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/cvs/deliantra/server/server/login.C
Revision: 1.8
Committed: Wed Aug 30 16:30:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +3 -3 lines
Log Message:
remove compression support, intiialise perl earlier etc. etc.

File Contents

# Content
1 /*
2 * static char *rcsid_login_c =
3 * "$Id: login.C,v 1.7 2006-08-30 06:06:27 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(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(errno));
202 return 0;
203 }
204 free(buf);
205 }
206 return 1;
207 }
208
209 void destroy_object (object *op)
210 {
211 object *tmp;
212 while ((tmp = op->inv))
213 destroy_object (tmp);
214
215 if (!QUERY_FLAG(op, FLAG_REMOVED))
216 remove_ob(op);
217 free_object(op);
218 }
219
220 /*
221 * If flag is set, it's only backup, ie dont remove objects from inventory
222 * If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player
223 * will be saved at the emergency save location.
224 * Returns non zero if successful.
225 */
226
227 int save_player(object *op, int flag) {
228 char filename[MAX_BUF];
229 object *tmp, *container=NULL;
230 player *pl = op->contr;
231 int i,wiz=QUERY_FLAG(op,FLAG_WIZ);
232 long checksum;
233 #ifdef BACKUP_SAVE_AT_HOME
234 sint16 backup_x, backup_y;
235 #endif
236
237 if (!op->stats.exp) return 0; /* no experience, no save */
238
239 flag&=1;
240
241 if(!pl->name_changed||(!flag&&!op->stats.exp)) {
242 if(!flag) {
243 new_draw_info(NDI_UNIQUE, 0,op,"Your game is not valid,");
244 new_draw_info(NDI_UNIQUE, 0,op,"Game not saved.");
245 }
246 return 0;
247 }
248
249 /* Sanity check - some stuff changes this when player is exiting */
250 if (op->type != PLAYER) return 0;
251
252 /* Prevent accidental saves if connection is reset after player has
253 * mostly exited.
254 */
255 if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
256 return 0;
257
258 INVOKE_PLAYER (SAVE, op->contr, ARG_STRING (filename));
259
260 if (flag == 0)
261 terminate_all_pets(op);
262
263 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
264 make_path_to_file(filename);
265
266 object_freezer fp (filename);
267
268 if (!fp)
269 {
270 new_draw_info(NDI_UNIQUE, 0,op, "Can't open file for save.");
271 return 0;
272 }
273
274 /* Eneq(@csd.uu.se): If we have an open container hide it. */
275 if (op->container)
276 {
277 container = op->container;
278 op->container = NULL;
279 }
280
281 fprintf(fp,"password %s\n",pl->password);
282
283 if (settings.set_title == TRUE)
284 if(pl->own_title[0]!='\0')
285 fprintf(fp,"title %s\n",pl->own_title);
286
287 fprintf(fp,"explore %d\n",pl->explore);
288 fprintf(fp,"gen_hp %d\n",pl->gen_hp);
289 fprintf(fp,"gen_sp %d\n",pl->gen_sp);
290 fprintf(fp,"gen_grace %d\n",pl->gen_grace);
291 fprintf(fp,"listening %d\n",pl->listening);
292 fprintf(fp,"shoottype %d\n",pl->shoottype);
293 fprintf(fp,"bowtype %d\n",pl->bowtype);
294 fprintf(fp,"petmode %d\n",pl->petmode);
295 fprintf(fp,"peaceful %d\n",pl->peaceful);
296 fprintf(fp,"no_shout %d\n",pl->no_shout);
297 fprintf(fp,"digestion %d\n",pl->digestion);
298 fprintf(fp,"pickup %d\n", pl->mode);
299 fprintf(fp,"outputs_sync %d\n", pl->outputs_sync);
300 fprintf(fp,"outputs_count %d\n", pl->outputs_count);
301 /* Match the enumerations but in string form */
