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Comparing deliantra/server/server/login.C (file contents):
Revision 1.11 by root, Sun Sep 3 22:45:57 2006 UTC vs.
Revision 1.25 by root, Sat Dec 16 17:16:52 2006 UTC

1/*
2 * static char *rcsid_login_c =
3 * "$Id: login.C,v 1.11 2006/09/03 22:45:57 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef __CEXTRACT__ 25#ifndef __CEXTRACT__
31#include <sproto.h> 26# include <sproto.h>
32#endif 27#endif
33#include <spells.h> 28#include <spells.h>
34#include <loader.h> 29#include <loader.h>
35#include <define.h> 30#include <define.h>
36 31
39extern long pticks; 34extern long pticks;
40 35
41/* If flag is non zero, it means that we want to try and save everyone, but 36/* 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. 37 * keep the game running. Thus, we don't want to free any information.
43 */ 38 */
39void
44void emergency_save(int flag) { 40emergency_save (int flag)
41{
45 player *pl; 42 player *pl;
43
46#ifndef NO_EMERGENCY_SAVE 44#ifndef NO_EMERGENCY_SAVE
47 trying_emergency_save = 1; 45 trying_emergency_save = 1;
48 if(editor) 46 if (editor)
49 return; 47 return;
50 LOG(llevError,"Emergency save: "); 48 LOG (llevError, "Emergency save: ");
51 for(pl=first_player;pl!=NULL;pl=pl->next) { 49 for (pl = first_player; pl != NULL; pl = pl->next)
50 {
52 if(!pl->ob) { 51 if (!pl->ob)
52 {
53 LOG(llevError, "No name, ignoring this.\n"); 53 LOG (llevError, "No name, ignoring this.\n");
54 continue; 54 continue;
55 } 55 }
56 LOG(llevError,"%s ",pl->ob->name); 56 LOG (llevError, "%s ", pl->ob->name);
57 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save..."); 57 new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save...");
58 58
59/* If we are not exiting the game (ie, this is sort of a backup save), then 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 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 61 * options to have backup saves be done at the starting village
62 */ 62 */
63 if (!flag) { 63 if (!flag)
64 {
64 strcpy(pl->maplevel, first_map_path); 65 strcpy (pl->maplevel, first_map_path);
65 if(pl->ob->map!=NULL) 66 if (pl->ob->map != NULL)
66 pl->ob->map = NULL; 67 pl->ob->map = NULL;
67 pl->ob->x = -1; 68 pl->ob->x = -1;
68 pl->ob->y = -1; 69 pl->ob->y = -1;
69 } 70 }
70 if(!save_player(pl->ob,flag)) { 71 if (!save_player (pl->ob, flag))
72 {
71 LOG(llevError, "(failed) "); 73 LOG (llevError, "(failed) ");
72 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save failed, checking score..."); 74 new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save failed, checking score...");
73 } 75 }
74 check_score(pl->ob); 76 check_score (pl->ob);
75 } 77 }
76 LOG(llevError,"\n"); 78 LOG (llevError, "\n");
77#else 79#else
78 LOG(llevInfo,"Emergency saves disabled, no save attempted\n"); 80 LOG (llevInfo, "Emergency saves disabled, no save attempted\n");
79#endif 81#endif
80 /* If the game is exiting, remove the player locks */ 82 /* If the game is exiting, remove the player locks */
81 if (!flag) { 83 if (!flag)
84 {
82 for(pl=first_player;pl!=NULL;pl=pl->next) { 85 for (pl = first_player; pl != NULL; pl = pl->next)
86 {
83 if(pl->ob) { 87 if (pl->ob)
88 {
89 }
84 } 90 }
85 }
86 } 91 }
87} 92}
88 93
89/* Delete character with name. if new is set, also delete the new 94/* Delete character with name. if new is set, also delete the new
90 * style directory, otherwise, just delete the old style playfile 95 * style directory, otherwise, just delete the old style playfile
91 * (needed for transition) 96 * (needed for transition)
92 */ 97 */
98void
93void delete_character(const char *name, int newchar) { 99delete_character (const char *name, int newchar)
100{
94 char buf[MAX_BUF]; 101 char buf[MAX_BUF];
95 102
96 sprintf(buf,"%s/%s/%s.pl",settings.localdir,settings.playerdir,name); 103 sprintf (buf, "%s/%s/%s.pl", settings.localdir, settings.playerdir, name);
97 if(unlink(buf)== -1) 104 if (unlink (buf) == -1)
98 LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror(errno)); 105 LOG (llevDebug, "Cannot delete character file %s: %s\n", buf, strerror (errno));
99 if (newchar) { 106 if (newchar)
107 {
100 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,name); 108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, name);
101 /* this effectively does an rm -rf on the directory */ 109 /* this effectively does an rm -rf on the directory */
102 remove_directory(buf); 110 remove_directory (buf);
103 } 111 }
104} 112}
105 113
106/* This verify that a character of name exits, and that it matches 114/* 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, 115 * password. It return 0 if there is match, 1 if no such player,
108 * 2 if incorrect password. 116 * 2 if incorrect password.
