
241    
242     if(!pl->name_changed||(!flag&&!op->stats.exp)) {
243     if(!flag) {
244     new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,");
245     new_draw_info(NDI_UNIQUE, 0,op,"Game not saved.");
246     }
247     return 0;
248     }
249    
250     /* Sanity check - some stuff changes this when player is exiting */
251     if (op->type != PLAYER) return 0;
252    
253     /* Prevent accidental saves if connection is reset after player has
254     * mostly exited.
255     */
256     if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
257     return 0;
258    
259     if (flag == 0)
260     terminate_all_pets(op);
261    
262     /* Delete old style file */
263     sprintf(filename,"%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name);
264     unlink(filename);
265    
266     sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
267     make_path_to_file(filename);
268 root 1.3
269 elmex 1.1 tmpfilename = tempnam_local(settings.tmpdir,NULL);
270     fp=fopen(tmpfilename, "w");
271     if(!fp) {
272     new_draw_info(NDI_UNIQUE, 0,op, "Can't open file for save.");
273     LOG(llevDebug,"Can't open file for save (%s).\n",tmpfilename);
274     free(tmpfilename);
275     return 0;
276     }
277    
278     /* Eneq(@csd.uu.se): If we have an open container hide it. */
279     if (op->container) {
280     container=op->container;
281     op->container=NULL;
282     }
283    
284 root 1.2 INVOKE_PLAYER (SAVE, op->contr, ARG_STRING (filename));
285 elmex 1.1
286 root 1.3 object_freezer freezer (filename);
287    
288 elmex 1.1 fprintf(fp,"password %s\n",pl->password);
289     if (settings.set_title == TRUE)
290     if(pl->own_title[0]!='\0')
291     fprintf(fp,"title %s\n",pl->own_title);
292    
293     fprintf(fp,"explore %d\n",pl->explore);
294     fprintf(fp,"gen_hp %d\n",pl->gen_hp);
295     fprintf(fp,"gen_sp %d\n",pl->gen_sp);
296     fprintf(fp,"gen_grace %d\n",pl->gen_grace);
297     fprintf(fp,"listening %d\n",pl->listening);
298     fprintf(fp,"shoottype %d\n",pl->shoottype);
299     fprintf(fp,"bowtype %d\n",pl->bowtype);
300     fprintf(fp,"petmode %d\n",pl->petmode);
301     fprintf(fp,"peaceful %d\n",pl->peaceful);
302     fprintf(fp,"no_shout %d\n",pl->no_shout);
303     fprintf(fp,"digestion %d\n",pl->digestion);
304     fprintf(fp,"pickup %d\n", pl->mode);
305     fprintf(fp,"outputs_sync %d\n", pl->outputs_sync);
306     fprintf(fp,"outputs_count %d\n", pl->outputs_count);
307     /* Match the enumerations but in string form */
308     fprintf(fp,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory":
309     (pl->usekeys==keyrings?"keyrings":"containers"));
310     /* Match the enumerations but in string form */
311     fprintf(fp,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
312     (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
313    
314    
315    
316     #ifdef BACKUP_SAVE_AT_HOME
317     if (op->map!=NULL && flag==0)
318     #else
319     if (op->map!=NULL)
320     #endif
321     fprintf(fp,"map %s\n",op->map->path);
322     else
323     fprintf(fp,"map %s\n",settings.emergency_mapname);
324    
325     fprintf(fp,"savebed_map %s\n", pl->savebed_map);
326     fprintf(fp,"bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
327     fprintf(fp,"weapon_sp %f\n",pl->weapon_sp);
328     fprintf(fp,"Str %d\n",pl->orig_stats.Str);
329     fprintf(fp,"Dex %d\n",pl->orig_stats.Dex);
330     fprintf(fp,"Con %d\n",pl->orig_stats.Con);
331     fprintf(fp,"Int %d\n",pl->orig_stats.Int);
332     fprintf(fp,"Pow %d\n",pl->orig_stats.Pow);
333     fprintf(fp,"Wis %d\n",pl->orig_stats.Wis);
334     fprintf(fp,"Cha %d\n",pl->orig_stats.Cha);
335    
336     fprintf(fp,"lev_array %d\n",op->level>10?10:op->level);
337     for(i=1;i<=pl->last_level&&i<=10;i++) {
338     fprintf(fp,"%d\n",pl->levhp[i]);
339     fprintf(fp,"%d\n",pl->levsp[i]);
340     fprintf(fp,"%d\n",pl->levgrace[i]);
341     }
342 root 1.4
343     freezer.put (fp, op->contr);
344    
345 elmex 1.1 fprintf(fp,"endplst\n");
346    
347     SET_FLAG(op, FLAG_NO_FIX_PLAYER);
348     CLEAR_FLAG(op, FLAG_WIZ);
349     #ifdef BACKUP_SAVE_AT_HOME
350     if (flag) {
351     backup_x = op->x;
352     backup_y = op->y;
353     op->x = -1;
354     op->y = -1;
355     }
356     /* Save objects, but not unpaid objects. Don't remove objects from
357     * inventory.
