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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 1.34 by root, Sat Dec 23 13:56:25 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__
31#include <sproto.h> 25#include <sproto.h>
32#endif
33#include <spells.h> 26#include <spells.h>
34#include <loader.h> 27#include <loader.h>
35#include <define.h> 28#include <define.h>
36 29
37extern void sub_weight (object *, signed long); 30extern void sub_weight (object *, signed long);
39extern long pticks; 32extern long pticks;
40 33
41/* If flag is non zero, it means that we want to try and save everyone, but 34/* 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. 35 * keep the game running. Thus, we don't want to free any information.
43 */ 36 */
37void
44void emergency_save(int flag) { 38emergency_save (int flag)
45 player *pl; 39{
46#ifndef NO_EMERGENCY_SAVE
47 trying_emergency_save = 1; 40 trying_emergency_save = 1;
48 if(editor) 41
49 return;
50 LOG(llevError,"Emergency save: "); 42 LOG (llevError, "Emergency save: ");
51 for(pl=first_player;pl!=NULL;pl=pl->next) { 43 for_all_players (pl)
44 {
52 if(!pl->ob) { 45 if (!pl->ob)
46 {
53 LOG(llevError, "No name, ignoring this.\n"); 47 LOG (llevError, "No name, ignoring this.\n");
54 continue; 48 continue;
55 } 49 }
50
56 LOG(llevError,"%s ",pl->ob->name); 51 LOG (llevError, "%s ", &pl->ob->name);
57 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save..."); 52 new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save...");
58 53
59/* If we are not exiting the game (ie, this is sort of a backup save), then 54 /* 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 55 * 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 56 * options to have backup saves be done at the starting village
62 */ 57 */
63 if (!flag) { 58 if (!flag)
59 {
64 strcpy(pl->maplevel, first_map_path); 60 strcpy (pl->maplevel, first_map_path);
65 if(pl->ob->map!=NULL) 61
66 pl->ob->map = NULL; 62 pl->ob->map = 0;
67 pl->ob->x = -1; 63 pl->ob->x = -1;
68 pl->ob->y = -1; 64 pl->ob->y = -1;
69 } 65 }
70 if(!save_player(pl->ob,flag)) { 66
71 LOG(llevError, "(failed) "); 67 pl->save (1);
72 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save failed, checking score...");
73 }
74 check_score(pl->ob);
75 } 68 }
69
76 LOG(llevError,"\n"); 70 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} 71}
88 72
89/* Delete character with name. if new is set, also delete the new 73/* Delete character with name. if new is set, also delete the new
90 * style directory, otherwise, just delete the old style playfile 74 * style directory, otherwise, just delete the old style playfile
91 * (needed for transition) 75 * (needed for transition)
92 */ 76 */
77void
93void delete_character(const char *name, int newchar) { 78delete_character (const char *name, int newchar)
79{
94 char buf[MAX_BUF]; 80 char buf[MAX_BUF];
95 81
96 sprintf(buf,"%s/%s/%s.pl",settings.localdir,settings.playerdir,name); 82 sprintf (buf, "%s/%s/%s.pl", settings.localdir, settings.playerdir, name);
83
97 if(unlink(buf)== -1) 84 if (unlink (buf) == -1)
98 LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror(errno)); 85 LOG (llevDebug, "Cannot delete character file %s: %s\n", buf, strerror (errno));
86
99 if (newchar) { 87 if (newchar)
88 {
100 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,name); 89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, name);
101 /* this effectively does an rm -rf on the directory */ 90 /* this effectively does an rm -rf on the directory */
102 remove_directory(buf); 91 remove_directory (buf);
92 }
93}
94
95int
96create_savedir_if_needed (char *savedir)
97{
98 struct stat *buf;
99
100 if ((buf = (struct stat *) malloc (sizeof (struct stat))) == NULL)
103 } 101 {
104} 102 LOG (llevError, "Unable to save playerfile... out of memory.\n");
103 return 0;
104 }
105 else
106 {
107 stat (savedir, buf);
108 if (!S_ISDIR (buf->st_mode))
109 if (mkdir (savedir, SAVE_DIR_MODE))
110 {
111 LOG (llevError, "Unable to create player savedir %s: %s\n", savedir, strerror (errno));
112 return 0;
113 }
114 free (buf);
115 }
105 116
106/* This verify that a character of name exits, and that it matches 117 return 1;
107 * password. It return 0 if there is match, 1 if no such player, 118}
108 * 2 if incorrect password. 119
120/*
121 * If final is set, it a clean/final save, not a backup, ie dont remove objects from inventory