109 */ 117 */
110 118
119int
111int verify_player(const char *name, char *password) 120verify_player (const char *name, char *password)
112{ 121{
113 char buf[MAX_BUF]; 122 char buf[MAX_BUF];
114 int comp; 123 int comp;
115 FILE *fp; 124 FILE *fp;
116 125
117 if (strpbrk(name, "/.\\") != NULL) { 126 if (strpbrk (name, "/.\\") != NULL)
127 {
118 LOG(llevError, "Username contains illegal characters: %s\n", name); 128 LOG (llevError, "Username contains illegal characters: %s\n", name);
119 return 1; 129 return 1;
120 } 130 }
121 131
122 snprintf(buf, sizeof(buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name); 132 snprintf (buf, sizeof (buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
123 if (strlen(buf) >= sizeof(buf)-1) { 133 if (strlen (buf) >= sizeof (buf) - 1)
134 {
124 LOG(llevError, "Username too long: %s\n", name); 135 LOG (llevError, "Username too long: %s\n", name);
125 return 1; 136 return 1;
126 } 137 }
127 138
128 if ((fp=open_and_uncompress(buf,0,&comp))==NULL) return 1; 139 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
140 return 1;
129 141
130 /* Read in the file until we find the password line. Our logic could 142 /* 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 143 * 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 144 * it is written by the program, I think it is fair to assume that the
133 * syntax should be pretty standard. 145 * syntax should be pretty standard.
134 */ 146 */
135 while (fgets(buf, MAX_BUF-1, fp) != NULL) { 147 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
148 {
136 if (!strncmp(buf,"password ",9)) { 149 if (!strncmp (buf, "password ", 9))
150 {
137 buf[strlen(buf)-1]=0; /* remove newline */ 151 buf[strlen (buf) - 1] = 0; /* remove newline */
138 if (check_password(password, buf+9)) { 152 if (check_password (password, buf + 9))
153 {
139 close_and_delete(fp, comp); 154 close_and_delete (fp, comp);
140 return 0; 155 return 0;
141 } 156 }
142 else { 157 else
158 {
143 close_and_delete(fp, comp); 159 close_and_delete (fp, comp);
144 return 2; 160 return 2;
145 } 161 }
146 } 162 }
147 } 163 }
148 LOG(llevDebug,"Could not find a password line in player %s\n", name); 164 LOG (llevDebug, "Could not find a password line in player %s\n", name);
149 close_and_delete(fp, comp); 165 close_and_delete (fp, comp);
150 return 1; 166 return 1;
151} 167}
152 168
153/* Checks to see if anyone else by 'name' is currently playing. 169/* 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 170 * 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 171 * game, we don't let this person join (we should really let the new player
158 * If no one by that name is currently playing, we then make sure the name 174 * If no one by that name is currently playing, we then make sure the name
159 * doesn't include any bogus characters. 175 * 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. 176 * We return 0 if the name is in use/bad, 1 if it is OK to use this name.
161 */ 177 */
162 178
179int
163int check_name(player *me,const char *name) { 180check_name (player *me, const char *name)
181{
164 player *pl; 182 player *pl;
165 183
166 for(pl=first_player;pl!=NULL;pl=pl->next) 184 for (pl = first_player; pl != NULL; pl = pl->next)
167 if(pl!=me&&pl->ob->name!=NULL&&!strcmp(pl->ob->name,name)) { 185 if (pl != me && pl->ob->name != NULL && !strcmp (pl->ob->name, name))
186 {
168 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is already in use."); 187 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; 188 return 0;
175 } 189 }
176 190
191 if (*name == '\0')
192 {
193 new_draw_info (NDI_UNIQUE, 0, me->ob, "Null names are not allowed.");
194 return 0;
195 }
196
177 if(!playername_ok(name)) { 197 if (!playername_ok (name))
198 {
178 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name contains illegal characters."); 199 new_draw_info (NDI_UNIQUE, 0, me->ob, "That name contains illegal characters.");
179 return 0; 200 return 0;
180 } 201 }
181 if (strlen(name) >= MAX_NAME) { 202 if (strlen (name) >= MAX_NAME)
203 {
182 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is too long."); 204 new_draw_info (NDI_UNIQUE, 0, me->ob, "That name is too long.");
183 return 0; 205 return 0;
184 } 206 }
185 207
186 return 1; 208 return 1;
187} 209}
188 210
211int
189int create_savedir_if_needed(char *savedir) 212create_savedir_if_needed (char *savedir)
190{ 213{
191 struct stat *buf; 214 struct stat *buf;
192 215
193 if ((buf = (struct stat *) malloc(sizeof(struct stat))) == NULL) { 216 if ((buf = (struct stat *) malloc (sizeof (struct stat))) == NULL)
217 {
194 LOG(llevError, "Unable to save playerfile... out of memory.\n"); 218 LOG (llevError, "Unable to save playerfile... out of memory.\n");
195 return 0; 219 return 0;
220 }
196 } else { 221 else
222 {
197 stat(savedir, buf); 223 stat (savedir, buf);
198 if (!S_ISDIR(buf->st_mode)) 224 if (!S_ISDIR (buf->st_mode))
199 if (mkdir(savedir, SAVE_DIR_MODE)) 225 if (mkdir (savedir, SAVE_DIR_MODE))
200 { 226 {
201 LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror(errno)); 227 LOG (llevError, "Unable to create player savedir %s: %s\n", savedir, strerror (errno));
202 return 0; 228 return 0;
203 } 229 }
204 free(buf); 230 free (buf);
205 } 231 }
206 return 1; 232 return 1;
207}
208
209void 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} 233}
219 234
220/* 235/*
221 * If flag is set, it's only backup, ie dont remove objects from inventory 236 * 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 237 * If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player
223 * will be saved at the emergency save location. 238 * will be saved at the emergency save location.
224 * Returns non zero if successful. 239 * Returns non zero if successful.
