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/cvs/deliantra/server/server/login.C
Revision: 1.3
Committed: Sun Aug 27 16:15:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +14 -4 lines
Log Message:
first, untested persistent objetc storage for players and objects, not yte for maps

File Contents

# Content
1 /*
2 * static char *rcsid_login_c =
3 * "$Id: login.C,v 1.2 2006-08-25 13:24:50 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef __CEXTRACT__
31 #include <sproto.h>
32 #endif
33 #include <spells.h>
34 #include <loader.h>
35 #include <define.h>
36
37 extern void sub_weight (object *, signed long);
38 extern void add_weight (object *, signed long);
39 extern long pticks;
40
41 /* If flag is non zero, it means that we want to try and save everyone, but
42 * keep the game running. Thus, we don't want to free any information.
43 */
44 void emergency_save(int flag) {
45 player *pl;
46 #ifndef NO_EMERGENCY_SAVE
47 trying_emergency_save = 1;
48 if(editor)
49 return;
50 LOG(llevError,"Emergency save: ");
51 for(pl=first_player;pl!=NULL;pl=pl->next) {
52 if(!pl->ob) {
53 LOG(llevError, "No name, ignoring this.\n");
54 continue;
55 }
56 LOG(llevError,"%s ",pl->ob->name);
57 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save...");
58
59 /* If we are not exiting the game (ie, this is sort of a backup save), then
60 * don't change the location back to the village. Note that there are other
61 * options to have backup saves be done at the starting village
62 */
63 if (!flag) {
64 strcpy(pl->maplevel, first_map_path);
65 if(pl->ob->map!=NULL)
66 pl->ob->map = NULL;
67 pl->ob->x = -1;
68 pl->ob->y = -1;
69 }
70 if(!save_player(pl->ob,flag)) {
71 LOG(llevError, "(failed) ");
72 new_draw_info(NDI_UNIQUE, 0,pl->ob,"Emergency save failed, checking score...");
73 }
74 check_score(pl->ob);
75 }
76 LOG(llevError,"\n");
77 #else
78 LOG(llevInfo,"Emergency saves disabled, no save attempted\n");
79 #endif
80 /* If the game is exiting, remove the player locks */
81 if (!flag) {
82 for(pl=first_player;pl!=NULL;pl=pl->next) {
83 if(pl->ob) {
84 }
85 }
86 }
87 }
88
89 /* Delete character with name. if new is set, also delete the new
90 * style directory, otherwise, just delete the old style playfile
91 * (needed for transition)
92 */
93 void delete_character(const char *name, int newchar) {
94 char buf[MAX_BUF];
95
96 sprintf(buf,"%s/%s/%s.pl",settings.localdir,settings.playerdir,name);
97 if(unlink(buf)== -1)
98 LOG(llevDebug, "Cannot delete character file %s: %s\n", buf, strerror_local(errno));
99 if (newchar) {
100 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,name);
101 /* this effectively does an rm -rf on the directory */
102 remove_directory(buf);
103 }
104 }
105
106 /* This verify that a character of name exits, and that it matches
107 * password. It return 0 if there is match, 1 if no such player,
108 * 2 if incorrect password.
109 */
110
111 int verify_player(const char *name, char *password)
112 {
113 char buf[MAX_BUF];
114 int comp;
115 FILE *fp;
116
117 if (strpbrk(name, "/.\\") != NULL) {
118 LOG(llevError, "Username contains illegal characters: %s\n", name);
119 return 1;
120 }
121
122 snprintf(buf, sizeof(buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
123 if (strlen(buf) >= sizeof(buf)-1) {
124 LOG(llevError, "Username too long: %s\n", name);
125 return 1;
126 }
127
128 if ((fp=open_and_uncompress(buf,0,&comp))==NULL) return 1;
129
130 /* Read in the file until we find the password line. Our logic could
131 * be a bit better on cleaning up the password from the file, but since
132 * it is written by the program, I think it is fair to assume that the
133 * syntax should be pretty standard.