358     */
359 root 1.3 save_object(fp, freezer, op, 2);
360 elmex 1.1 if (flag) {
361     op->x = backup_x;
362     op->y = backup_y;
363     }
364     #else
365 root 1.3 save_object(fp, freezer, op, 3); /* don't check and don't remove */
366 elmex 1.1 #endif
367    
368     CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
369    
370     if(!flag)
371     while ((tmp = op->inv))
372     destroy_object (tmp);
373    
374     if (fclose(fp) == EOF) { /* make sure the write succeeded */
375     new_draw_info(NDI_UNIQUE, 0,op, "Can't save character.");
376     unlink(tmpfilename);
377     free(tmpfilename);
378     return 0;
379     }
380    
381     checksum = 0;
382     sprintf(backupfile, "%s.tmp", filename);
383     rename(filename, backupfile);
384     fp = fopen(filename,"w");
385     if(!fp) {
386     new_draw_info(NDI_UNIQUE, 0,op, "Can't open file for save.");
387     unlink(tmpfilename);
388     free(tmpfilename);
389     return 0;
390     }
391     fprintf(fp,"checksum %lx\n",checksum);
392     copy_file(tmpfilename, fp);
393     unlink(tmpfilename);
394     free(tmpfilename);
395     if (fclose(fp) == EOF) { /* got write error */
396     new_draw_info(NDI_UNIQUE, 0,op, "Can't close file for save.");
397     rename(backupfile, filename); /* Restore the original */
398     return 0;
399     }
400     else
401     unlink(backupfile);
402    
403     /* Eneq(@csd.uu.se): Reveal the container if we have one. */
404     if (flag&&container!=NULL)
405     op->container = container;
406    
407     if (wiz) SET_FLAG(op,FLAG_WIZ);
408     if(!flag)
409     esrv_send_inventory(op, op);
410    
411     chmod(filename,SAVE_MODE);
412    
413     return 1;
414     }
415    
416     void copy_file(const char *filename, FILE *fpout) {
417     FILE *fp;
418     char buf[MAX_BUF];
419     if((fp = fopen(filename,"r")) == NULL)
420     return;
421     while(fgets(buf,MAX_BUF,fp)!=NULL)
422     fputs(buf,fpout);
423     fclose(fp);
424     }
425    
426    
427     void check_login(object *op) {
428     FILE *fp;
429     char filename[MAX_BUF];
430     char buf[MAX_BUF],bufall[MAX_BUF];
431     int i,value,comp;
432     long checksum = 0;
433     player *pl = op->contr;
434     int correct = 0;
435     time_t elapsed_save_time=0;
436     struct stat statbuf;
437    
438     strcpy (pl->maplevel,first_map_path);
439    
440     /* First, lets check for newest form of save */
441     sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
442     if (access(filename, F_OK)==-1) {
443     /* not there, Try the old style */
444    
445     sprintf(filename,"%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name);
446     /* Ok - old style exists. Lets make the new style directory */
447     if (access(filename, F_OK)==0) {
448     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
449     make_path_to_file(buf);
450     }
451     }
452    
453     /* If no file, must be a new player, so lets get confirmation of
454     * the password. Return control to the higher level dispatch,
455     * since the rest of this just deals with loading of the file.