225 */ 240 */
226 241
242int
227int save_player(object *op, int flag) { 243save_player (object *op, int flag)
244{
228 object *tmp, *container=NULL; 245 object *tmp, *container = NULL;
229 player *pl = op->contr; 246 player *pl = op->contr;
230 int i,wiz=QUERY_FLAG(op,FLAG_WIZ); 247 int i, wiz = QUERY_FLAG (op, FLAG_WIZ);
231 long checksum; 248
232#ifdef BACKUP_SAVE_AT_HOME 249#ifdef BACKUP_SAVE_AT_HOME
233 sint16 backup_x, backup_y; 250 sint16 backup_x, backup_y;
234#endif 251#endif
235 252
236 if (!op->stats.exp) return 0; /* no experience, no save */ 253 if (!op->stats.exp)
254 return 0; /* no experience, no save */
237 255
238 flag&=1; 256 flag &= 1;
239 257
240 if(!pl->name_changed||(!flag&&!op->stats.exp)) { 258 if (!pl->name_changed || (!flag && !op->stats.exp))
259 {
241 if(!flag) { 260 if (!flag)
261 {
242 new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,"); 262 new_draw_info (NDI_UNIQUE, 0, op, "Your game is not valid,");
243 new_draw_info(NDI_UNIQUE, 0,op,"Game not saved."); 263 new_draw_info (NDI_UNIQUE, 0, op, "Game not saved.");
264 }
265 return 0;
244 } 266 }
267
268 /* Sanity check - some stuff changes this when player is exiting */
269 if (op->type != PLAYER)
245 return 0; 270 return 0;
246 }
247 271
248 /* Sanity check - some stuff changes this when player is exiting */
249 if (op->type != PLAYER) return 0;
250
251 /* Prevent accidental saves if connection is reset after player has 272 /* Prevent accidental saves if connection is reset after player has
252 * mostly exited. 273 * mostly exited.
253 */ 274 */
254 if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD) 275 if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
255 return 0; 276 return 0;
256 277
257 INVOKE_PLAYER (SAVE, op->contr); 278 INVOKE_PLAYER (SAVE, op->contr);
258 279
259 if (flag == 0) 280 if (flag == 0)
260 terminate_all_pets(op); 281 terminate_all_pets (op);
261 282
262 object_freezer freezer; 283 object_freezer freezer;
263 284
264 /* Eneq(@csd.uu.se): If we have an open container hide it. */ 285 /* Eneq(@csd.uu.se): If we have an open container hide it. */
265 if (op->container) 286 if (op->container)
266 { 287 {
267 container = op->container; 288 container = op->container;
268 op->container = NULL; 289 op->container = NULL;
269 } 290 }
270 291
271 fprintf(freezer,"password %s\n",pl->password); 292 fprintf (freezer, "password %s\n", pl->password);
272 293
273 if (settings.set_title == TRUE) 294 if (settings.set_title == TRUE)
274 if(pl->own_title[0]!='\0') 295 if (pl->own_title[0] != '\0')
275 fprintf(freezer,"title %s\n",pl->own_title); 296 fprintf (freezer, "title %s\n", pl->own_title);
276 297
277 fprintf(freezer,"explore %d\n",pl->explore); 298 fprintf (freezer, "explore %d\n", pl->explore);
278 fprintf(freezer,"gen_hp %d\n",pl->gen_hp); 299 fprintf (freezer, "gen_hp %d\n", pl->gen_hp);
279 fprintf(freezer,"gen_sp %d\n",pl->gen_sp); 300 fprintf (freezer, "gen_sp %d\n", pl->gen_sp);
280 fprintf(freezer,"gen_grace %d\n",pl->gen_grace); 301 fprintf (freezer, "gen_grace %d\n", pl->gen_grace);
281 fprintf(freezer,"listening %d\n",pl->listening); 302 fprintf (freezer, "listening %d\n", pl->listening);
282 fprintf(freezer,"shoottype %d\n",pl->shoottype); 303 fprintf (freezer, "shoottype %d\n", pl->shoottype);
283 fprintf(freezer,"bowtype %d\n",pl->bowtype); 304 fprintf (freezer, "bowtype %d\n", pl->bowtype);
284 fprintf(freezer,"petmode %d\n",pl->petmode); 305 fprintf (freezer, "petmode %d\n", pl->petmode);
285 fprintf(freezer,"peaceful %d\n",pl->peaceful); 306 fprintf (freezer, "peaceful %d\n", pl->peaceful);
286 fprintf(freezer,"no_shout %d\n",pl->no_shout);
287 fprintf(freezer,"digestion %d\n",pl->digestion); 307 fprintf (freezer, "digestion %d\n", pl->digestion);
288 fprintf(freezer,"pickup %d\n", pl->mode); 308 fprintf (freezer, "pickup %d\n", pl->mode);
289 fprintf(freezer,"outputs_sync %d\n", pl->outputs_sync); 309 fprintf (freezer, "outputs_sync %d\n", pl->outputs_sync);
290 fprintf(freezer,"outputs_count %d\n", pl->outputs_count); 310 fprintf (freezer, "outputs_count %d\n", pl->outputs_count);
291 /* Match the enumerations but in string form */ 311 /* Match the enumerations but in string form */
292 fprintf(freezer,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory": 312 fprintf (freezer, "usekeys %s\n", pl->usekeys == key_inventory ? "key_inventory" : (pl->usekeys == keyrings ? "keyrings" : "containers"));
293 (pl->usekeys==keyrings?"keyrings":"containers"));
294 /* Match the enumerations but in string form */ 313 /* Match the enumerations but in string form */
295 fprintf(freezer,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice": 314 fprintf (freezer, "unapply %s\n", pl->unapply == unapply_nochoice ? "unapply_nochoice" :
296 (pl->unapply==unapply_never?"unapply_never":"unapply_always")); 315 (pl->unapply == unapply_never ? "unapply_never" : "unapply_always"));
297 316
298#ifdef BACKUP_SAVE_AT_HOME 317#ifdef BACKUP_SAVE_AT_HOME
299 if (op->map!=NULL && flag==0) 318 if (op->map != NULL && flag == 0)
300#else 319#else
301 if (op->map!=NULL) 320 if (op->map != NULL)
302#endif 321#endif
303 fprintf(freezer,"map %s\n",op->map->path); 322 fprintf (freezer, "map %s\n", op->map->path);
