ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/login.C
Revision: 1.6
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +189 -189 lines
Log Message:
expand initial tabs to spaces

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_login_c =
3 root 1.6 * "$Id: login.C,v 1.5 2006-08-28 14:05:24 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 1.6 LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror_local(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     LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror_local(errno));
202     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 root 1.5 char filename[MAX_BUF];
229 elmex 1.1 object *tmp, *container=NULL;
230     player *pl = op->contr;
231     int i,wiz=QUERY_FLAG(op,FLAG_WIZ);
232     long checksum;
233     #ifdef BACKUP_SAVE_AT_HOME
234     sint16 backup_x, backup_y;
235     #endif
236    
237     if (!op->stats.exp) return 0; /* no experience, no save */
238    
239     flag&=1;
240    
241     if(!pl->name_changed||(!flag&&!op->stats.exp)) {
242     if(!flag) {
243     new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,");
244     new_draw_info(NDI_UNIQUE, 0,op,"Game not saved.");
245     }
246     return 0;
247     }
248    
249     /* Sanity check - some stuff changes this when player is exiting */
250     if (op->type != PLAYER) return 0;
251    
252     /* Prevent accidental saves if connection is reset after player has
253     * mostly exited.
254     */
255     if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
256 root 1.6 return 0;
257 elmex 1.1
258 root 1.5 INVOKE_PLAYER (SAVE, op->contr, ARG_STRING (filename));
259    
260 elmex 1.1 if (flag == 0)
261     terminate_all_pets(op);
262    
263     sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
264     make_path_to_file(filename);
265 root 1.3
266 root 1.5 object_freezer fp (filename);
267    
268     if (!fp)
269     {
270     new_draw_info(NDI_UNIQUE, 0,op, "Can't open file for save.");
271     return 0;
272     }
273 elmex 1.1
274     /* Eneq(@csd.uu.se): If we have an open container hide it. */
275 root 1.5 if (op->container)
276     {
277     container = op->container;
278     op->container = NULL;
279     }
280 elmex 1.1
281 root 1.5 fprintf(fp,"password %s\n",pl->password);
282 root 1.3
283 elmex 1.1 if (settings.set_title == TRUE)
284     if(pl->own_title[0]!='\0')
285 root 1.6 fprintf(fp,"title %s\n",pl->own_title);
286 elmex 1.1
287     fprintf(fp,"explore %d\n",pl->explore);
288     fprintf(fp,"gen_hp %d\n",pl->gen_hp);
289     fprintf(fp,"gen_sp %d\n",pl->gen_sp);
290     fprintf(fp,"gen_grace %d\n",pl->gen_grace);
291     fprintf(fp,"listening %d\n",pl->listening);
292     fprintf(fp,"shoottype %d\n",pl->shoottype);
293     fprintf(fp,"bowtype %d\n",pl->bowtype);
294     fprintf(fp,"petmode %d\n",pl->petmode);
295     fprintf(fp,"peaceful %d\n",pl->peaceful);
296     fprintf(fp,"no_shout %d\n",pl->no_shout);
297     fprintf(fp,"digestion %d\n",pl->digestion);
298     fprintf(fp,"pickup %d\n", pl->mode);
299     fprintf(fp,"outputs_sync %d\n", pl->outputs_sync);
300     fprintf(fp,"outputs_count %d\n", pl->outputs_count);
301     /* Match the enumerations but in string form */
302     fprintf(fp,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory":
303 root 1.6 (pl->usekeys==keyrings?"keyrings":"containers"));
304 elmex 1.1 /* Match the enumerations but in string form */
305     fprintf(fp,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
306 root 1.6 (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
307 elmex 1.1
308     #ifdef BACKUP_SAVE_AT_HOME
309     if (op->map!=NULL && flag==0)
310     #else
311     if (op->map!=NULL)
312     #endif
313     fprintf(fp,"map %s\n",op->map->path);
314     else
315     fprintf(fp,"map %s\n",settings.emergency_mapname);