302 fprintf(fp,"usekeys %s\n", pl->usekeys==key_inventory?"key_inventory":
303 (pl->usekeys==keyrings?"keyrings":"containers"));
304 /* Match the enumerations but in string form */
305 fprintf(fp,"unapply %s\n", pl->unapply==unapply_nochoice?"unapply_nochoice":
306 (pl->unapply==unapply_never?"unapply_never":"unapply_always"));
307
308 #ifdef BACKUP_SAVE_AT_HOME
309 if (op->map!=NULL && flag==0)
310 #else
311 if (op->map!=NULL)
312 #endif
313 fprintf(fp,"map %s\n",op->map->path);
314 else
315 fprintf(fp,"map %s\n",settings.emergency_mapname);
316
317 fprintf(fp,"savebed_map %s\n", pl->savebed_map);
318 fprintf(fp,"bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
319 fprintf(fp,"weapon_sp %f\n",pl->weapon_sp);
320 fprintf(fp,"Str %d\n",pl->orig_stats.Str);
321 fprintf(fp,"Dex %d\n",pl->orig_stats.Dex);
322 fprintf(fp,"Con %d\n",pl->orig_stats.Con);
323 fprintf(fp,"Int %d\n",pl->orig_stats.Int);
324 fprintf(fp,"Pow %d\n",pl->orig_stats.Pow);
325 fprintf(fp,"Wis %d\n",pl->orig_stats.Wis);
326 fprintf(fp,"Cha %d\n",pl->orig_stats.Cha);
327
328 fprintf(fp,"lev_array %d\n",op->level>10?10:op->level);
329 for(i=1;i<=pl->last_level&&i<=10;i++) {
330 fprintf(fp,"%d\n",pl->levhp[i]);
331 fprintf(fp,"%d\n",pl->levsp[i]);
332 fprintf(fp,"%d\n",pl->levgrace[i]);
333 }
334
335 fp.put (op->contr);
336
337 fprintf(fp,"endplst\n");
338
339 SET_FLAG(op, FLAG_NO_FIX_PLAYER);
340 CLEAR_FLAG(op, FLAG_WIZ);
341 #ifdef BACKUP_SAVE_AT_HOME
342 if (flag) {
343 backup_x = op->x;
344 backup_y = op->y;
345 op->x = -1;
346 op->y = -1;
347 }
348 /* Save objects, but not unpaid objects. Don't remove objects from
349 * inventory.
350 */
351 save_object(fp, op, 2);
352 if (flag) {
353 op->x = backup_x;
354 op->y = backup_y;
355 }
356 #else
357 save_object(fp, op, 3); /* don't check and don't remove */
358 #endif
359
360 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
361
362 if(!flag)
363 while ((tmp = op->inv))
364 destroy_object (tmp);
365
366 /* Eneq(@csd.uu.se): Reveal the container if we have one. */
367 if (flag&&container!=NULL)
368 op->container = container;
369
370 if (wiz) SET_FLAG(op,FLAG_WIZ);
371
372 if(!flag)
373 esrv_send_inventory(op, op);
374
375 return 1;
376 }
377
378 void check_login(object *op) {
379 char filename[MAX_BUF];
380 char buf[MAX_BUF],bufall[MAX_BUF];
381 int i,value,comp;
382 long checksum = 0;
383 player *pl = op->contr;
384 int correct = 0;
385
386 strcpy (pl->maplevel,first_map_path);
387 sprintf(filename,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,op->name,op->name);
388
389 object_thawer thawer (filename);
390 /* If no file, must be a new player, so lets get confirmation of
391 * the password. Return control to the higher level dispatch,
392 * since the rest of this just deals with loading of the file.
393 */
394 if (!thawer) {
395 confirm_password(op);
396 return;
397 }
398
399 if(fgets(bufall,MAX_BUF,thawer) != NULL) {
400 if(!strncmp(bufall,"checksum ",9)) {
401 checksum = strtol(bufall+9,(char **) NULL, 16);
402 (void) fgets(bufall,MAX_BUF,thawer);
403 }
404 if(sscanf(bufall,"password %s\n",buf)) {
405 /* New password scheme: */
406 correct=check_password(pl->write_buf+1,buf);
407 }
408 /* Old password mode removed - I have no idea what it
409 * was, and the current password mechanism has been used
410 * for at least several years.