304 else 323 else
305 fprintf(freezer,"map %s\n",settings.emergency_mapname); 324 fprintf (freezer, "map %s\n", settings.emergency_mapname);
306 325
307 fprintf(freezer,"savebed_map %s\n", pl->savebed_map); 326 fprintf (freezer, "savebed_map %s\n", pl->savebed_map);
308 fprintf(freezer,"bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y); 327 fprintf (freezer, "bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
309 fprintf(freezer,"weapon_sp %f\n",pl->weapon_sp); 328 fprintf (freezer, "weapon_sp %f\n", pl->weapon_sp);
310 fprintf(freezer,"Str %d\n",pl->orig_stats.Str); 329 fprintf (freezer, "Str %d\n", pl->orig_stats.Str);
311 fprintf(freezer,"Dex %d\n",pl->orig_stats.Dex); 330 fprintf (freezer, "Dex %d\n", pl->orig_stats.Dex);
312 fprintf(freezer,"Con %d\n",pl->orig_stats.Con); 331 fprintf (freezer, "Con %d\n", pl->orig_stats.Con);
313 fprintf(freezer,"Int %d\n",pl->orig_stats.Int); 332 fprintf (freezer, "Int %d\n", pl->orig_stats.Int);
314 fprintf(freezer,"Pow %d\n",pl->orig_stats.Pow); 333 fprintf (freezer, "Pow %d\n", pl->orig_stats.Pow);
315 fprintf(freezer,"Wis %d\n",pl->orig_stats.Wis); 334 fprintf (freezer, "Wis %d\n", pl->orig_stats.Wis);
316 fprintf(freezer,"Cha %d\n",pl->orig_stats.Cha); 335 fprintf (freezer, "Cha %d\n", pl->orig_stats.Cha);
317 336
318 fprintf(freezer,"lev_array %d\n",op->level>10?10:op->level); 337 fprintf (freezer, "lev_array %d\n", op->level > 10 ? 10 : op->level);
319 for(i=1;i<=pl->last_level&&i<=10;i++) { 338 for (i = 1; i <= pl->last_level && i <= 10; i++)
339 {
320 fprintf(freezer,"%d\n",pl->levhp[i]); 340 fprintf (freezer, "%d\n", pl->levhp[i]);
321 fprintf(freezer,"%d\n",pl->levsp[i]); 341 fprintf (freezer, "%d\n", pl->levsp[i]);
322 fprintf(freezer,"%d\n",pl->levgrace[i]); 342 fprintf (freezer, "%d\n", pl->levgrace[i]);
323 } 343 }
324 344
325 freezer.put (op->contr); 345 freezer.put (op->contr);
326 346
327 fprintf(freezer,"endplst\n"); 347 fprintf (freezer, "endplst\n");
328 348
329 SET_FLAG(op, FLAG_NO_FIX_PLAYER); 349 SET_FLAG (op, FLAG_NO_FIX_PLAYER);
330 CLEAR_FLAG(op, FLAG_WIZ); 350 CLEAR_FLAG (op, FLAG_WIZ);
331#ifdef BACKUP_SAVE_AT_HOME 351#ifdef BACKUP_SAVE_AT_HOME
332 if (flag) { 352 if (flag)
353 {
333 backup_x = op->x; 354 backup_x = op->x;
334 backup_y = op->y; 355 backup_y = op->y;
335 op->x = -1; 356 op->x = -1;
336 op->y = -1; 357 op->y = -1;
337 } 358 }
338 /* Save objects, but not unpaid objects. Don't remove objects from 359 /* Save objects, but not unpaid objects. Don't remove objects from
339 * inventory. 360 * inventory.
340 */ 361 */
341 save_object(freezer, op, 2); 362 save_object (freezer, op, 2);
342 if (flag) { 363 if (flag)
364 {
343 op->x = backup_x; 365 op->x = backup_x;
344 op->y = backup_y; 366 op->y = backup_y;
345 } 367 }
346#else 368#else
347 save_object(freezer, op, 3); /* don't check and don't remove */ 369 save_object (freezer, op, 3); /* don't check and don't remove */
348#endif 370#endif
349 371
350 char filename[MAX_BUF]; 372 char filename[MAX_BUF];
373
351 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,&op->name,&op->name); 374 sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &op->name, &op->name);
352 make_path_to_file(filename); 375 make_path_to_file (filename);
353 freezer.save (filename); 376 freezer.save (filename);
354 377
355 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER); 378 CLEAR_FLAG (op, FLAG_NO_FIX_PLAYER);
356 379
357 if(!flag) 380 if (!flag)
358 while ((tmp = op->inv)) 381 while ((tmp = op->inv))
359 destroy_object (tmp); 382 tmp->destroy (1);
360 383
361 /* Eneq(@csd.uu.se): Reveal the container if we have one. */ 384 /* Eneq(@csd.uu.se): Reveal the container if we have one. */
362 if (flag && container!=NULL) 385 if (flag && container != NULL)
363 op->container = container; 386 op->container = container;
364 387
388 if (wiz)
365 if (wiz) SET_FLAG (op, FLAG_WIZ); 389 SET_FLAG (op, FLAG_WIZ);
366 390
367 if(!flag) 391 if (!flag)
368 esrv_send_inventory(op, op); 392 esrv_send_inventory (op, op);
369 393
370 return 1; 394 return 1;
371} 395}
372 396
397void
373void check_login(object *op) { 398check_login (object *op)
399{
374 char filename[MAX_BUF]; 400 char filename[MAX_BUF];
375 char buf[MAX_BUF],bufall[MAX_BUF]; 401 char buf[MAX_BUF], bufall[MAX_BUF];
376 int i,value,comp; 402 int i, value;
377 long checksum = 0;
378 player *pl = op->contr; 403 player *pl = op->contr;
379 int correct = 0; 404 int correct = 0;
380 405
381 strcpy (pl->maplevel,first_map_path); 406 strcpy (pl->maplevel, first_map_path);
382 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,&op->name,&op->name); 407 sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &op->name, &op->name);
383 408
384 object_thawer thawer (filename); 409 object_thawer thawer (filename);
410
385 /* If no file, must be a new player, so lets get confirmation of 411 /* If no file, must be a new player, so lets get confirmation of
386 * the password. Return control to the higher level dispatch, 412 * the password. Return control to the higher level dispatch,
387 * since the rest of this just deals with loading of the file. 413 * since the rest of this just deals with loading of the file.
