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/cvs/deliantra/server/server/login.C
Revision: 1.5
Committed: Mon Aug 28 14:05:24 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +23 -83 lines
Log Message:
improved,more automatic freezer

File Contents

# Content
1 /*
2 * static char *rcsid_login_c =
3 * "$Id: login.C,v 1.4 2006-08-28 07:07:42 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 char filename[MAX_BUF];
229 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 return 0;
257
258 INVOKE_PLAYER (SAVE, op->contr, ARG_STRING (filename));
259
260 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
266 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
274 /* Eneq(@csd.uu.se): If we have an open container hide it. */
275 if (op->container)
276 {
277 container = op->container;
278 op->container = NULL;
279 }
280
281 fprintf(fp,"password %s\n",pl->password);
282
283 if (settings.set_title == TRUE)
284 if(pl->own_title[0]!='\0')
285 fprintf(fp,"title %s\n",pl->own_title);
286
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 (pl->usekeys==keyrings?"keyrings":"containers"));
304 /* Match the enumerations but in string form */
305 fprintf(fp,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
306 (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
307
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 fprintf(fp,"%d\n",pl->levgrace[i]);
333 }
334
335 fp.put (op->contr);
336
337 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 save_object(fp, op, 2);
352 if (flag) {
353 op->x = backup_x;
354 op->y = backup_y;
355 }
356 #else
357 save_object(fp, op, 3); /* don't check and don't remove */
358 #endif
359
360 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
361
362 if(!flag)
363 while ((tmp = op->inv))
364 destroy_object (tmp);
365
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
372 if(!flag)
373 esrv_send_inventory(op, op);
374
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 confirm_password(op);
399 return;
400 }
401 if (fstat(fileno(fp), &statbuf)) {
402 LOG(llevError,"Unable to stat %s?\n", filename);
403 elapsed_save_time=0;
404 } else {
405 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 }
411
412 object_thawer thawer (fp, filename);
413
414 if(fgets(bufall,MAX_BUF,fp) != NULL) {
415 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 }
428 if (!correct) {
429 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 }
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 pl->search_str[0]='\0';
452 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 sscanf(bufall,"%s %d\n",buf,&value);
467 if (!strcmp(buf,"endplst"))
468 break;
469 else if (!strcmp(buf,"oid"))
470 thawer.get (pl, value);
471 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 else if (!strcmp(buf,"shoottype"))
478 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 else if (!strcmp(buf,"gen_sp"))
484 pl->gen_sp=value;
485 else if (!strcmp(buf,"gen_grace"))
486 pl->gen_grace=value;
487 else if (!strcmp(buf,"listening"))
488 pl->listening=value;
489 else if (!strcmp(buf,"peaceful"))
490 pl->peaceful=value;
491 else if (!strcmp(buf,"no_shout"))
492 pl->no_shout=value;
493 else if (!strcmp(buf,"digestion"))
494 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 else if (!strcmp(buf,"map"))
502 sscanf(bufall,"map %s", pl->maplevel);
503 else if (!strcmp(buf,"savebed_map"))
504 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 else if (!strcmp(buf,"Str"))
512 pl->orig_stats.Str=value;
513 else if (!strcmp(buf,"Dex"))
514 pl->orig_stats.Dex=value;
515 else if (!strcmp(buf,"Con"))
516 pl->orig_stats.Con=value;
517 else if (!strcmp(buf,"Int"))
518 pl->orig_stats.Int=value;
519 else if (!strcmp(buf,"Pow"))
520 pl->orig_stats.Pow=value;
521 else if (!strcmp(buf,"Wis"))
522 pl->orig_stats.Wis=value;
523 else if (!strcmp(buf,"Cha"))
524 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 else if (!strcmp(buf,"lev_array")){
544 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 #if 0
559 /* 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 #endif
574 }
575 } /* 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
583 /* this loads the standard objects values. */
584 load_object(thawer, op, LO_NEWFILE,0);
585 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 strcpy(pl->maplevel, pl->savebed_map);
601 op->x = pl->bed_x, op->y = pl->bed_y;
602 }
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 strcpy(pl->maplevel, pl->savebed_map);
610 op->x = pl->bed_x, op->y = pl->bed_y;
611 }
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 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 }
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 "%s has entered the game.",pl->ob->name);
654
655 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
656 INVOKE_PLAYER (LOGIN, pl);
657
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 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 }
670 LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", op->name,
671 op->contr->socket.host);
672
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 }