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Comparing deliantra/server/server/login.C (file contents):
Revision 1.12 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.31 by root, Sat Dec 23 03:38:43 2006 UTC

1/*
2 * static char *rcsid_login_c =
3 * "$Id: login.C,v 1.12 2006/09/04 11:08:00 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)
39{
45 player *pl; 40 player *pl;
46#ifndef NO_EMERGENCY_SAVE 41
47 trying_emergency_save = 1; 42 trying_emergency_save = 1;
48 if(editor) 43
49 return;
50 LOG(llevError,"Emergency save: "); 44 LOG (llevError, "Emergency save: ");
51 for(pl=first_player;pl!=NULL;pl=pl->next) { 45 for (pl = first_player; pl; pl = pl->next)
46 {
52 if(!pl->ob) { 47 if (!pl->ob)
48 {
53 LOG(llevError, "No name, ignoring this.\n"); 49 LOG (llevError, "No name, ignoring this.\n");
54 continue; 50 continue;
55 } 51 }
52
56 LOG(llevError,"%s ",pl->ob->name); 53 LOG (llevError, "%s ", &pl->ob->name);
57 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save..."); 54 new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save...");
58 55
59/* If we are not exiting the game (ie, this is sort of a backup save), then 56 /* 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 57 * 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 58 * options to have backup saves be done at the starting village
62 */ 59 */
63 if (!flag) { 60 if (!flag)
61 {
64 strcpy(pl->maplevel, first_map_path); 62 strcpy (pl->maplevel, first_map_path);
65 if(pl->ob->map!=NULL) 63
66 pl->ob->map = NULL; 64 pl->ob->map = 0;
67 pl->ob->x = -1; 65 pl->ob->x = -1;
68 pl->ob->y = -1; 66 pl->ob->y = -1;
69 } 67 }
70 if(!save_player(pl->ob,flag)) { 68
71 LOG(llevError, "(failed) "); 69 pl->save (1);
72 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save failed, checking score...");
73 }
74 check_score(pl->ob);
75 } 70 }
71
76 LOG(llevError,"\n"); 72 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} 73}
88 74
89/* Delete character with name. if new is set, also delete the new 75/* Delete character with name. if new is set, also delete the new
90 * style directory, otherwise, just delete the old style playfile 76 * style directory, otherwise, just delete the old style playfile
91 * (needed for transition) 77 * (needed for transition)
92 */ 78 */
79void
93void delete_character(const char *name, int newchar) { 80delete_character (const char *name, int newchar)
81{
94 char buf[MAX_BUF]; 82 char buf[MAX_BUF];
95 83
96 sprintf(buf,"%s/%s/%s.pl",settings.localdir,settings.playerdir,name); 84 sprintf (buf, "%s/%s/%s.pl", settings.localdir, settings.playerdir, name);
85
97 if(unlink(buf)== -1) 86 if (unlink (buf) == -1)
98 LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror(errno)); 87 LOG (llevDebug, "Cannot delete character file %s: %s\n", buf, strerror (errno));
88
99 if (newchar) { 89 if (newchar)
90 {
100 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,name); 91 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, name);
101 /* this effectively does an rm -rf on the directory */ 92 /* this effectively does an rm -rf on the directory */