411 */
412 }
413 if (!correct) {
414 new_draw_info(NDI_UNIQUE, 0,op," ");
415 new_draw_info(NDI_UNIQUE, 0,op,"Wrong Password!");
416 new_draw_info(NDI_UNIQUE, 0,op," ");
417 FREE_AND_COPY(op->name, "noname");
418 FREE_AND_COPY(op->name_pl, "noname");
419 op->contr->socket.password_fails++;
420 if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
421 new_draw_info(NDI_UNIQUE, 0,op,
422 "You gave an incorrect password too many times, you will now be dropped from the server.");
423 LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
424 op->contr->socket.host);
425 op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
426 }
427 else get_name(op);
428 return; /* Once again, rest of code just loads the char */
429 }
430
431 #ifdef SAVE_INTERVAL
432 pl->last_save_time=time(NULL);
433 #endif /* SAVE_INTERVAL */
434 pl->party = NULL;
435 if (settings.search_items == TRUE)
436 pl->search_str[0]='\0';
437 pl->name_changed=1;
438 pl->orig_stats.Str=0;
439 pl->orig_stats.Dex=0;
440 pl->orig_stats.Con=0;
441 pl->orig_stats.Int=0;
442 pl->orig_stats.Pow=0;
443 pl->orig_stats.Wis=0;
444 pl->orig_stats.Cha=0;
445 strcpy(pl->savebed_map, first_map_path);
446 pl->bed_x=0, pl->bed_y=0;
447 pl->spellparam[0] = '\0';
448
449 /* Loop through the file, loading the rest of the values */
450 while (fgets(bufall,MAX_BUF,thawer)!=NULL) {
451 sscanf(bufall,"%s %d\n",buf,&value);
452 if (!strcmp(buf,"endplst"))
453 break;
454 else if (!strcmp(buf,"oid"))
455 thawer.get (pl, value);
456 else if (!strcmp(buf,"title") && settings.set_title == TRUE)
457 sscanf(bufall,"title %[^\n]",pl->own_title);
458 else if (!strcmp(buf,"explore"))
459 pl->explore = value;
460 else if (!strcmp(buf,"gen_hp"))
461 pl->gen_hp=value;
462 else if (!strcmp(buf,"shoottype"))
463 pl->shoottype=(rangetype)value;
464 else if (!strcmp(buf,"bowtype"))
465 pl->bowtype=(bowtype_t)value;
466 else if (!strcmp(buf,"petmode"))
467 pl->petmode=(petmode_t)value;
468 else if (!strcmp(buf,"gen_sp"))
469 pl->gen_sp=value;
470 else if (!strcmp(buf,"gen_grace"))
471 pl->gen_grace=value;
472 else if (!strcmp(buf,"listening"))
473 pl->listening=value;
474 else if (!strcmp(buf,"peaceful"))
475 pl->peaceful=value;
476 else if (!strcmp(buf,"no_shout"))
477 pl->no_shout=value;
478 else if (!strcmp(buf,"digestion"))
479 pl->digestion=value;
480 else if (!strcmp(buf,"pickup"))
481 pl->mode=value;
482 else if (!strcmp(buf,"outputs_sync"))
483 pl->outputs_sync = value;
484 else if (!strcmp(buf,"outputs_count"))
485 pl->outputs_count = value;
486 else if (!strcmp(buf,"map"))
487 sscanf(bufall,"map %s", pl->maplevel);
488 else if (!strcmp(buf,"savebed_map"))
489 sscanf(bufall,"savebed_map %s", pl->savebed_map);
490 else if (!strcmp(buf,"bed_x"))
491 pl->bed_x=value;
492 else if (!strcmp(buf,"bed_y"))
493 pl->bed_y=value;
494 else if (!strcmp(buf,"weapon_sp"))
495 sscanf(buf,"weapon_sp %f",&pl->weapon_sp);
496 else if (!strcmp(buf,"Str"))
497 pl->orig_stats.Str=value;
498 else if (!strcmp(buf,"Dex"))
499 pl->orig_stats.Dex=value;
500 else if (!strcmp(buf,"Con"))
501 pl->orig_stats.Con=value;
502 else if (!strcmp(buf,"Int"))
503 pl->orig_stats.Int=value;
504 else if (!strcmp(buf,"Pow"))
505 pl->orig_stats.Pow=value;
506 else if (!strcmp(buf,"Wis"))
507 pl->orig_stats.Wis=value;
508 else if (!strcmp(buf,"Cha"))
509 pl->orig_stats.Cha=value;
510 else if (!strcmp(buf,"usekeys")) {
511 if (!strcmp(bufall+8,"key_inventory\n"))
512 pl->usekeys=key_inventory;
513 else if (!strcmp(bufall+8,"keyrings\n"))
514 pl->usekeys=keyrings;
515 else if (!strcmp(bufall+8,"containers\n"))
516 pl->usekeys=containers;
517 else LOG(llevDebug,"load_player: got unknown usekeys type: %s\n", bufall+8);
518 }
519 else if (!strcmp(buf,"unapply")) {
520 if (!strcmp(bufall+8,"unapply_nochoice\n"))
521 pl->unapply=unapply_nochoice;
522 else if (!strcmp(bufall+8,"unapply_never\n"))
523 pl->unapply=unapply_never;
524 else if (!strcmp(bufall+8,"unapply_always\n"))
525 pl->unapply=unapply_always;
526 else LOG(llevDebug,"load_player: got unknown unapply type: %s\n", bufall+8);
527 }
528 else if (!strcmp(buf,"lev_array")){
529 for(i=1;i<=value;i++) {
530 int j;
531 fscanf(thawer,"%d\n",&j);
532 pl->levhp[i]=j;
533 fscanf(thawer,"%d\n",&j);
534 pl->levsp[i]=j;
535 fscanf(thawer,"%d\n",&j);
536 pl->levgrace[i]=j;
537 }
538 /* spell_array code removed - don't know when that was last used.