134 */
135 while (fgets(buf, MAX_BUF-1, fp) != NULL) {
136 if (!strncmp(buf,"password ",9)) {
137 buf[strlen(buf)-1]=0; /* remove newline */
138 if (check_password(password, buf+9)) {
139 close_and_delete(fp, comp);
140 return 0;
141 }
142 else {
143 close_and_delete(fp, comp);
144 return 2;
145 }
146 }
147 }
148 LOG(llevDebug,"Could not find a password line in player %s\n", name);
149 close_and_delete(fp, comp);
150 return 1;
151 }
152
153 /* Checks to see if anyone else by 'name' is currently playing.
154 * If we find that file or another character of some name is already in the
155 * game, we don't let this person join (we should really let the new player
156 * enter the password, and if correct, disconnect that socket and attach it to
157 * the players current session.
158 * If no one by that name is currently playing, we then make sure the name
159 * doesn't include any bogus characters.
160 * We return 0 if the name is in use/bad, 1 if it is OK to use this name.
161 */
162
163 int check_name(player *me,const char *name) {
164 player *pl;
165
166 for(pl=first_player;pl!=NULL;pl=pl->next)
167 if(pl!=me&&pl->ob->name!=NULL&&!strcmp(pl->ob->name,name)) {
168 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is already in use.");
169 return 0;
170 }
171
172 if (*name=='\0') {
173 new_draw_info(NDI_UNIQUE, 0,me->ob,"Null names are not allowed.");
174 return 0;
175 }
176
177 if(!playername_ok(name)) {
178 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name contains illegal characters.");
179 return 0;
180 }
181 if (strlen(name) >= MAX_NAME) {
182 new_draw_info(NDI_UNIQUE, 0,me->ob,"That name is too long.");
183 return 0;
184 }
185
186 return 1;
187 }
188
189 int create_savedir_if_needed(char *savedir)
190 {
191 struct stat *buf;
192
193 if ((buf = (struct stat *) malloc(sizeof(struct stat))) == NULL) {
194 LOG(llevError, "Unable to save playerfile... out of memory.\n");
195 return 0;
196 } else {
197 stat(savedir, buf);
198 if (!S_ISDIR(buf->st_mode))
199 if (mkdir(savedir, SAVE_DIR_MODE))
200 {
201 LOG(llevError, "Unable to create player savedir %s: %s\n", savedir, strerror_local(errno));
202 return 0;
203 }
204 free(buf);
205 }
206 return 1;
207 }
208
209 void destroy_object (object *op)
210 {
211 object *tmp;
212 while ((tmp = op->inv))
213 destroy_object (tmp);
214
215 if (!QUERY_FLAG(op, FLAG_REMOVED))
216 remove_ob(op);
217 free_object(op);
218 }
219
220 /*
221 * If flag is set, it's only backup, ie dont remove objects from inventory
222 * If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player
223 * will be saved at the emergency save location.
224 * Returns non zero if successful.
225 */
226
227 int save_player(object *op, int flag) {
228 FILE *fp;
229 char filename[MAX_BUF], *tmpfilename,backupfile[MAX_BUF];
230 object *tmp, *container=NULL;
231 player *pl = op->contr;
232 int i,wiz=QUERY_FLAG(op,FLAG_WIZ);
233 long checksum;
234 #ifdef BACKUP_SAVE_AT_HOME
235 sint16 backup_x, backup_y;
236 #endif
237
238 if (!op->stats.exp) return 0; /* no experience, no save */
239
240 flag&=1;
241
242 if(!pl->name_changed||(!flag&&!op->stats.exp)) {
243 if(!flag) {
244 new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,");
245 new_draw_info(NDI_UNIQUE, 0,op,"Game not saved.");
246 }
247 return 0;
248 }
249
250 /* Sanity check - some stuff changes this when player is exiting */
251 if (op->type != PLAYER) return 0;
252
253 /* Prevent accidental saves if connection is reset after player has
254 * mostly exited.