456     */
457     if ((fp=open_and_uncompress(filename,1,&comp)) == NULL) {
458     confirm_password(op);
459     return;
460     }
461     if (fstat(fileno(fp), &statbuf)) {
462     LOG(llevError,"Unable to stat %s?\n", filename);
463     elapsed_save_time=0;
464     } else {
465     elapsed_save_time = time(NULL) - statbuf.st_mtime;
466     if (elapsed_save_time<0) {
467     LOG(llevError,"Player file %s was saved in the future? (%d time)\n", filename, elapsed_save_time);
468     elapsed_save_time=0;
469     }
470     }
471    
472 root 1.3 object_thawer thawer (filename);
473    
474 elmex 1.1 if(fgets(bufall,MAX_BUF,fp) != NULL) {
475     if(!strncmp(bufall,"checksum ",9)) {
476     checksum = strtol(bufall+9,(char **) NULL, 16);
477     (void) fgets(bufall,MAX_BUF,fp);
478     }
479     if(sscanf(bufall,"password %s\n",buf)) {
480     /* New password scheme: */
481     correct=check_password(pl->write_buf+1,buf);
482     }
483     /* Old password mode removed - I have no idea what it
484     * was, and the current password mechanism has been used
485     * for at least several years.
486     */
487     }
488     if (!correct) {
489     new_draw_info(NDI_UNIQUE, 0,op," ");
490     new_draw_info(NDI_UNIQUE, 0,op,"Wrong Password!");
491     new_draw_info(NDI_UNIQUE, 0,op," ");
492     FREE_AND_COPY(op->name, "noname");
493     FREE_AND_COPY(op->name_pl, "noname");
494     op->contr->socket.password_fails++;
495     if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
496     new_draw_info(NDI_UNIQUE, 0,op,
497     "You gave an incorrect password too many times, you will now be dropped from the server.");
498     LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
499     op->contr->socket.host);
500     op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
501     }
502     else get_name(op);
503     return; /* Once again, rest of code just loads the char */
504     }
505    
506     #ifdef SAVE_INTERVAL
507     pl->last_save_time=time(NULL);
508     #endif /* SAVE_INTERVAL */
509     pl->party = NULL;
510     if (settings.search_items == TRUE)
511     pl->search_str[0]='\0';
512     pl->name_changed=1;
513     pl->orig_stats.Str=0;
514     pl->orig_stats.Dex=0;
515     pl->orig_stats.Con=0;
516     pl->orig_stats.Int=0;
517     pl->orig_stats.Pow=0;
518     pl->orig_stats.Wis=0;
519     pl->orig_stats.Cha=0;
520     strcpy(pl->savebed_map, first_map_path);
521     pl->bed_x=0, pl->bed_y=0;
522     pl->spellparam[0] = '\0';
523    
524     /* Loop through the file, loading the rest of the values */
525     while (fgets(bufall,MAX_BUF,fp)!=NULL) {
526     sscanf(bufall,"%s %d\n",buf,&value);
527     if (!strcmp(buf,"endplst"))
528     break;
529 root 1.4 else if (!strcmp(buf,"oid"))
530     thawer.get (pl, value);
531 elmex 1.1 else if (!strcmp(buf,"title") && settings.set_title == TRUE)
532     sscanf(bufall,"title %[^\n]",pl->own_title);
533     else if (!strcmp(buf,"explore"))
534     pl->explore = value;
535     else if (!strcmp(buf,"gen_hp"))
536     pl->gen_hp=value;
537     else if (!strcmp(buf,"shoottype"))
538     pl->shoottype=(rangetype)value;