109 */ 122 */
110 123void
111int verify_player(const char *name, char *password) 124player::save (bool final)
112{ 125{
113 char buf[MAX_BUF]; 126 object *tmp, *container = 0;
114 int comp;
115 FILE *fp;
116 127
117 if (strpbrk(name, "/.\\") != NULL) { 128 /* Sanity check - some stuff changes this when player is exiting */
118 LOG(llevError, "Username contains illegal characters: %s\n", name); 129 if (ob->type != PLAYER || !enable_save || !ns)
119 return 1; 130 return;
131
132 INVOKE_PLAYER (SAVE, ob->contr);
133
134 object_freezer freezer;
135
136 int wiz = ob->flag [FLAG_WIZ];
137
138 /* Eneq(@csd.uu.se): If we have an open container hide it. */
139 container = ob->container;
140 ob->container = 0;
141
142 fprintf (freezer, "password %s\n", password);
143
144 if (own_title[0] != '\0')
145 fprintf (freezer, "title %s\n", own_title);
146
147 fprintf (freezer, "explore %d\n", explore);
148 fprintf (freezer, "gen_hp %d\n", gen_hp);
149 fprintf (freezer, "gen_sp %d\n", gen_sp);
150 fprintf (freezer, "gen_grace %d\n", gen_grace);
151 fprintf (freezer, "listening %d\n", listening);
152 fprintf (freezer, "shoottype %d\n", shoottype);
153 fprintf (freezer, "bowtype %d\n", bowtype);
154 fprintf (freezer, "petmode %d\n", petmode);
155 fprintf (freezer, "peaceful %d\n", peaceful);
156 fprintf (freezer, "digestion %d\n", digestion);
157 fprintf (freezer, "pickup %d\n", mode);
158 fprintf (freezer, "outputs_sync %d\n", outputs_sync);
159 fprintf (freezer, "outputs_count %d\n", outputs_count);
160 /* Match the enumerations but in string form */
161 fprintf (freezer, "usekeys %s\n", usekeys == key_inventory ? "key_inventory" : (usekeys == keyrings ? "keyrings" : "containers"));
162 /* Match the enumerations but in string form */
163 fprintf (freezer, "unapply %s\n", unapply == unapply_nochoice ? "unapply_nochoice" :
164 (unapply == unapply_never ? "unapply_never" : "unapply_always"));
165
166 if (ob->map)
167 fprintf (freezer, "map %s\n", ob->map->path);
168 else
169 fprintf (freezer, "map %s\n", settings.emergency_mapname);
170
171 fprintf (freezer, "savebed_map %s\n", savebed_map);
172 fprintf (freezer, "bed_x %d\nbed_y %d\n", bed_x, bed_y);
173 fprintf (freezer, "weapon_sp %f\n", weapon_sp);
174 fprintf (freezer, "Str %d\n", orig_stats.Str);
175 fprintf (freezer, "Dex %d\n", orig_stats.Dex);
176 fprintf (freezer, "Con %d\n", orig_stats.Con);
177 fprintf (freezer, "Int %d\n", orig_stats.Int);
178 fprintf (freezer, "Pow %d\n", orig_stats.Pow);
179 fprintf (freezer, "Wis %d\n", orig_stats.Wis);
180 fprintf (freezer, "Cha %d\n", orig_stats.Cha);
181
182 fprintf (freezer, "lev_array %d\n", ob->level > 10 ? 10 : ob->level);
183
184 for (int i = 1; i <= last_level && i <= 10; i++)
120 } 185 {
186 fprintf (freezer, "%d\n", levhp[i]);
187 fprintf (freezer, "%d\n", levsp[i]);
188 fprintf (freezer, "%d\n", levgrace[i]);
189 }
121 190
191 freezer.put (ob->contr);
192
193 fprintf (freezer, "endplst\n");
194
195 SET_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 CLEAR_FLAG (ob, FLAG_WIZ);
197 save_object (freezer, ob, 3); /* don't check and don't remove */
198
199 char filename[MAX_BUF];
200
122 snprintf(buf, sizeof(buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name); 201 sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &ob->name, &ob->name);
123 if (strlen(buf) >= sizeof(buf)-1) { 202 make_path_to_file (filename);
124 LOG(llevError, "Username too long: %s\n", name); 203 freezer.save (filename);
125 return 1;
126 }
127 204
128 if ((fp=open_and_uncompress(buf,0,&comp))==NULL) return 1; 205 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
129 206
130 /* Read in the file until we find the password line. Our logic could 207 /* Eneq(@csd.uu.se): Reveal the container if we have one. */
131 * be a bit better on cleaning up the password from the file, but since 208 ob->container = container;
132 * it is written by the program, I think it is fair to assume that the 209
133 * syntax should be pretty standard. 210 ob->flag [FLAG_WIZ] = wiz;
211
212 enable_save = !final;
213}
214
215player *
216player::load (const char *path)
217{
218 object_thawer thawer (path);
219
220 /* If no file, must be a new player, so lets get confirmation of
221 * the password. Return control to the higher level dispatch,
222 * since the rest of this just deals with loading of the file.