255 */
256 if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
257 return 0;
258
259 if (flag == 0)
260 terminate_all_pets(op);
261
262 /* Delete old style file */
263 sprintf(filename,"%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name);
264 unlink(filename);
265
266 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
267 make_path_to_file(filename);
268
269 tmpfilename = tempnam_local(settings.tmpdir,NULL);
270 fp=fopen(tmpfilename, "w");
271 if(!fp) {
272 new_draw_info(NDI_UNIQUE, 0,op, "Can't open file for save.");
273 LOG(llevDebug,"Can't open file for save (%s).\n",tmpfilename);
274 free(tmpfilename);
275 return 0;
276 }
277
278 /* Eneq(@csd.uu.se): If we have an open container hide it. */
279 if (op->container) {
280 container=op->container;
281 op->container=NULL;
282 }
283
284 INVOKE_PLAYER (SAVE, op->contr, ARG_STRING (filename));
285
286 object_freezer freezer (filename);
287
288 freezer.put (op->contr);
289
290 fprintf(fp,"password %s\n",pl->password);
291 if (settings.set_title == TRUE)
292 if(pl->own_title[0]!='\0')
293 fprintf(fp,"title %s\n",pl->own_title);
294
295 fprintf(fp,"explore %d\n",pl->explore);
296 fprintf(fp,"gen_hp %d\n",pl->gen_hp);
297 fprintf(fp,"gen_sp %d\n",pl->gen_sp);
298 fprintf(fp,"gen_grace %d\n",pl->gen_grace);
299 fprintf(fp,"listening %d\n",pl->listening);
300 fprintf(fp,"shoottype %d\n",pl->shoottype);
301 fprintf(fp,"bowtype %d\n",pl->bowtype);
302 fprintf(fp,"petmode %d\n",pl->petmode);
303 fprintf(fp,"peaceful %d\n",pl->peaceful);
304 fprintf(fp,"no_shout %d\n",pl->no_shout);
305 fprintf(fp,"digestion %d\n",pl->digestion);
306 fprintf(fp,"pickup %d\n", pl->mode);
307 fprintf(fp,"outputs_sync %d\n", pl->outputs_sync);
308 fprintf(fp,"outputs_count %d\n", pl->outputs_count);
309 /* Match the enumerations but in string form */
310 fprintf(fp,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory":
311 (pl->usekeys==keyrings?"keyrings":"containers"));
312 /* Match the enumerations but in string form */
313 fprintf(fp,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
314 (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
315
316
317
318 #ifdef BACKUP_SAVE_AT_HOME
319 if (op->map!=NULL && flag==0)
320 #else
321 if (op->map!=NULL)
322 #endif
323 fprintf(fp,"map %s\n",op->map->path);
324 else
325 fprintf(fp,"map %s\n",settings.emergency_mapname);
326
327 fprintf(fp,"savebed_map %s\n", pl->savebed_map);
328 fprintf(fp,"bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
329 fprintf(fp,"weapon_sp %f\n",pl->weapon_sp);
330 fprintf(fp,"Str %d\n",pl->orig_stats.Str);
331 fprintf(fp,"Dex %d\n",pl->orig_stats.Dex);
332 fprintf(fp,"Con %d\n",pl->orig_stats.Con);
333 fprintf(fp,"Int %d\n",pl->orig_stats.Int);
334 fprintf(fp,"Pow %d\n",pl->orig_stats.Pow);
335 fprintf(fp,"Wis %d\n",pl->orig_stats.Wis);
336 fprintf(fp,"Cha %d\n",pl->orig_stats.Cha);
337
338 fprintf(fp,"lev_array %d\n",op->level>10?10:op->level);
339 for(i=1;i<=pl->last_level&&i<=10;i++) {
340 fprintf(fp,"%d\n",pl->levhp[i]);
341 fprintf(fp,"%d\n",pl->levsp[i]);
342 fprintf(fp,"%d\n",pl->levgrace[i]);
343 }
344 fprintf(fp,"endplst\n");
345
346 SET_FLAG(op, FLAG_NO_FIX_PLAYER);
347 CLEAR_FLAG(op, FLAG_WIZ);
348 #ifdef BACKUP_SAVE_AT_HOME
349 if (flag) {
350 backup_x = op->x;
351 backup_y = op->y;
352 op->x = -1;
353 op->y = -1;
354 }
355 /* Save objects, but not unpaid objects. Don't remove objects from
356 * inventory.