539     else if (!strcmp(buf,"bowtype"))
540     pl->bowtype=(bowtype_t)value;
541     else if (!strcmp(buf,"petmode"))
542     pl->petmode=(petmode_t)value;
543     else if (!strcmp(buf,"gen_sp"))
544     pl->gen_sp=value;
545     else if (!strcmp(buf,"gen_grace"))
546     pl->gen_grace=value;
547     else if (!strcmp(buf,"listening"))
548     pl->listening=value;
549     else if (!strcmp(buf,"peaceful"))
550     pl->peaceful=value;
551     else if (!strcmp(buf,"no_shout"))
552     pl->no_shout=value;
553     else if (!strcmp(buf,"digestion"))
554     pl->digestion=value;
555     else if (!strcmp(buf,"pickup"))
556     pl->mode=value;
557     else if (!strcmp(buf,"outputs_sync"))
558     pl->outputs_sync = value;
559     else if (!strcmp(buf,"outputs_count"))
560     pl->outputs_count = value;
561     else if (!strcmp(buf,"map"))
562     sscanf(bufall,"map %s", pl->maplevel);
563     else if (!strcmp(buf,"savebed_map"))
564     sscanf(bufall,"savebed_map %s", pl->savebed_map);
565     else if (!strcmp(buf,"bed_x"))
566     pl->bed_x=value;
567     else if (!strcmp(buf,"bed_y"))
568     pl->bed_y=value;
569     else if (!strcmp(buf,"weapon_sp"))
570     sscanf(buf,"weapon_sp %f",&pl->weapon_sp);
571     else if (!strcmp(buf,"Str"))
572     pl->orig_stats.Str=value;
573     else if (!strcmp(buf,"Dex"))
574     pl->orig_stats.Dex=value;
575     else if (!strcmp(buf,"Con"))
576     pl->orig_stats.Con=value;
577     else if (!strcmp(buf,"Int"))
578     pl->orig_stats.Int=value;
579     else if (!strcmp(buf,"Pow"))
580     pl->orig_stats.Pow=value;
581     else if (!strcmp(buf,"Wis"))
582     pl->orig_stats.Wis=value;
583     else if (!strcmp(buf,"Cha"))
584     pl->orig_stats.Cha=value;
585     else if (!strcmp(buf,"usekeys")) {
586     if (!strcmp(bufall+8,"key_inventory\n"))
587     pl->usekeys=key_inventory;
588     else if (!strcmp(bufall+8,"keyrings\n"))
589     pl->usekeys=keyrings;
590     else if (!strcmp(bufall+8,"containers\n"))
591     pl->usekeys=containers;
592     else LOG(llevDebug,"load_player: got unknown usekeys type: %s\n", bufall+8);
593     }
594     else if (!strcmp(buf,"unapply")) {
595     if (!strcmp(bufall+8,"unapply_nochoice\n"))
596     pl->unapply=unapply_nochoice;
597     else if (!strcmp(bufall+8,"unapply_never\n"))
598     pl->unapply=unapply_never;
599     else if (!strcmp(bufall+8,"unapply_always\n"))
600     pl->unapply=unapply_always;
601     else LOG(llevDebug,"load_player: got unknown unapply type: %s\n", bufall+8);
602     }
603     else if (!strcmp(buf,"lev_array")){
604     for(i=1;i<=value;i++) {
605     int j;
606     fscanf(fp,"%d\n",&j);
607     pl->levhp[i]=j;
608     fscanf(fp,"%d\n",&j);
609     pl->levsp[i]=j;
610     fscanf(fp,"%d\n",&j);
611     pl->levgrace[i]=j;
612     }
613     /* spell_array code removed - don't know when that was last used.
614     * Even the load code below will someday be replaced by spells being
615     * objects.
616     */
617     } else if (!strcmp(buf,"known_spell")) {
618     #if 0
619     /* Logic is left here in case someone wants to try
620     * and write code to update to spell objects.