134 */ 223 */
135 while (fgets(buf, MAX_BUF-1, fp) != NULL) { 224 if (!thawer)
225 return 0;
226
227 player *pl = new player;
228
229 char buf[MAX_BUF], bufall[MAX_BUF];
230
231 pl->set_object (object::create ());
232 pl->last_save_time = time (0);
233
234 assign (pl->savebed_map, first_map_path);
235
236 /* Loop through the file, loading the rest of the values */
237 while (fgets (bufall, MAX_BUF, thawer))
238 {
239 int value;
240 sscanf (bufall, "%s %d\n", buf, &value);
241
242 if (!strcmp (buf, "endplst"))
243 break;
244 else if (!strcmp (buf, "oid"))
245 thawer.get (pl, value);
136 if (!strncmp(buf,"password ",9)) { 246 else if (!strcmp (buf, "password"))
137 buf[strlen(buf)-1]=0; /* remove newline */ 247 sscanf (bufall, "password %[^\n]", pl->password);
138 if (check_password(password, buf+9)) { 248 else if (!strcmp (buf, "title"))
139 close_and_delete(fp, comp); 249 sscanf (bufall, "title %[^\n]", pl->own_title);
140 return 0; 250 else if (!strcmp (buf, "explore"))
251 pl->explore = value;
252 else if (!strcmp (buf, "gen_hp"))
253 pl->gen_hp = value;
254 else if (!strcmp (buf, "shoottype"))
255 pl->shoottype = (rangetype) value;
256 else if (!strcmp (buf, "bowtype"))
257 pl->bowtype = (bowtype_t) value;
258 else if (!strcmp (buf, "petmode"))
259 pl->petmode = (petmode_t) value;
260 else if (!strcmp (buf, "gen_sp"))
261 pl->gen_sp = value;
262 else if (!strcmp (buf, "gen_grace"))
263 pl->gen_grace = value;
264 else if (!strcmp (buf, "listening"))
265 pl->listening = value;
266 else if (!strcmp (buf, "peaceful"))
267 pl->peaceful = value;
268 else if (!strcmp (buf, "digestion"))
269 pl->digestion = value;
270 else if (!strcmp (buf, "pickup"))
271 pl->mode = value;
272 else if (!strcmp (buf, "outputs_sync"))
273 pl->outputs_sync = value;
274 else if (!strcmp (buf, "outputs_count"))
275 pl->outputs_count = value;
276 else if (!strcmp (buf, "map"))
277 sscanf (bufall, "map %s", pl->maplevel);
278 else if (!strcmp (buf, "savebed_map"))
279 sscanf (bufall, "savebed_map %s", pl->savebed_map);
280 else if (!strcmp (buf, "bed_x"))
281 pl->bed_x = value;
282 else if (!strcmp (buf, "bed_y"))
283 pl->bed_y = value;
284 else if (!strcmp (buf, "weapon_sp"))
285 sscanf (buf, "weapon_sp %f", &pl->weapon_sp);
286 else if (!strcmp (buf, "Str"))
287 pl->orig_stats.Str = value;
288 else if (!strcmp (buf, "Dex"))
289 pl->orig_stats.Dex = value;
290 else if (!strcmp (buf, "Con"))
291 pl->orig_stats.Con = value;
292 else if (!strcmp (buf, "Int"))
293 pl->orig_stats.Int = value;
294 else if (!strcmp (buf, "Pow"))
295 pl->orig_stats.Pow = value;
296 else if (!strcmp (buf, "Wis"))
297 pl->orig_stats.Wis = value;
298 else if (!strcmp (buf, "Cha"))
299 pl->orig_stats.Cha = value;
300 else if (!strcmp (buf, "usekeys"))
301 {
302 if (!strcmp (bufall + 8, "key_inventory\n"))
303 pl->usekeys = key_inventory;
304 else if (!strcmp (bufall + 8, "keyrings\n"))
305 pl->usekeys = keyrings;
306 else if (!strcmp (bufall + 8, "containers\n"))
307 pl->usekeys = containers;
308 else
309 LOG (llevDebug, "load_player: got unknown usekeys type: %s\n", bufall + 8);
310 }
311 else if (!strcmp (buf, "unapply"))
312 {
313 if (!strcmp (bufall + 8, "unapply_nochoice\n"))
314 pl->unapply = unapply_nochoice;
315 else if (!strcmp (bufall + 8, "unapply_never\n"))
316 pl->unapply = unapply_never;
317 else if (!strcmp (bufall + 8, "unapply_always\n"))
318 pl->unapply = unapply_always;
319 else
320 LOG (llevDebug, "load_player: got unknown unapply type: %s\n", bufall + 8);
321 }
322 else if (!strcmp (buf, "lev_array"))
323 {
324 for (int i = 1; i <= value; i++)
325 {
326 char line[128];
327
328 fgets (line, 128, thawer);
329 pl->levhp[i] = atoi (line);
330 fgets (line, 128, thawer);
331 pl->levsp[i] = atoi (line);
332 fgets (line, 128, thawer);
333 pl->levgrace[i] = atoi (line);
141 } 334 }
142 else { 335 /* spell_array code removed - don't know when that was last used.
