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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

# Content
1 /*
2 * static char *rcsid_login_c =
3 * "$Id: login.C,v 1.3 2006-08-27 16:15:13 root Exp $";
4 */
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
269 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 INVOKE_PLAYER (SAVE, op->contr, ARG_STRING (filename));
285
286 object_freezer freezer (filename);
287
288 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
343 freezer.put (fp, op->contr);
344
345 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 save_object(fp, freezer, op, 2);
360 if (flag) {
361 op->x = backup_x;
362 op->y = backup_y;
363 }
364 #else
365 save_object(fp, freezer, op, 3); /* don't check and don't remove */
366 #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 object_thawer thawer (filename);
473
474 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 else if (!strcmp(buf,"oid"))
530 thawer.get (pl, value);
531 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
643 /* this loads the standard objects values. */
644 load_object(fp, thawer, op, LO_NEWFILE,0);
645 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 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
716 INVOKE_PLAYER (LOGIN, pl);
717
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 }