316    
317     fprintf(fp,"savebed_map %s\n", pl->savebed_map);
318     fprintf(fp,"bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
319     fprintf(fp,"weapon_sp %f\n",pl->weapon_sp);
320     fprintf(fp,"Str %d\n",pl->orig_stats.Str);
321     fprintf(fp,"Dex %d\n",pl->orig_stats.Dex);
322     fprintf(fp,"Con %d\n",pl->orig_stats.Con);
323     fprintf(fp,"Int %d\n",pl->orig_stats.Int);
324     fprintf(fp,"Pow %d\n",pl->orig_stats.Pow);
325     fprintf(fp,"Wis %d\n",pl->orig_stats.Wis);
326     fprintf(fp,"Cha %d\n",pl->orig_stats.Cha);
327    
328     fprintf(fp,"lev_array %d\n",op->level>10?10:op->level);
329     for(i=1;i<=pl->last_level&&i<=10;i++) {
330     fprintf(fp,"%d\n",pl->levhp[i]);
331     fprintf(fp,"%d\n",pl->levsp[i]);
332 root 1.6 fprintf(fp,"%d\n",pl->levgrace[i]);
333 elmex 1.1 }
334 root 1.4
335 root 1.5 fp.put (op->contr);
336 root 1.4
337 elmex 1.1 fprintf(fp,"endplst\n");
338    
339     SET_FLAG(op, FLAG_NO_FIX_PLAYER);
340     CLEAR_FLAG(op, FLAG_WIZ);
341     #ifdef BACKUP_SAVE_AT_HOME
342     if (flag) {
343     backup_x = op->x;
344     backup_y = op->y;
345     op->x = -1;
346     op->y = -1;
347     }
348     /* Save objects, but not unpaid objects. Don't remove objects from
349     * inventory.
350     */
351 root 1.5 save_object(fp, op, 2);
352 elmex 1.1 if (flag) {
353     op->x = backup_x;
354     op->y = backup_y;
355     }
356     #else
357 root 1.5 save_object(fp, op, 3); /* don't check and don't remove */
358 elmex 1.1 #endif
359    
360     CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
361    
362     if(!flag)
363     while ((tmp = op->inv))
364 root 1.6 destroy_object (tmp);
365 elmex 1.1
366     /* Eneq(@csd.uu.se): Reveal the container if we have one. */
367     if (flag&&container!=NULL)
368     op->container = container;
369    
370     if (wiz) SET_FLAG(op,FLAG_WIZ);
371 root 1.5
372 elmex 1.1 if(!flag)
373 root 1.6 esrv_send_inventory(op, op);
374 elmex 1.1
375     return 1;
376     }
377    
378     void check_login(object *op) {
379     FILE *fp;
380     char filename[MAX_BUF];
381     char buf[MAX_BUF],bufall[MAX_BUF];
382     int i,value,comp;
383     long checksum = 0;
384     player *pl = op->contr;
385     int correct = 0;
386     time_t elapsed_save_time=0;
387     struct stat statbuf;
388    
389     strcpy (pl->maplevel,first_map_path);
390    
391     sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
392    
393     /* If no file, must be a new player, so lets get confirmation of
394     * the password. Return control to the higher level dispatch,
395     * since the rest of this just deals with loading of the file.
396     */
397     if ((fp=open_and_uncompress(filename,1,&comp)) == NULL) {
398 root 1.6 confirm_password(op);
399     return;
400 elmex 1.1 }
401     if (fstat(fileno(fp), &statbuf)) {
402 root 1.6 LOG(llevError,"Unable to stat %s?\n", filename);
403     elapsed_save_time=0;
404 elmex 1.1 } else {
405 root 1.6 elapsed_save_time = time(NULL) - statbuf.st_mtime;
406     if (elapsed_save_time<0) {
407     LOG(llevError,"Player file %s was saved in the future? (%d time)\n", filename, elapsed_save_time);
408     elapsed_save_time=0;
409     }
410 elmex 1.1 }
411    
412 root 1.5 object_thawer thawer (fp, filename);
413 root 1.3
414 elmex 1.1 if(fgets(bufall,MAX_BUF,fp) != NULL) {
415 root 1.6 if(!strncmp(bufall,"checksum ",9)) {
416     checksum = strtol(bufall+9,(char **) NULL, 16);
417     (void) fgets(bufall,MAX_BUF,fp);
418     }
419     if(sscanf(bufall,"password %s\n",buf)) {
420     /* New password scheme: */
421     correct=check_password(pl->write_buf+1,buf);
422     }
423     /* Old password mode removed - I have no idea what it
424     * was, and the current password mechanism has been used
425     * for at least several years.