102 remove_directory(buf); 93 remove_directory (buf);
94 }
95}
96
97int
98create_savedir_if_needed (char *savedir)
99{
100 struct stat *buf;
101
102 if ((buf = (struct stat *) malloc (sizeof (struct stat))) == NULL)
103 } 103 {
104} 104 LOG (llevError, "Unable to save playerfile... out of memory.\n");
105 return 0;
106 }
107 else
108 {
109 stat (savedir, buf);
110 if (!S_ISDIR (buf->st_mode))
111 if (mkdir (savedir, SAVE_DIR_MODE))
112 {
113 LOG (llevError, "Unable to create player savedir %s: %s\n", savedir, strerror (errno));
114 return 0;
115 }
116 free (buf);
117 }
105 118
106/* This verify that a character of name exits, and that it matches 119 return 1;
107 * password. It return 0 if there is match, 1 if no such player, 120}
108 * 2 if incorrect password. 121
122/*
123 * If final is set, it a clean/final save, not a backup, ie dont remove objects from inventory
109 */ 124 */
110 125void
111int verify_player(const char *name, char *password) 126player::save (bool final)
112{ 127{
113 char buf[MAX_BUF]; 128 object *tmp, *container = 0;
114 int comp;
115 FILE *fp;
116 129
117 if (strpbrk(name, "/.\\") != NULL) { 130 /* Sanity check - some stuff changes this when player is exiting */
118 LOG(llevError, "Username contains illegal characters: %s\n", name); 131 if (ob->type != PLAYER || !enable_save || !ns)
119 return 1; 132 return;
133
134 INVOKE_PLAYER (SAVE, ob->contr);
135
136 object_freezer freezer;
137
138 int wiz = ob->flags [FLAG_WIZ];
139
140 /* Eneq(@csd.uu.se): If we have an open container hide it. */
141 container = ob->container;
142 ob->container = 0;
143
144 fprintf (freezer, "password %s\n", password);
145
146 if (own_title[0] != '\0')
147 fprintf (freezer, "title %s\n", own_title);
148
149 fprintf (freezer, "explore %d\n", explore);
150 fprintf (freezer, "gen_hp %d\n", gen_hp);
151 fprintf (freezer, "gen_sp %d\n", gen_sp);
152 fprintf (freezer, "gen_grace %d\n", gen_grace);
153 fprintf (freezer, "listening %d\n", listening);
154 fprintf (freezer, "shoottype %d\n", shoottype);
155 fprintf (freezer, "bowtype %d\n", bowtype);
156 fprintf (freezer, "petmode %d\n", petmode);
157 fprintf (freezer, "peaceful %d\n", peaceful);
158 fprintf (freezer, "digestion %d\n", digestion);
159 fprintf (freezer, "pickup %d\n", mode);
160 fprintf (freezer, "outputs_sync %d\n", outputs_sync);
161 fprintf (freezer, "outputs_count %d\n", outputs_count);
162 /* Match the enumerations but in string form */
163 fprintf (freezer, "usekeys %s\n", usekeys == key_inventory ? "key_inventory" : (usekeys == keyrings ? "keyrings" : "containers"));
164 /* Match the enumerations but in string form */
165 fprintf (freezer, "unapply %s\n", unapply == unapply_nochoice ? "unapply_nochoice" :
166 (unapply == unapply_never ? "unapply_never" : "unapply_always"));
167
168 if (ob->map)
169 fprintf (freezer, "map %s\n", ob->map->path);
170 else
171 fprintf (freezer, "map %s\n", settings.emergency_mapname);
172
173 fprintf (freezer, "savebed_map %s\n", savebed_map);
174 fprintf (freezer, "bed_x %d\nbed_y %d\n", bed_x, bed_y);