388 */ 414 */
389 if (!thawer) { 415 if (!thawer)
416 {
390 confirm_password(op); 417 confirm_password (op);
418 return;
419 }
420
421 if (fgets (bufall, MAX_BUF, thawer) != NULL)
422 {
423 if (sscanf (bufall, "password %s\n", buf))
424 {
425 /* New password scheme: */
426 correct = check_password (pl->write_buf + 1, buf);
427 }
428 }
429
430 if (!correct)
431 {
432 new_draw_info (NDI_UNIQUE, 0, op, " ");
433 new_draw_info (NDI_UNIQUE, 0, op, "Wrong Password!");
434 new_draw_info (NDI_UNIQUE, 0, op, " ");
435 op->name = op->name_pl = "noname";
436 op->contr->socket->password_fails++;
437 if (op->contr->socket->password_fails >= MAX_PASSWORD_FAILURES)
438 {
439 new_draw_info (NDI_UNIQUE, 0, op, "You gave an incorrect password too many times, you will now be dropped from the server.");
440 LOG (llevInfo, "A player connecting from %s has been dropped for password failure\n", op->contr->socket->host);
441 op->contr->socket->status = Ns_Dead; /* the socket loop should handle the rest for us */
442 }
443 else
444 get_name (op);
445
446 return; /* Once again, rest of code just loads the char */
447 }
448
449#ifdef SAVE_INTERVAL
450 pl->last_save_time = time (NULL);
451#endif /* SAVE_INTERVAL */
452 pl->party = NULL;
453 if (settings.search_items == TRUE)
454 pl->search_str[0] = '\0';
455 pl->name_changed = 1;
456 pl->orig_stats.Str = 0;
457 pl->orig_stats.Dex = 0;
458 pl->orig_stats.Con = 0;
459 pl->orig_stats.Int = 0;
460 pl->orig_stats.Pow = 0;
461 pl->orig_stats.Wis = 0;
462 pl->orig_stats.Cha = 0;
463 strcpy (pl->savebed_map, first_map_path);
464 pl->bed_x = 0, pl->bed_y = 0;
465 pl->spellparam[0] = '\0';
466
467 /* Loop through the file, loading the rest of the values */
468 while (fgets (bufall, MAX_BUF, thawer) != NULL)
469 {
470 sscanf (bufall, "%s %d\n", buf, &value);
471 if (!strcmp (buf, "endplst"))
472 break;
473 else if (!strcmp (buf, "oid"))
474 thawer.get (pl, value);
475 else if (!strcmp (buf, "title") && settings.set_title == TRUE)
476 sscanf (bufall, "title %[^\n]", pl->own_title);
477 else if (!strcmp (buf, "explore"))
478 pl->explore = value;
479 else if (!strcmp (buf, "gen_hp"))
480 pl->gen_hp = value;
481 else if (!strcmp (buf, "shoottype"))
482 pl->shoottype = (rangetype) value;
483 else if (!strcmp (buf, "bowtype"))
484 pl->bowtype = (bowtype_t) value;
485 else if (!strcmp (buf, "petmode"))
486 pl->petmode = (petmode_t) value;
487 else if (!strcmp (buf, "gen_sp"))
488 pl->gen_sp = value;
489 else if (!strcmp (buf, "gen_grace"))
490 pl->gen_grace = value;
491 else if (!strcmp (buf, "listening"))
492 pl->listening = value;
493 else if (!strcmp (buf, "peaceful"))
494 pl->peaceful = value;
495 else if (!strcmp (buf, "digestion"))
496 pl->digestion = value;
497 else if (!strcmp (buf, "pickup"))
498 pl->mode = value;
499 else if (!strcmp (buf, "outputs_sync"))
500 pl->outputs_sync = value;
501 else if (!strcmp (buf, "outputs_count"))
502 pl->outputs_count = value;
503 else if (!strcmp (buf, "map"))
504 sscanf (bufall, "map %s", pl->maplevel);
505 else if (!strcmp (buf, "savebed_map"))
506 sscanf (bufall, "savebed_map %s", pl->savebed_map);
507 else if (!strcmp (buf, "bed_x"))
508 pl->bed_x = value;
509 else if (!strcmp (buf, "bed_y"))
510 pl->bed_y = value;
511 else if (!strcmp (buf, "weapon_sp"))
512 sscanf (buf, "weapon_sp %f", &pl->weapon_sp);
513 else if (!strcmp (buf, "Str"))
514 pl->orig_stats.Str = value;
515 else if (!strcmp (buf, "Dex"))
516 pl->orig_stats.Dex = value;
517 else if (!strcmp (buf, "Con"))
518 pl->orig_stats.Con = value;
519 else if (!strcmp (buf, "Int"))
520 pl->orig_stats.Int = value;
521 else if (!strcmp (buf, "Pow"))
522 pl->orig_stats.Pow = value;
523 else if (!strcmp (buf, "Wis"))
524 pl->orig_stats.Wis = value;
525 else if (!strcmp (buf, "Cha"))
526 pl->orig_stats.Cha = value;
527 else if (!strcmp (buf, "usekeys"))
528 {
529 if (!strcmp (bufall + 8, "key_inventory\n"))
530 pl->usekeys = key_inventory;
531 else if (!strcmp (bufall + 8, "keyrings\n"))
532 pl->usekeys = keyrings;
533 else if (!strcmp (bufall + 8, "containers\n"))
534 pl->usekeys = containers;