426     */
427 elmex 1.1 }
428     if (!correct) {
429 root 1.6 new_draw_info(NDI_UNIQUE, 0,op," ");
430     new_draw_info(NDI_UNIQUE, 0,op,"Wrong Password!");
431     new_draw_info(NDI_UNIQUE, 0,op," ");
432     FREE_AND_COPY(op->name, "noname");
433     FREE_AND_COPY(op->name_pl, "noname");
434     op->contr->socket.password_fails++;
435     if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
436     new_draw_info(NDI_UNIQUE, 0,op,
437     "You gave an incorrect password too many times, you will now be dropped from the server.");
438     LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
439     op->contr->socket.host);
440     op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
441     }
442     else get_name(op);
443     return; /* Once again, rest of code just loads the char */
444 elmex 1.1 }
445    
446     #ifdef SAVE_INTERVAL
447     pl->last_save_time=time(NULL);
448     #endif /* SAVE_INTERVAL */
449     pl->party = NULL;
450     if (settings.search_items == TRUE)
451 root 1.6 pl->search_str[0]='\0';
452 elmex 1.1 pl->name_changed=1;
453     pl->orig_stats.Str=0;
454     pl->orig_stats.Dex=0;
455     pl->orig_stats.Con=0;
456     pl->orig_stats.Int=0;
457     pl->orig_stats.Pow=0;
458     pl->orig_stats.Wis=0;
459     pl->orig_stats.Cha=0;
460     strcpy(pl->savebed_map, first_map_path);
461     pl->bed_x=0, pl->bed_y=0;
462     pl->spellparam[0] = '\0';
463    
464     /* Loop through the file, loading the rest of the values */
465     while (fgets(bufall,MAX_BUF,fp)!=NULL) {
466 root 1.6 sscanf(bufall,"%s %d\n",buf,&value);
467 elmex 1.1 if (!strcmp(buf,"endplst"))
468     break;
469 root 1.6 else if (!strcmp(buf,"oid"))
470 root 1.4 thawer.get (pl, value);
471 root 1.6 else if (!strcmp(buf,"title") && settings.set_title == TRUE)
472     sscanf(bufall,"title %[^\n]",pl->own_title);
473     else if (!strcmp(buf,"explore"))
474     pl->explore = value;
475     else if (!strcmp(buf,"gen_hp"))
476     pl->gen_hp=value;
477 elmex 1.1 else if (!strcmp(buf,"shoottype"))
478 root 1.6 pl->shoottype=(rangetype)value;
479     else if (!strcmp(buf,"bowtype"))
480     pl->bowtype=(bowtype_t)value;
481     else if (!strcmp(buf,"petmode"))
482     pl->petmode=(petmode_t)value;
483 elmex 1.1 else if (!strcmp(buf,"gen_sp"))
484 root 1.6 pl->gen_sp=value;
485 elmex 1.1 else if (!strcmp(buf,"gen_grace"))
486 root 1.6 pl->gen_grace=value;
487 elmex 1.1 else if (!strcmp(buf,"listening"))
488 root 1.6 pl->listening=value;
489 elmex 1.1 else if (!strcmp(buf,"peaceful"))
490 root 1.6 pl->peaceful=value;
491     else if (!strcmp(buf,"no_shout"))
492     pl->no_shout=value;
493 elmex 1.1 else if (!strcmp(buf,"digestion"))