357 */
358 save_object(fp, freezer, op, 2);
359 if (flag) {
360 op->x = backup_x;
361 op->y = backup_y;
362 }
363 #else
364 save_object(fp, freezer, op, 3); /* don't check and don't remove */
365 #endif
366
367 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
368
369 if(!flag)
370 while ((tmp = op->inv))
371 destroy_object (tmp);
372
373 if (fclose(fp) == EOF) { /* make sure the write succeeded */
374 new_draw_info(NDI_UNIQUE, 0,op, "Can't save character.");
375 unlink(tmpfilename);
376 free(tmpfilename);
377 return 0;
378 }
379
380 checksum = 0;
381 sprintf(backupfile, "%s.tmp", filename);
382 rename(filename, backupfile);
383 fp = fopen(filename,"w");
384 if(!fp) {
385 new_draw_info(NDI_UNIQUE, 0,op, "Can't open file for save.");
386 unlink(tmpfilename);
387 free(tmpfilename);
388 return 0;
389 }
390 fprintf(fp,"checksum %lx\n",checksum);
391 copy_file(tmpfilename, fp);
392 unlink(tmpfilename);
393 free(tmpfilename);
394 if (fclose(fp) == EOF) { /* got write error */
395 new_draw_info(NDI_UNIQUE, 0,op, "Can't close file for save.");
396 rename(backupfile, filename); /* Restore the original */
397 return 0;
398 }
399 else
400 unlink(backupfile);
401
402 /* Eneq(@csd.uu.se): Reveal the container if we have one. */
403 if (flag&&container!=NULL)
404 op->container = container;
405
406 if (wiz) SET_FLAG(op,FLAG_WIZ);
407 if(!flag)
408 esrv_send_inventory(op, op);
409
410 chmod(filename,SAVE_MODE);
411
412 return 1;
413 }
414
415 void copy_file(const char *filename, FILE *fpout) {
416 FILE *fp;
417 char buf[MAX_BUF];
418 if((fp = fopen(filename,"r")) == NULL)
419 return;
420 while(fgets(buf,MAX_BUF,fp)!=NULL)
421 fputs(buf,fpout);
422 fclose(fp);
423 }
424
425
426 void check_login(object *op) {
427 FILE *fp;
428 char filename[MAX_BUF];
429 char buf[MAX_BUF],bufall[MAX_BUF];
430 int i,value,comp;
431 long checksum = 0;
432 player *pl = op->contr;
433 int correct = 0;
434 time_t elapsed_save_time=0;
435 struct stat statbuf;
436
437 strcpy (pl->maplevel,first_map_path);
438
439 /* First, lets check for newest form of save */
440 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
441 if (access(filename, F_OK)==-1) {
442 /* not there, Try the old style */
443
444 sprintf(filename,"%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name);
445 /* Ok - old style exists. Lets make the new style directory */
446 if (access(filename, F_OK)==0) {
447 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
448 make_path_to_file(buf);
449 }
450 }
451
452 /* If no file, must be a new player, so lets get confirmation of
453 * the password. Return control to the higher level dispatch,
454 * since the rest of this just deals with loading of the file.