535 else
536 LOG (llevDebug, "load_player: got unknown usekeys type: %s\n", bufall + 8);
537 }
538 else if (!strcmp (buf, "unapply"))
539 {
540 if (!strcmp (bufall + 8, "unapply_nochoice\n"))
541 pl->unapply = unapply_nochoice;
542 else if (!strcmp (bufall + 8, "unapply_never\n"))
543 pl->unapply = unapply_never;
544 else if (!strcmp (bufall + 8, "unapply_always\n"))
545 pl->unapply = unapply_always;
546 else
547 LOG (llevDebug, "load_player: got unknown unapply type: %s\n", bufall + 8);
548 }
549 else if (!strcmp (buf, "lev_array"))
550 {
551 for (i = 1; i <= value; i++)
552 {
553 char line[128];
554
555 fgets (line, 128, thawer);
556 pl->levhp[i] = atoi (line);
557 fgets (line, 128, thawer);
558 pl->levsp[i] = atoi (line);
559 fgets (line, 128, thawer);
560 pl->levgrace[i] = atoi (line);
561 }
562 /* spell_array code removed - don't know when that was last used.
563 * Even the load code below will someday be replaced by spells being
564 * objects.
565 */
566 }
567 else if (!strcmp (buf, "known_spell"))
568 {
569#if 0
570 /* Logic is left here in case someone wants to try
571 * and write code to update to spell objects.
572 */
573 char *cp = strchr (bufall, '\n');
574
575 *cp = '\0';
576 cp = strchr (bufall, ' ');
577 cp++;
578 for (i = 0; i < NROFREALSPELLS; i++)
579 if (!strcmp (spells[i].name, cp))
580 {
581 pl->known_spells[pl->nrofknownspells++] = i;
582 break;
583 }
584 if (i == NROFREALSPELLS)
585 LOG (llevDebug, "Error: unknown spell (%s)\n", cp);
586#endif
587 }
588 } /* End of loop loading the character file */
589
590 leave_map (op);
591 op->speed = 0;
592 update_ob_speed (op);
593
594 op->clear ();
595
596 op->contr = pl;
597 pl->ob = op;
598
599 /* this loads the standard objects values. */
600 load_object (thawer, op, 0);
601
602 CLEAR_FLAG (op, FLAG_NO_FIX_PLAYER);
603
604 assign (pl->title, op->arch->clone.name);
605
606 /* If the map where the person was last saved does not exist,
607 * restart them on their home-savebed. This is good for when
608 * maps change between versions
609 * First, we check for partial path, then check to see if the full
610 * path (for unique player maps)
611 */
612 if (check_path (pl->maplevel, 1) == -1)
613 {
614 if (check_path (pl->maplevel, 0) == -1)
615 {
616 strcpy (pl->maplevel, pl->savebed_map);
617 op->x = pl->bed_x, op->y = pl->bed_y;
618 }
619 }
620
621 /* make sure he's a player--needed because of class change. */
622 op->type = PLAYER;
623
624 enter_exit (op, NULL);
625
626 pl->name_changed = 1;
627 pl->state = ST_PLAYING;
628#ifdef AUTOSAVE
629 pl->last_save_tick = pticks;
630#endif
631 op->carrying = sum_weight (op);
632 /* Need to call fix_player now - program modified so that it is not
633 * called during the load process (FLAG_NO_FIX_PLAYER set when
634 * saved)
635 * Moved ahead of the esrv functions, so proper weights will be
636 * sent to the client.
637 */
638 link_player_skills (op);
639
640 if (!legal_range (op, op->contr->shoottype))
641 op->contr->shoottype = range_none;
642
643 fix_player (op);
644
645 /* if it's a dragon player, set the correct title here */
646 if (is_dragon_pl (op) && op->inv != NULL)
647 {
648 object *tmp, *abil = NULL, *skin = NULL;
649
650 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
651 {
652 if (tmp->type == FORCE)
653 {
654 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
655 abil = tmp;
656 else if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
657 skin = tmp;
658 }
659 }
660 set_dragon_name (op, abil, skin);
661 }
662
663 new_draw_info (NDI_UNIQUE, 0, op, "Welcome Back!");
664 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &pl->ob->name);
665
666 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
667 INVOKE_PLAYER (LOGIN, pl);
668
669 op->contr->socket->update_look = 1;
670
671 /* If the player should be dead, call kill_player for them
672 * Only check for hp - if player lacks food, let the normal
673 * logic for that to take place. If player is permanently
674 * dead, and not using permadeath mode, the kill_player will
675 * set the play_again flag, so return.