143 close_and_delete(fp, comp); 336 * Even the load code below will someday be replaced by spells being
144 return 2; 337 * objects.
145 } 338 */
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
163int 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
189int 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 { 339 }
201 LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror(errno)); 340 else
202 return 0; 341 LOG (llevDebug, "unparseable line in player file %s: %s\n", path, bufall);
203 } 342 }
204 free(buf);
205 }
206 return 1;
207}
208 343
209void destroy_object (object *op) 344 /* this loads the standard objects values. */
210{ 345 load_object (thawer, pl->ob, 0);
211 object *tmp;
212 while ((tmp = op->inv))
213 destroy_object (tmp);
214 346
215 if (!QUERY_FLAG(op, FLAG_REMOVED)) 347 /* If the map where the person was last saved does not exist,
216 remove_ob(op); 348 * restart them on their home-savebed. This is good for when
217 free_object(op); 349 * maps change between versions
218} 350 * First, we check for partial path, then check to see if the full
219 351 * path (for unique player maps)
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
227int save_player(object *op, int flag) {
228 object *tmp, *container=NULL;
229 player *pl = op->contr;
230 int i,wiz=QUERY_FLAG(op,FLAG_WIZ);
231 long checksum;
232#ifdef BACKUP_SAVE_AT_HOME
233 sint16 backup_x, backup_y;
234#endif
235
236 if (!op->stats.exp) return 0; /* no experience, no save */
237
238 flag&=1;
239
240 if(!pl->name_changed||(!flag&&!op->stats.exp)) {
241 if(!flag) {
242 new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,");
243 new_draw_info(NDI_UNIQUE, 0,op,"Game not saved.");
244 }
245 return 0;
246 }
247
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
252 * mostly exited.
253 */
254 if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
255 return 0;
256
257 INVOKE_PLAYER (SAVE, op->contr);
258
259 if (flag == 0)
260 terminate_all_pets(op);
261
262 object_freezer freezer;
263
264 /* Eneq(@csd.uu.se): If we have an open container hide it. */
265 if (op->container)
266 {
267 container = op->container;
268 op->container = NULL;
269 }
270
271 fprintf(freezer,"password %s\n",pl->password);
272
273 if (settings.set_title == TRUE)
274 if(pl->own_title[0]!='\0')
275 fprintf(freezer,"title %s\n",pl->own_title);
276
277 fprintf(freezer,"explore %d\n",pl->explore);
278 fprintf(freezer,"gen_hp %d\n",pl->gen_hp);
279 fprintf(freezer,"gen_sp %d\n",pl->gen_sp);
280 fprintf(freezer,"gen_grace %d\n",pl->gen_grace);
281 fprintf(freezer,"listening %d\n",pl->listening);
282 fprintf(freezer,"shoottype %d\n",pl->shoottype);
283 fprintf(freezer,"bowtype %d\n",pl->bowtype);
284 fprintf(freezer,"petmode %d\n",pl->petmode);
285 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);
288 fprintf(freezer,"pickup %d\n", pl->mode);
289 fprintf(freezer,"outputs_sync %d\n", pl->outputs_sync);
290 fprintf(freezer,"outputs_count %d\n", pl->outputs_count);
291 /* Match the enumerations but in string form */
292 fprintf(freezer,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory":
293 (pl->usekeys==keyrings?"keyrings":"containers"));
294 /* Match the enumerations but in string form */
295 fprintf(freezer,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
296 (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
297
298#ifdef BACKUP_SAVE_AT_HOME
299 if (op->map!=NULL && flag==0)
300#else
301 if (op->map!=NULL)
302#endif
303 fprintf(freezer,"map %s\n",op->map->path);
304 else
305 fprintf(freezer,"map %s\n",settings.emergency_mapname);
306
307 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);
309 fprintf(freezer,"weapon_sp %f\n",pl->weapon_sp);