175 fprintf (freezer, "weapon_sp %f\n", weapon_sp);
176 fprintf (freezer, "Str %d\n", orig_stats.Str);
177 fprintf (freezer, "Dex %d\n", orig_stats.Dex);
178 fprintf (freezer, "Con %d\n", orig_stats.Con);
179 fprintf (freezer, "Int %d\n", orig_stats.Int);
180 fprintf (freezer, "Pow %d\n", orig_stats.Pow);
181 fprintf (freezer, "Wis %d\n", orig_stats.Wis);
182 fprintf (freezer, "Cha %d\n", orig_stats.Cha);
183
184 fprintf (freezer, "lev_array %d\n", ob->level > 10 ? 10 : ob->level);
185
186 for (int i = 1; i <= last_level && i <= 10; i++)
120 } 187 {
188 fprintf (freezer, "%d\n", levhp[i]);
189 fprintf (freezer, "%d\n", levsp[i]);
190 fprintf (freezer, "%d\n", levgrace[i]);
191 }
121 192
193 freezer.put (ob->contr);
194
195 fprintf (freezer, "endplst\n");
196
197 SET_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 CLEAR_FLAG (ob, FLAG_WIZ);
199 save_object (freezer, ob, 3); /* don't check and don't remove */
200
201 char filename[MAX_BUF];
202
122 snprintf(buf, sizeof(buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name); 203 sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &ob->name, &ob->name);
123 if (strlen(buf) >= sizeof(buf)-1) { 204 make_path_to_file (filename);
124 LOG(llevError, "Username too long: %s\n", name); 205 freezer.save (filename);
125 return 1;
126 }
127 206
128 if ((fp=open_and_uncompress(buf,0,&comp))==NULL) return 1; 207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
129 208
130 /* Read in the file until we find the password line. Our logic could 209 /* 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 210 ob->container = container;
132 * it is written by the program, I think it is fair to assume that the 211
133 * syntax should be pretty standard. 212 ob->flags [FLAG_WIZ] = wiz;
213
214 enable_save = !final;
215}
216
217player *
218player::load (const char *path)
219{
220 object_thawer thawer (path);
221
222 /* If no file, must be a new player, so lets get confirmation of
223 * the password. Return control to the higher level dispatch,
224 * since the rest of this just deals with loading of the file.
134 */ 225 */
135 while (fgets(buf, MAX_BUF-1, fp) != NULL) { 226 if (!thawer)
227 return 0;
228
229 player *pl = new player;
230
231 char buf[MAX_BUF], bufall[MAX_BUF];
232
233 pl->set_object (object::create ());
234 pl->last_save_time = time (0);
235 pl->name_changed = 1;
236
237 assign (pl->savebed_map, first_map_path);
238
239 /* Loop through the file, loading the rest of the values */
240 while (fgets (bufall, MAX_BUF, thawer))
241 {
242 int value;
243 sscanf (bufall, "%s %d\n", buf, &value);
244
245 if (!strcmp (buf, "endplst"))
246 break;
247 else if (!strcmp (buf, "oid"))
248 thawer.get (pl, value);
136 if (!strncmp(buf,"password ",9)) { 249 else if (!strcmp (buf, "password"))
137 buf[strlen(buf)-1]=0; /* remove newline */ 250 sscanf (bufall, "password %[^\n]", pl->password);
138 if (check_password(password, buf+9)) { 251 else if (!strcmp (buf, "title"))
139 close_and_delete(fp, comp); 252 sscanf (bufall, "title %[^\n]", pl->own_title);