676 */
677 if (op->stats.hp < 0)
678 {
679 new_draw_info (NDI_UNIQUE, 0, op, "Your character was dead last your played.");
680 kill_player (op);
681 if (pl->state != ST_PLAYING)
391 return; 682 return;
392 } 683 }
393 684
394 if(fgets(bufall,MAX_BUF,thawer) != NULL) {
395 if(!strncmp(bufall,"checksum ",9)) {
396 checksum = strtol(bufall+9,(char **) NULL, 16);
397 (void) fgets(bufall,MAX_BUF,thawer);
398 }
399 if(sscanf(bufall,"password %s\n",buf)) {
400 /* New password scheme: */
401 correct=check_password(pl->write_buf+1,buf);
402 }
403 /* Old password mode removed - I have no idea what it
404 * was, and the current password mechanism has been used
405 * for at least several years.
406 */
407 }
408 if (!correct) {
409 new_draw_info(NDI_UNIQUE, 0,op," ");
410 new_draw_info(NDI_UNIQUE, 0,op,"Wrong Password!");
411 new_draw_info(NDI_UNIQUE, 0,op," ");
412 op->name =
413 op->name_pl = "noname";
414 op->contr->socket.password_fails++;
415 if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
416 new_draw_info(NDI_UNIQUE, 0,op,
417 "You gave an incorrect password too many times, you will now be dropped from the server.");
418 LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
419 op->contr->socket.host);
420 op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
421 }
422 else get_name(op);
423 return; /* Once again, rest of code just loads the char */
424 }
425
426#ifdef SAVE_INTERVAL
427 pl->last_save_time=time(NULL);
428#endif /* SAVE_INTERVAL */
429 pl->party = NULL;
430 if (settings.search_items == TRUE)
431 pl->search_str[0]='\0';
432 pl->name_changed=1;
433 pl->orig_stats.Str=0;
434 pl->orig_stats.Dex=0;
435 pl->orig_stats.Con=0;
436 pl->orig_stats.Int=0;
437 pl->orig_stats.Pow=0;
438 pl->orig_stats.Wis=0;
439 pl->orig_stats.Cha=0;
440 strcpy(pl->savebed_map, first_map_path);
441 pl->bed_x=0, pl->bed_y=0;
442 pl->spellparam[0] = '\0';
443
444 /* Loop through the file, loading the rest of the values */
445 while (fgets(bufall,MAX_BUF,thawer)!=NULL) {
446 sscanf(bufall,"%s %d\n",buf,&value);
447 if (!strcmp(buf,"endplst"))
448 break;
449 else if (!strcmp(buf,"oid"))
450 thawer.get (pl, value);
451 else if (!strcmp(buf,"title") && settings.set_title == TRUE)
452 sscanf(bufall,"title %[^\n]",pl->own_title);
453 else if (!strcmp(buf,"explore"))
454 pl->explore = value;
455 else if (!strcmp(buf,"gen_hp"))
456 pl->gen_hp=value;
457 else if (!strcmp(buf,"shoottype"))
458 pl->shoottype=(rangetype)value;
459 else if (!strcmp(buf,"bowtype"))
460 pl->bowtype=(bowtype_t)value;
461 else if (!strcmp(buf,"petmode"))
462 pl->petmode=(petmode_t)value;
463 else if (!strcmp(buf,"gen_sp"))
464 pl->gen_sp=value;
465 else if (!strcmp(buf,"gen_grace"))
466 pl->gen_grace=value;
467 else if (!strcmp(buf,"listening"))
468 pl->listening=value;
469 else if (!strcmp(buf,"peaceful"))
470 pl->peaceful=value;
471 else if (!strcmp(buf,"no_shout"))
472 pl->no_shout=value;
473 else if (!strcmp(buf,"digestion"))
474 pl->digestion=value;
475 else if (!strcmp(buf,"pickup"))
476 pl->mode=value;
477 else if (!strcmp(buf,"outputs_sync"))
478 pl->outputs_sync = value;
479 else if (!strcmp(buf,"outputs_count"))
480 pl->outputs_count = value;
481 else if (!strcmp(buf,"map"))
482 sscanf(bufall,"map %s", pl->maplevel);
483 else if (!strcmp(buf,"savebed_map"))
484 sscanf(bufall,"savebed_map %s", pl->savebed_map);
485 else if (!strcmp(buf,"bed_x"))
486 pl->bed_x=value;
487 else if (!strcmp(buf,"bed_y"))
488 pl->bed_y=value;
489 else if (!strcmp(buf,"weapon_sp"))
490 sscanf(buf,"weapon_sp %f",&pl->weapon_sp);
491 else if (!strcmp(buf,"Str"))
492 pl->orig_stats.Str=value;
493 else if (!strcmp(buf,"Dex"))
494 pl->orig_stats.Dex=value;
495 else if (!strcmp(buf,"Con"))
496 pl->orig_stats.Con=value;
497 else if (!strcmp(buf,"Int"))
498 pl->orig_stats.Int=value;
499 else if (!strcmp(buf,"Pow"))
500 pl->orig_stats.Pow=value;
501 else if (!strcmp(buf,"Wis"))
502 pl->orig_stats.Wis=value;
503 else if (!strcmp(buf,"Cha"))
504 pl->orig_stats.Cha=value;
505 else if (!strcmp(buf,"usekeys")) {
506 if (!strcmp(bufall+8,"key_inventory\n"))
507 pl->usekeys=key_inventory;
508 else if (!strcmp(bufall+8,"keyrings\n"))
509 pl->usekeys=keyrings;
510 else if (!strcmp(bufall+8,"containers\n"))
511 pl->usekeys=containers;
512 else LOG(llevDebug,"load_player: got unknown usekeys type: %s\n", bufall+8);
513 }
514 else if (!strcmp(buf,"unapply")) {
515 if (!strcmp(bufall+8,"unapply_nochoice\n"))
516 pl->unapply=unapply_nochoice;
517 else if (!strcmp(bufall+8,"unapply_never\n"))
518 pl->unapply=unapply_never;
519 else if (!strcmp(bufall+8,"unapply_always\n"))
520 pl->unapply=unapply_always;
521 else LOG(llevDebug,"load_player: got unknown unapply type: %s\n", bufall+8);
522 }
523 else if (!strcmp(buf,"lev_array")){
524 for(i=1;i<=value;i++)
525 {
526 char line[128];
527 fgets (line, 128, thawer); pl->levhp[i] = atoi (line);
528 fgets (line, 128, thawer); pl->levsp[i] = atoi (line);
529 fgets (line, 128, thawer); pl->levgrace[i] = atoi (line);
530 }
531 /* spell_array code removed - don't know when that was last used.