455 */
456 if ((fp=open_and_uncompress(filename,1,&comp)) == NULL) {
457 confirm_password(op);
458 return;
459 }
460 if (fstat(fileno(fp), &statbuf)) {
461 LOG(llevError,"Unable to stat %s?\n", filename);
462 elapsed_save_time=0;
463 } else {
464 elapsed_save_time = time(NULL) - statbuf.st_mtime;
465 if (elapsed_save_time<0) {
466 LOG(llevError,"Player file %s was saved in the future? (%d time)\n", filename, elapsed_save_time);
467 elapsed_save_time=0;
468 }
469 }
470
471 object_thawer thawer (filename);
472
473 if(fgets(bufall,MAX_BUF,fp) != NULL) {
474 if(!strncmp(bufall,"checksum ",9)) {
475 checksum = strtol(bufall+9,(char **) NULL, 16);
476 (void) fgets(bufall,MAX_BUF,fp);
477 }
478 if(sscanf(bufall,"password %s\n",buf)) {
479 /* New password scheme: */
480 correct=check_password(pl->write_buf+1,buf);
481 }
482 /* Old password mode removed - I have no idea what it
483 * was, and the current password mechanism has been used
484 * for at least several years.
485 */
486 }
487 if (!correct) {
488 new_draw_info(NDI_UNIQUE, 0,op," ");
489 new_draw_info(NDI_UNIQUE, 0,op,"Wrong Password!");
490 new_draw_info(NDI_UNIQUE, 0,op," ");
491 FREE_AND_COPY(op->name, "noname");
492 FREE_AND_COPY(op->name_pl, "noname");
493 op->contr->socket.password_fails++;
494 if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
495 new_draw_info(NDI_UNIQUE, 0,op,
496 "You gave an incorrect password too many times, you will now be dropped from the server.");
497 LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
498 op->contr->socket.host);
499 op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
500 }
501 else get_name(op);
502 return; /* Once again, rest of code just loads the char */
503 }
504
505 #ifdef SAVE_INTERVAL
506 pl->last_save_time=time(NULL);
507 #endif /* SAVE_INTERVAL */
508 pl->party = NULL;
509 if (settings.search_items == TRUE)
510 pl->search_str[0]='\0';
511 pl->name_changed=1;
512 pl->orig_stats.Str=0;
513 pl->orig_stats.Dex=0;
514 pl->orig_stats.Con=0;
515 pl->orig_stats.Int=0;
516 pl->orig_stats.Pow=0;
517 pl->orig_stats.Wis=0;
518 pl->orig_stats.Cha=0;
519 strcpy(pl->savebed_map, first_map_path);
520 pl->bed_x=0, pl->bed_y=0;
521 pl->spellparam[0] = '\0';
522
523 /* Loop through the file, loading the rest of the values */
524 while (fgets(bufall,MAX_BUF,fp)!=NULL) {
525 sscanf(bufall,"%s %d\n",buf,&value);
526 if (!strcmp(buf,"endplst"))
527 break;
528 else if (!strcmp(buf,"title") && settings.set_title == TRUE)
529 sscanf(bufall,"title %[^\n]",pl->own_title);
530 else if (!strcmp(buf,"explore"))
531 pl->explore = value;
532 else if (!strcmp(buf,"gen_hp"))
533 pl->gen_hp=value;
534 else if (!strcmp(buf,"shoottype"))
535 pl->shoottype=(rangetype)value;
536 else if (!strcmp(buf,"bowtype"))