140 return 0; 253 else if (!strcmp (buf, "explore"))
254 pl->explore = value;
255 else if (!strcmp (buf, "gen_hp"))
256 pl->gen_hp = value;
257 else if (!strcmp (buf, "shoottype"))
258 pl->shoottype = (rangetype) value;
259 else if (!strcmp (buf, "bowtype"))
260 pl->bowtype = (bowtype_t) value;
261 else if (!strcmp (buf, "petmode"))
262 pl->petmode = (petmode_t) value;
263 else if (!strcmp (buf, "gen_sp"))
264 pl->gen_sp = value;
265 else if (!strcmp (buf, "gen_grace"))
266 pl->gen_grace = value;
267 else if (!strcmp (buf, "listening"))
268 pl->listening = value;
269 else if (!strcmp (buf, "peaceful"))
270 pl->peaceful = value;
271 else if (!strcmp (buf, "digestion"))
272 pl->digestion = value;
273 else if (!strcmp (buf, "pickup"))
274 pl->mode = value;
275 else if (!strcmp (buf, "outputs_sync"))
276 pl->outputs_sync = value;
277 else if (!strcmp (buf, "outputs_count"))
278 pl->outputs_count = value;
279 else if (!strcmp (buf, "map"))
280 sscanf (bufall, "map %s", pl->maplevel);
281 else if (!strcmp (buf, "savebed_map"))
282 sscanf (bufall, "savebed_map %s", pl->savebed_map);
283 else if (!strcmp (buf, "bed_x"))
284 pl->bed_x = value;
285 else if (!strcmp (buf, "bed_y"))
286 pl->bed_y = value;
287 else if (!strcmp (buf, "weapon_sp"))
288 sscanf (buf, "weapon_sp %f", &pl->weapon_sp);
289 else if (!strcmp (buf, "Str"))
290 pl->orig_stats.Str = value;
291 else if (!strcmp (buf, "Dex"))
292 pl->orig_stats.Dex = value;
293 else if (!strcmp (buf, "Con"))
294 pl->orig_stats.Con = value;
295 else if (!strcmp (buf, "Int"))
296 pl->orig_stats.Int = value;
297 else if (!strcmp (buf, "Pow"))
298 pl->orig_stats.Pow = value;
299 else if (!strcmp (buf, "Wis"))
300 pl->orig_stats.Wis = value;
301 else if (!strcmp (buf, "Cha"))
302 pl->orig_stats.Cha = value;
303 else if (!strcmp (buf, "usekeys"))
304 {
305 if (!strcmp (bufall + 8, "key_inventory\n"))
306 pl->usekeys = key_inventory;
307 else if (!strcmp (bufall + 8, "keyrings\n"))
308 pl->usekeys = keyrings;
309 else if (!strcmp (bufall + 8, "containers\n"))
310 pl->usekeys = containers;
311 else
312 LOG (llevDebug, "load_player: got unknown usekeys type: %s\n", bufall + 8);
313 }
314 else if (!strcmp (buf, "unapply"))
315 {
316 if (!strcmp (bufall + 8, "unapply_nochoice\n"))
317 pl->unapply = unapply_nochoice;
318 else if (!strcmp (bufall + 8, "unapply_never\n"))
319 pl->unapply = unapply_never;
320 else if (!strcmp (bufall + 8, "unapply_always\n"))
321 pl->unapply = unapply_always;
322 else
323 LOG (llevDebug, "load_player: got unknown unapply type: %s\n", bufall + 8);
324 }
325 else if (!strcmp (buf, "lev_array"))
326 {
327 for (int i = 1; i <= value; i++)
328 {
329 char line[128];
330
331 fgets (line, 128, thawer);
332 pl->levhp[i] = atoi (line);
333 fgets (line, 128, thawer);
334 pl->levsp[i] = atoi (line);
335 fgets (line, 128, thawer);
336 pl->levgrace[i] = atoi (line);
141 } 337 }
142 else { 338 /* spell_array code removed - don't know when that was last used.
143 close_and_delete(fp, comp); 339 * Even the load code below will someday be replaced by spells being
144 return 2; 340 * objects.