494 root 1.6 pl->digestion=value;
495     else if (!strcmp(buf,"pickup"))
496     pl->mode=value;
497     else if (!strcmp(buf,"outputs_sync"))
498     pl->outputs_sync = value;
499     else if (!strcmp(buf,"outputs_count"))
500     pl->outputs_count = value;
501 elmex 1.1 else if (!strcmp(buf,"map"))
502 root 1.6 sscanf(bufall,"map %s", pl->maplevel);
503 elmex 1.1 else if (!strcmp(buf,"savebed_map"))
504 root 1.6 sscanf(bufall,"savebed_map %s", pl->savebed_map);
505     else if (!strcmp(buf,"bed_x"))
506     pl->bed_x=value;
507     else if (!strcmp(buf,"bed_y"))
508     pl->bed_y=value;
509     else if (!strcmp(buf,"weapon_sp"))
510     sscanf(buf,"weapon_sp %f",&pl->weapon_sp);
511 elmex 1.1 else if (!strcmp(buf,"Str"))
512 root 1.6 pl->orig_stats.Str=value;
513 elmex 1.1 else if (!strcmp(buf,"Dex"))
514 root 1.6 pl->orig_stats.Dex=value;
515 elmex 1.1 else if (!strcmp(buf,"Con"))
516 root 1.6 pl->orig_stats.Con=value;
517 elmex 1.1 else if (!strcmp(buf,"Int"))
518 root 1.6 pl->orig_stats.Int=value;
519 elmex 1.1 else if (!strcmp(buf,"Pow"))
520 root 1.6 pl->orig_stats.Pow=value;
521 elmex 1.1 else if (!strcmp(buf,"Wis"))
522 root 1.6 pl->orig_stats.Wis=value;
523 elmex 1.1 else if (!strcmp(buf,"Cha"))
524 root 1.6 pl->orig_stats.Cha=value;
525     else if (!strcmp(buf,"usekeys")) {
526     if (!strcmp(bufall+8,"key_inventory\n"))
527     pl->usekeys=key_inventory;
528     else if (!strcmp(bufall+8,"keyrings\n"))
529     pl->usekeys=keyrings;
530     else if (!strcmp(bufall+8,"containers\n"))
531     pl->usekeys=containers;
532     else LOG(llevDebug,"load_player: got unknown usekeys type: %s\n", bufall+8);
533     }
534     else if (!strcmp(buf,"unapply")) {
535     if (!strcmp(bufall+8,"unapply_nochoice\n"))
536     pl->unapply=unapply_nochoice;
537     else if (!strcmp(bufall+8,"unapply_never\n"))
538     pl->unapply=unapply_never;
539     else if (!strcmp(bufall+8,"unapply_always\n"))
540     pl->unapply=unapply_always;
541     else LOG(llevDebug,"load_player: got unknown unapply type: %s\n", bufall+8);
542     }
543 elmex 1.1 else if (!strcmp(buf,"lev_array")){
544 root 1.6 for(i=1;i<=value;i++) {
545     int j;
546     fscanf(fp,"%d\n",&j);
547     pl->levhp[i]=j;
548     fscanf(fp,"%d\n",&j);
549     pl->levsp[i]=j;
550     fscanf(fp,"%d\n",&j);
551     pl->levgrace[i]=j;
552     }
553     /* spell_array code removed - don't know when that was last used.
554     * Even the load code below will someday be replaced by spells being
555     * objects.
556     */
557     } else if (!strcmp(buf,"known_spell")) {
558 elmex 1.1 #if 0
559 root 1.6 /* Logic is left here in case someone wants to try
560     * and write code to update to spell objects.