537 pl->bowtype=(bowtype_t)value;
538 else if (!strcmp(buf,"petmode"))
539 pl->petmode=(petmode_t)value;
540 else if (!strcmp(buf,"gen_sp"))
541 pl->gen_sp=value;
542 else if (!strcmp(buf,"gen_grace"))
543 pl->gen_grace=value;
544 else if (!strcmp(buf,"listening"))
545 pl->listening=value;
546 else if (!strcmp(buf,"peaceful"))
547 pl->peaceful=value;
548 else if (!strcmp(buf,"no_shout"))
549 pl->no_shout=value;
550 else if (!strcmp(buf,"digestion"))
551 pl->digestion=value;
552 else if (!strcmp(buf,"pickup"))
553 pl->mode=value;
554 else if (!strcmp(buf,"outputs_sync"))
555 pl->outputs_sync = value;
556 else if (!strcmp(buf,"outputs_count"))
557 pl->outputs_count = value;
558 else if (!strcmp(buf,"map"))
559 sscanf(bufall,"map %s", pl->maplevel);
560 else if (!strcmp(buf,"savebed_map"))
561 sscanf(bufall,"savebed_map %s", pl->savebed_map);
562 else if (!strcmp(buf,"bed_x"))
563 pl->bed_x=value;
564 else if (!strcmp(buf,"bed_y"))
565 pl->bed_y=value;
566 else if (!strcmp(buf,"weapon_sp"))
567 sscanf(buf,"weapon_sp %f",&pl->weapon_sp);
568 else if (!strcmp(buf,"Str"))
569 pl->orig_stats.Str=value;
570 else if (!strcmp(buf,"Dex"))
571 pl->orig_stats.Dex=value;
572 else if (!strcmp(buf,"Con"))
573 pl->orig_stats.Con=value;
574 else if (!strcmp(buf,"Int"))
575 pl->orig_stats.Int=value;
576 else if (!strcmp(buf,"Pow"))
577 pl->orig_stats.Pow=value;
578 else if (!strcmp(buf,"Wis"))
579 pl->orig_stats.Wis=value;
580 else if (!strcmp(buf,"Cha"))
581 pl->orig_stats.Cha=value;
582 else if (!strcmp(buf,"usekeys")) {
583 if (!strcmp(bufall+8,"key_inventory\n"))
584 pl->usekeys=key_inventory;
585 else if (!strcmp(bufall+8,"keyrings\n"))
586 pl->usekeys=keyrings;
587 else if (!strcmp(bufall+8,"containers\n"))
588 pl->usekeys=containers;
589 else LOG(llevDebug,"load_player: got unknown usekeys type: %s\n", bufall+8);
590 }
591 else if (!strcmp(buf,"unapply")) {
592 if (!strcmp(bufall+8,"unapply_nochoice\n"))
593 pl->unapply=unapply_nochoice;
594 else if (!strcmp(bufall+8,"unapply_never\n"))
595 pl->unapply=unapply_never;
596 else if (!strcmp(bufall+8,"unapply_always\n"))
597 pl->unapply=unapply_always;
598 else LOG(llevDebug,"load_player: got unknown unapply type: %s\n", bufall+8);
599 }
600 else if (!strcmp(buf,"lev_array")){
601 for(i=1;i<=value;i++) {
602 int j;
603 fscanf(fp,"%d\n",&j);
604 pl->levhp[i]=j;
605 fscanf(fp,"%d\n",&j);
606 pl->levsp[i]=j;
607 fscanf(fp,"%d\n",&j);
608 pl->levgrace[i]=j;
609 }
610 /* spell_array code removed - don't know when that was last used.
611 * Even the load code below will someday be replaced by spells being
612 * objects.
613 */
614 } else if (!strcmp(buf,"known_spell")) {
615 #if 0
616 /* Logic is left here in case someone wants to try
617 * and write code to update to spell objects.