145 } 341 */
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 { 342 }
201 LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror(errno)); 343 else
202 return 0; 344 LOG (llevDebug, "unparseable line in player file %s: %s\n", path, bufall);
203 } 345 }
204 free(buf);
205 }
206 return 1;
207}
208 346
209void destroy_object (object *op) 347 /* this loads the standard objects values. */
210{ 348 load_object (thawer, pl->ob, 0);
211 object *tmp;
212 while ((tmp = op->inv))
213 destroy_object (tmp);
214 349
215 if (!QUERY_FLAG(op, FLAG_REMOVED)) 350 /* If the map where the person was last saved does not exist,
216 remove_ob(op); 351 * restart them on their home-savebed. This is good for when
217 free_object(op); 352 * maps change between versions
218} 353 * First, we check for partial path, then check to see if the full
219 354 * 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 */ 355 */
341 save_object(freezer, op, 2); 356 if (!has_been_loaded (pl->maplevel)
342 if (flag) { 357 && check_path (pl->maplevel, 1) == -1
343 op->x = backup_x; 358 && 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';
443 359 {
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
558 free_object (op);
559 op = get_object ();
560
561 op->contr = pl;
562 pl->ob = op;
563
564 /* this loads the standard objects values. */
565 load_object (thawer, op, 0);
566
567 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
568
569 strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
570 pl->title[sizeof(pl->title)-1] = '\0';
571
572 /* If the map where the person was last saved does not exist,
573 * restart them on their home-savebed. This is good for when
574 * maps change between versions
575 * First, we check for partial path, then check to see if the full
576 * path (for unique player maps)
577 */
578 if (check_path(pl->maplevel,1)==-1) {
579 if (check_path(pl->maplevel,0)==-1) {
580 strcpy(pl->maplevel, pl->savebed_map); 360 strcpy (pl->maplevel, pl->savebed_map);
581 op->x = pl->bed_x, op->y = pl->bed_y; 361 pl->ob->x = pl->bed_x, pl->ob->y = pl->bed_y;
582 } 362 }
583 }
584 363
585 /* make sure he's a player--needed because of class change. */ 364 /* make sure he's a player -- needed because of class change. */
586 op->type = PLAYER;
587
588 enter_exit(op,NULL);
589
590 pl->name_changed=1; 365 pl->name_changed = 1;
591 pl->state = ST_PLAYING;
592#ifdef AUTOSAVE
593 pl->last_save_tick = pticks; 366 pl->last_save_tick = pticks;
594#endif
595 op->carrying = sum_weight (op);
596 /* Need to call fix_player now - program modified so that it is not
597 * called during the load process (FLAG_NO_FIX_PLAYER set when
598 * saved)
599 * Moved ahead of the esrv functions, so proper weights will be
600 * sent to the client.
601 */
602 link_player_skills(op);
603 367
604 if ( ! legal_range (op, op->contr->shoottype))
605 op->contr->shoottype = range_none;
606
607 fix_player (op);
608
609 /* if it's a dragon player, set the correct title here */
610 if (is_dragon_pl(op) && op->inv != NULL) {
611 object *tmp, *abil=NULL, *skin=NULL;
612 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
613 if (tmp->type == FORCE) {
614 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
615 abil = tmp;
616 else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
617 skin = tmp;
618 }
619 }
620 set_dragon_name(op, abil, skin);
621 }
622
623 new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
624 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
625 "%s has entered the game.", &pl->ob->name);
626
627 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename)); 368 INVOKE_PLAYER (LOAD, pl, ARG_STRING (path));
628 INVOKE_PLAYER (LOGIN, pl);
629 369
630 op->contr->socket.update_look=1;
631 /* If the player should be dead, call kill_player for them
632 * Only check for hp - if player lacks food, let the normal
633 * logic for that to take place. If player is permanently
634 * dead, and not using permadeath mode, the kill_player will
635 * set the play_again flag, so return.
636 */
637 if (op->stats.hp<0) {
638 new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
639 kill_player(op);
640 if (pl->state != ST_PLAYING) return;
641 }
642 LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", &op->name, op->contr->socket.host);
643
644 /* Do this after checking for death - no reason sucking up bandwidth if
645 * the data isn't needed.
646 */
647 esrv_new_player(op->contr,op->weight+op->carrying);
648 esrv_send_inventory(op, op);
649 esrv_add_spells(op->contr, NULL);
650
651 CLEAR_FLAG(op, FLAG_FRIENDLY);
652
653 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
654 * from the class, and not race. I don't see any way to get the class information
655 * to then update this. I don't think this will actually break anything - anyone
656 * that can use armour should be able to use a shield. What this may 'break'
657 * are features new characters get, eg, if someone starts up with a Q, they
658 * should be able to use a shield. However, old Q's won't get that advantage.
659 */
660 if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
661 return; 370 return pl;
662} 371}
372

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