621     */
622     char *cp=strchr(bufall,'\n');
623     *cp='\0';
624     cp=strchr(bufall,' ');
625     cp++;
626     for(i=0;i<NROFREALSPELLS;i++)
627     if(!strcmp(spells[i].name,cp)) {
628     pl->known_spells[pl->nrofknownspells++]=i;
629     break;
630     }
631     if(i==NROFREALSPELLS)
632     LOG(llevDebug, "Error: unknown spell (%s)\n",cp);
633     #endif
634     }
635     } /* End of loop loading the character file */
636     leave_map(op);
637     op->speed=0;
638     update_ob_speed(op);
639     reset_object(op);
640     op->contr = pl;
641     pl->ob = op;
642 root 1.3
643 elmex 1.1 /* this loads the standard objects values. */
644 root 1.3 load_object(fp, thawer, op, LO_NEWFILE,0);
645 elmex 1.1 close_and_delete(fp, comp);
646    
647     CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
648    
649     strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
650     pl->title[sizeof(pl->title)-1] = '\0';
651    
652     /* If the map where the person was last saved does not exist,
653     * restart them on their home-savebed. This is good for when
654     * maps change between versions
655     * First, we check for partial path, then check to see if the full
656     * path (for unique player maps)
657     */
658     if (check_path(pl->maplevel,1)==-1) {
659     if (check_path(pl->maplevel,0)==-1) {
660     strcpy(pl->maplevel, pl->savebed_map);
661     op->x = pl->bed_x, op->y = pl->bed_y;
662     }
663     }
664    
665     /* If player saved beyond some time ago, and the feature is
666     * enabled, put the player back on his savebed map.
667     */
668     if ((settings.reset_loc_time >0) && (elapsed_save_time > settings.reset_loc_time)) {
669     strcpy(pl->maplevel, pl->savebed_map);
670     op->x = pl->bed_x, op->y = pl->bed_y;
671     }
672    
673     /* make sure he's a player--needed because of class change. */
674     op->type = PLAYER;
675    
676     enter_exit(op,NULL);
677    
678     pl->name_changed=1;
679     pl->state = ST_PLAYING;
680     #ifdef AUTOSAVE
681     pl->last_save_tick = pticks;
682     #endif
683     op->carrying = sum_weight (op);
684     /* Need to call fix_player now - program modified so that it is not
685     * called during the load process (FLAG_NO_FIX_PLAYER set when
686     * saved)
687     * Moved ahead of the esrv functions, so proper weights will be
688     * sent to the client.
689     */
690     link_player_skills(op);
691    
692     if ( ! legal_range (op, op->contr->shoottype))
693     op->contr->shoottype = range_none;
694    
695     fix_player (op);
696    
697     /* if it's a dragon player, set the correct title here */
698     if (is_dragon_pl(op) && op->inv != NULL) {
699     object *tmp, *abil=NULL, *skin=NULL;
700     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
701     if (tmp->type == FORCE) {
702     if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
703     abil = tmp;
704     else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
705     skin = tmp;
706     }
707     }
708     set_dragon_name(op, abil, skin);
709     }
710    
711     new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
712     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
713     "%s has entered the game.",pl->ob->name);
714    
715 root 1.2 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
716     INVOKE_PLAYER (LOGIN, pl);
717 elmex 1.1
718     op->contr->socket.update_look=1;
719     /* If the player should be dead, call kill_player for them
720     * Only check for hp - if player lacks food, let the normal
721     * logic for that to take place. If player is permanently
722     * dead, and not using permadeath mode, the kill_player will
723     * set the play_again flag, so return.
724     */
725     if (op->stats.hp<0) {
726     new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
727     kill_player(op);
728     if (pl->state != ST_PLAYING) return;
729     }
730     LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", op->name,
731     op->contr->socket.host);
732    
733     /* Do this after checking for death - no reason sucking up bandwidth if
734     * the data isn't needed.
735     */
736     esrv_new_player(op->contr,op->weight+op->carrying);
737     esrv_send_inventory(op, op);
738     esrv_add_spells(op->contr, NULL);
739    
740     CLEAR_FLAG(op, FLAG_FRIENDLY);
741    
742     /* can_use_shield is a new flag. However, the can_use.. seems to largely come
743     * from the class, and not race. I don't see any way to get the class information
744     * to then update this. I don't think this will actually break anything - anyone
745     * that can use armour should be able to use a shield. What this may 'break'
746     * are features new characters get, eg, if someone starts up with a Q, they
747     * should be able to use a shield. However, old Q's won't get that advantage.
748     */
749     if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
750     return;
751     }