618 */
619 char *cp=strchr(bufall,'\n');
620 *cp='\0';
621 cp=strchr(bufall,' ');
622 cp++;
623 for(i=0;i<NROFREALSPELLS;i++)
624 if(!strcmp(spells[i].name,cp)) {
625 pl->known_spells[pl->nrofknownspells++]=i;
626 break;
627 }
628 if(i==NROFREALSPELLS)
629 LOG(llevDebug, "Error: unknown spell (%s)\n",cp);
630 #endif
631 }
632 } /* End of loop loading the character file */
633 leave_map(op);
634 op->speed=0;
635 update_ob_speed(op);
636 reset_object(op);
637 op->contr = pl;
638 pl->ob = op;
639
640 thawer.get (pl);
641
642 /* this loads the standard objects values. */
643 load_object(fp, thawer, op, LO_NEWFILE,0);
644 close_and_delete(fp, comp);
645
646 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
647
648 strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
649 pl->title[sizeof(pl->title)-1] = '\0';
650
651 /* If the map where the person was last saved does not exist,
652 * restart them on their home-savebed. This is good for when
653 * maps change between versions
654 * First, we check for partial path, then check to see if the full
655 * path (for unique player maps)
656 */
657 if (check_path(pl->maplevel,1)==-1) {
658 if (check_path(pl->maplevel,0)==-1) {
659 strcpy(pl->maplevel, pl->savebed_map);
660 op->x = pl->bed_x, op->y = pl->bed_y;
661 }
662 }
663
664 /* If player saved beyond some time ago, and the feature is
665 * enabled, put the player back on his savebed map.
666 */
667 if ((settings.reset_loc_time >0) && (elapsed_save_time > settings.reset_loc_time)) {
668 strcpy(pl->maplevel, pl->savebed_map);
669 op->x = pl->bed_x, op->y = pl->bed_y;
670 }
671
672 /* make sure he's a player--needed because of class change. */
673 op->type = PLAYER;
674
675 enter_exit(op,NULL);
676
677 pl->name_changed=1;
678 pl->state = ST_PLAYING;
679 #ifdef AUTOSAVE
680 pl->last_save_tick = pticks;
681 #endif
682 op->carrying = sum_weight (op);
683 /* Need to call fix_player now - program modified so that it is not
684 * called during the load process (FLAG_NO_FIX_PLAYER set when
685 * saved)
686 * Moved ahead of the esrv functions, so proper weights will be
687 * sent to the client.
688 */
689 link_player_skills(op);
690
691 if ( ! legal_range (op, op->contr->shoottype))
692 op->contr->shoottype = range_none;
693
694 fix_player (op);
695
696 /* if it's a dragon player, set the correct title here */
697 if (is_dragon_pl(op) && op->inv != NULL) {
698 object *tmp, *abil=NULL, *skin=NULL;
699 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
700 if (tmp->type == FORCE) {
701 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
702 abil = tmp;
703 else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
704 skin = tmp;
705 }
706 }
707 set_dragon_name(op, abil, skin);
708 }
709
710 new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
711 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
712 "%s has entered the game.",pl->ob->name);
713
714 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
715 INVOKE_PLAYER (LOGIN, pl);
716
717 op->contr->socket.update_look=1;
718 /* If the player should be dead, call kill_player for them
719 * Only check for hp - if player lacks food, let the normal
720 * logic for that to take place. If player is permanently
721 * dead, and not using permadeath mode, the kill_player will
722 * set the play_again flag, so return.
723 */
724 if (op->stats.hp<0) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
726 kill_player(op);
727 if (pl->state != ST_PLAYING) return;
728 }
729 LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", op->name,
730 op->contr->socket.host);
731
732 /* Do this after checking for death - no reason sucking up bandwidth if
733 * the data isn't needed.
734 */
735 esrv_new_player(op->contr,op->weight+op->carrying);
736 esrv_send_inventory(op, op);
737 esrv_add_spells(op->contr, NULL);
738
739 CLEAR_FLAG(op, FLAG_FRIENDLY);
740
741 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
742 * from the class, and not race. I don't see any way to get the class information
743 * to then update this. I don't think this will actually break anything - anyone
744 * that can use armour should be able to use a shield. What this may 'break'
745 * are features new characters get, eg, if someone starts up with a Q, they
746 * should be able to use a shield. However, old Q's won't get that advantage.
747 */
748 if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
749 return;
750 }