310 fprintf(freezer,"Str %d\n",pl->orig_stats.Str);
311 fprintf(freezer,"Dex %d\n",pl->orig_stats.Dex);
312 fprintf(freezer,"Con %d\n",pl->orig_stats.Con);
313 fprintf(freezer,"Int %d\n",pl->orig_stats.Int);
314 fprintf(freezer,"Pow %d\n",pl->orig_stats.Pow);
315 fprintf(freezer,"Wis %d\n",pl->orig_stats.Wis);
316 fprintf(freezer,"Cha %d\n",pl->orig_stats.Cha);
317
318 fprintf(freezer,"lev_array %d\n",op->level>10?10:op->level);
319 for(i=1;i<=pl->last_level&&i<=10;i++) {
320 fprintf(freezer,"%d\n",pl->levhp[i]);
321 fprintf(freezer,"%d\n",pl->levsp[i]);
322 fprintf(freezer,"%d\n",pl->levgrace[i]);
323 }
324
325 freezer.put (op->contr);
326
327 fprintf(freezer,"endplst\n");
328
329 SET_FLAG(op, FLAG_NO_FIX_PLAYER);
330 CLEAR_FLAG(op, FLAG_WIZ);
331#ifdef BACKUP_SAVE_AT_HOME
332 if (flag) {
333 backup_x = op->x;
334 backup_y = op->y;
335 op->x = -1;
336 op->y = -1;
337 }
338 /* Save objects, but not unpaid objects. Don't remove objects from
339 * inventory.
340 */ 352 */
341 save_object(freezer, op, 2); 353 if (!has_been_loaded (pl->maplevel)
342 if (flag) { 354 && check_path (pl->maplevel, 1) == -1
343 op->x = backup_x; 355 && check_path (pl->maplevel, 0) == -1)
344 op->y = backup_y;
345 }
346#else
347 save_object(freezer, op, 3); /* don't check and don't remove */
348#endif
349
350 char filename[MAX_BUF];
351 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,&op->name,&op->name);
352 make_path_to_file(filename);
353 freezer.save (filename);
354
355 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
356
357 if(!flag)
358 while ((tmp = op->inv))
359 destroy_object (tmp);
360
361 /* Eneq(@csd.uu.se): Reveal the container if we have one. */
362 if (flag && container!=NULL)
363 op->container = container;
364
365 if (wiz) SET_FLAG (op, FLAG_WIZ);
366
367 if(!flag)
368 esrv_send_inventory(op, op);
369
370 return 1;
371}
372
373void check_login(object *op) {
374 char filename[MAX_BUF];
375 char buf[MAX_BUF],bufall[MAX_BUF];
376 int i,value,comp;
377 long checksum = 0;
378 player *pl = op->contr;
379 int correct = 0;
380
381 strcpy (pl->maplevel,first_map_path);
382 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,&op->name,&op->name);
383
384 object_thawer thawer (filename);
385 /* If no file, must be a new player, so lets get confirmation of
386 * the password. Return control to the higher level dispatch,
387 * since the rest of this just deals with loading of the file.
388 */
389 if (!thawer) {
390 confirm_password(op);
391 return;
392 }
393
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';
443 356 {
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); 357 strcpy (pl->maplevel, pl->savebed_map);
578 op->x = pl->bed_x, op->y = pl->bed_y; 358 pl->ob->x = pl->bed_x, pl->ob->y = pl->bed_y;
579 } 359 }
580 }
581 360
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; 361 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);
600 362
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)); 363 INVOKE_PLAYER (LOAD, pl, ARG_STRING (path));
625 INVOKE_PLAYER (LOGIN, pl);
626 364
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);
640
641 /* Do this after checking for death - no reason sucking up bandwidth if
642 * the data isn't needed.
643 */
644 esrv_new_player(op->contr,op->weight+op->carrying);
645 esrv_send_inventory(op, op);
646 esrv_add_spells(op->contr, NULL);
647
648 CLEAR_FLAG(op, FLAG_FRIENDLY);
649
650 /* 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
652 * 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'
654 * 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.
656 */
657 if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
658 return; 365 return pl;
659} 366}
367

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