532 * Even the load code below will someday be replaced by spells being
533 * objects.
534 */
535 } else if (!strcmp(buf,"known_spell")) {
536#if 0
537 /* Logic is left here in case someone wants to try
538 * and write code to update to spell objects.
539 */
540 char *cp=strchr(bufall,'\n');
541 *cp='\0';
542 cp=strchr(bufall,' ');
543 cp++;
544 for(i=0;i<NROFREALSPELLS;i++)
545 if(!strcmp(spells[i].name,cp)) {
546 pl->known_spells[pl->nrofknownspells++]=i;
547 break;
548 }
549 if(i==NROFREALSPELLS)
550 LOG(llevDebug, "Error: unknown spell (%s)\n",cp);
551#endif
552 }
553 } /* End of loop loading the character file */
554 leave_map(op);
555 op->speed=0;
556 update_ob_speed(op);
557 reset_object(op);
558 op->contr = pl;
559 pl->ob = op;
560
561 /* this loads the standard objects values. */
562 load_object (thawer, op, 0);
563
564 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
565
566 strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
567 pl->title[sizeof(pl->title)-1] = '\0';
568
569 /* If the map where the person was last saved does not exist,
570 * restart them on their home-savebed. This is good for when
571 * maps change between versions
572 * First, we check for partial path, then check to see if the full
573 * path (for unique player maps)
574 */
575 if (check_path(pl->maplevel,1)==-1) {
576 if (check_path(pl->maplevel,0)==-1) {
577 strcpy(pl->maplevel, pl->savebed_map);
578 op->x = pl->bed_x, op->y = pl->bed_y;
579 }
580 }
581
582 /* make sure he's a player--needed because of class change. */
583 op->type = PLAYER;
584
585 enter_exit(op,NULL);
586
587 pl->name_changed=1;
588 pl->state = ST_PLAYING;
589#ifdef AUTOSAVE
590 pl->last_save_tick = pticks;
591#endif
592 op->carrying = sum_weight (op);
593 /* Need to call fix_player now - program modified so that it is not
594 * called during the load process (FLAG_NO_FIX_PLAYER set when
595 * saved)
596 * Moved ahead of the esrv functions, so proper weights will be
597 * sent to the client.
598 */
599 link_player_skills(op);
600
601 if ( ! legal_range (op, op->contr->shoottype))
602 op->contr->shoottype = range_none;
603
604 fix_player (op);
605
606 /* if it's a dragon player, set the correct title here */
607 if (is_dragon_pl(op) && op->inv != NULL) {
608 object *tmp, *abil=NULL, *skin=NULL;
609 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
610 if (tmp->type == FORCE) {
611 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
612 abil = tmp;
613 else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
614 skin = tmp;
615 }
616 }
617 set_dragon_name(op, abil, skin);
618 }
619
620 new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
621 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
622 "%s has entered the game.", &pl->ob->name);
623
624 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
625 INVOKE_PLAYER (LOGIN, pl);
626
627 op->contr->socket.update_look=1;
628 /* If the player should be dead, call kill_player for them
629 * Only check for hp - if player lacks food, let the normal
630 * logic for that to take place. If player is permanently
631 * dead, and not using permadeath mode, the kill_player will
632 * set the play_again flag, so return.
633 */
634 if (op->stats.hp<0) {
635 new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
636 kill_player(op);
637 if (pl->state != ST_PLAYING) return;
638 }
639 LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", &op->name, op->contr->socket.host); 685 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &op->name, op->contr->socket->host);
640 686
641 /* Do this after checking for death - no reason sucking up bandwidth if 687 /* Do this after checking for death - no reason sucking up bandwidth if
642 * the data isn't needed. 688 * the data isn't needed.
643 */ 689 */
644 esrv_new_player(op->contr,op->weight+op->carrying); 690 esrv_new_player (op->contr, op->weight + op->carrying);
645 esrv_send_inventory(op, op); 691 esrv_send_inventory (op, op);
646 esrv_add_spells(op->contr, NULL); 692 esrv_add_spells (op->contr, NULL);
647 693
648 CLEAR_FLAG(op, FLAG_FRIENDLY); 694 CLEAR_FLAG (op, FLAG_FRIENDLY);
649 695
650 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 696 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
651 * from the class, and not race. I don't see any way to get the class information 697 * from the class, and not race. I don't see any way to get the class information
652 * to then update this. I don't think this will actually break anything - anyone 698 * to then update this. I don't think this will actually break anything - anyone
653 * that can use armour should be able to use a shield. What this may 'break' 699 * that can use armour should be able to use a shield. What this may 'break'
654 * are features new characters get, eg, if someone starts up with a Q, they 700 * are features new characters get, eg, if someone starts up with a Q, they
655 * should be able to use a shield. However, old Q's won't get that advantage. 701 * should be able to use a shield. However, old Q's won't get that advantage.
656 */ 702 */
657 if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD); 703 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
704 SET_FLAG (op, FLAG_USE_SHIELD);
705
658 return; 706 return;
659} 707}

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