561     */
562     char *cp=strchr(bufall,'\n');
563     *cp='\0';
564     cp=strchr(bufall,' ');
565     cp++;
566     for(i=0;i<NROFREALSPELLS;i++)
567     if(!strcmp(spells[i].name,cp)) {
568     pl->known_spells[pl->nrofknownspells++]=i;
569     break;
570     }
571     if(i==NROFREALSPELLS)
572     LOG(llevDebug, "Error: unknown spell (%s)\n",cp);
573 elmex 1.1 #endif
574 root 1.6 }
575 elmex 1.1 } /* End of loop loading the character file */
576     leave_map(op);
577     op->speed=0;
578     update_ob_speed(op);
579     reset_object(op);
580     op->contr = pl;
581     pl->ob = op;
582 root 1.3
583 elmex 1.1 /* this loads the standard objects values. */
584 root 1.5 load_object(thawer, op, LO_NEWFILE,0);
585 elmex 1.1 close_and_delete(fp, comp);
586    
587     CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
588    
589     strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
590     pl->title[sizeof(pl->title)-1] = '\0';
591    
592     /* If the map where the person was last saved does not exist,
593     * restart them on their home-savebed. This is good for when
594     * maps change between versions
595     * First, we check for partial path, then check to see if the full
596     * path (for unique player maps)
597     */
598     if (check_path(pl->maplevel,1)==-1) {
599     if (check_path(pl->maplevel,0)==-1) {
600 root 1.6 strcpy(pl->maplevel, pl->savebed_map);
601     op->x = pl->bed_x, op->y = pl->bed_y;
602 elmex 1.1 }
603     }
604    
605     /* If player saved beyond some time ago, and the feature is
606     * enabled, put the player back on his savebed map.
607     */
608     if ((settings.reset_loc_time >0) && (elapsed_save_time > settings.reset_loc_time)) {
609 root 1.6 strcpy(pl->maplevel, pl->savebed_map);
610     op->x = pl->bed_x, op->y = pl->bed_y;
611 elmex 1.1 }
612    
613     /* make sure he's a player--needed because of class change. */
614     op->type = PLAYER;
615    
616     enter_exit(op,NULL);
617    
618     pl->name_changed=1;
619     pl->state = ST_PLAYING;
620     #ifdef AUTOSAVE
621     pl->last_save_tick = pticks;
622     #endif
623     op->carrying = sum_weight (op);
624     /* Need to call fix_player now - program modified so that it is not
625     * called during the load process (FLAG_NO_FIX_PLAYER set when
626     * saved)
627     * Moved ahead of the esrv functions, so proper weights will be
628     * sent to the client.
629     */
630     link_player_skills(op);
631    
632     if ( ! legal_range (op, op->contr->shoottype))
633     op->contr->shoottype = range_none;
634    
635     fix_player (op);
636    
637     /* if it's a dragon player, set the correct title here */
638     if (is_dragon_pl(op) && op->inv != NULL) {
639     object *tmp, *abil=NULL, *skin=NULL;
640     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
641 root 1.6 if (tmp->type == FORCE) {
642     if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
643     abil = tmp;
644     else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
645     skin = tmp;
646     }
647     }
648     set_dragon_name(op, abil, skin);
649 elmex 1.1 }
650    
651     new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
652     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
653 root 1.6 "%s has entered the game.",pl->ob->name);
654 elmex 1.1
655 root 1.2 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
656     INVOKE_PLAYER (LOGIN, pl);
657 elmex 1.1
658     op->contr->socket.update_look=1;
659     /* If the player should be dead, call kill_player for them
660     * Only check for hp - if player lacks food, let the normal
661     * logic for that to take place. If player is permanently
662     * dead, and not using permadeath mode, the kill_player will
663     * set the play_again flag, so return.
664     */
665     if (op->stats.hp<0) {
666 root 1.6 new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
667     kill_player(op);
668     if (pl->state != ST_PLAYING) return;
669 elmex 1.1 }
670     LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", op->name,
671 root 1.6 op->contr->socket.host);
672 elmex 1.1
673     /* Do this after checking for death - no reason sucking up bandwidth if
674     * the data isn't needed.
675     */
676     esrv_new_player(op->contr,op->weight+op->carrying);
677     esrv_send_inventory(op, op);
678     esrv_add_spells(op->contr, NULL);
679    
680     CLEAR_FLAG(op, FLAG_FRIENDLY);
681    
682     /* can_use_shield is a new flag. However, the can_use.. seems to largely come
683     * from the class, and not race. I don't see any way to get the class information
684     * to then update this. I don't think this will actually break anything - anyone
685     * that can use armour should be able to use a shield. What this may 'break'
686     * are features new characters get, eg, if someone starts up with a Q, they
687     * should be able to use a shield. However, old Q's won't get that advantage.
688     */
689     if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
690     return;
691     }