539 * Even the load code below will someday be replaced by spells being
540 * objects.
541 */
542 } else if (!strcmp(buf,"known_spell")) {
543 #if 0
544 /* Logic is left here in case someone wants to try
545 * and write code to update to spell objects.
546 */
547 char *cp=strchr(bufall,'\n');
548 *cp='\0';
549 cp=strchr(bufall,' ');
550 cp++;
551 for(i=0;i<NROFREALSPELLS;i++)
552 if(!strcmp(spells[i].name,cp)) {
553 pl->known_spells[pl->nrofknownspells++]=i;
554 break;
555 }
556 if(i==NROFREALSPELLS)
557 LOG(llevDebug, "Error: unknown spell (%s)\n",cp);
558 #endif
559 }
560 } /* End of loop loading the character file */
561 leave_map(op);
562 op->speed=0;
563 update_ob_speed(op);
564 reset_object(op);
565 op->contr = pl;
566 pl->ob = op;
567
568 /* this loads the standard objects values. */
569 load_object(thawer, op, LO_NEWFILE,0);
570
571 CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
572
573 strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
574 pl->title[sizeof(pl->title)-1] = '\0';
575
576 /* If the map where the person was last saved does not exist,
577 * restart them on their home-savebed. This is good for when
578 * maps change between versions
579 * First, we check for partial path, then check to see if the full
580 * path (for unique player maps)
581 */
582 if (check_path(pl->maplevel,1)==-1) {
583 if (check_path(pl->maplevel,0)==-1) {
584 strcpy(pl->maplevel, pl->savebed_map);
585 op->x = pl->bed_x, op->y = pl->bed_y;
586 }
587 }
588
589 /* make sure he's a player--needed because of class change. */
590 op->type = PLAYER;
591
592 enter_exit(op,NULL);
593
594 pl->name_changed=1;
595 pl->state = ST_PLAYING;
596 #ifdef AUTOSAVE
597 pl->last_save_tick = pticks;
598 #endif
599 op->carrying = sum_weight (op);
600 /* Need to call fix_player now - program modified so that it is not
601 * called during the load process (FLAG_NO_FIX_PLAYER set when
602 * saved)
603 * Moved ahead of the esrv functions, so proper weights will be
604 * sent to the client.
605 */
606 link_player_skills(op);
607
608 if ( ! legal_range (op, op->contr->shoottype))
609 op->contr->shoottype = range_none;
610
611 fix_player (op);
612
613 /* if it's a dragon player, set the correct title here */
614 if (is_dragon_pl(op) && op->inv != NULL) {
615 object *tmp, *abil=NULL, *skin=NULL;
616 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
617 if (tmp->type == FORCE) {
618 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
619 abil = tmp;
620 else if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
621 skin = tmp;
622 }
623 }
624 set_dragon_name(op, abil, skin);
625 }
626
627 new_draw_info(NDI_UNIQUE, 0,op,"Welcome Back!");
628 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL,
629 "%s has entered the game.",pl->ob->name);
630
631 INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename));
632 INVOKE_PLAYER (LOGIN, pl);
633
634 op->contr->socket.update_look=1;
635 /* If the player should be dead, call kill_player for them
636 * Only check for hp - if player lacks food, let the normal
637 * logic for that to take place. If player is permanently
638 * dead, and not using permadeath mode, the kill_player will
639 * set the play_again flag, so return.
640 */
641 if (op->stats.hp<0) {
642 new_draw_info(NDI_UNIQUE, 0,op,"Your character was dead last your played.");
643 kill_player(op);
644 if (pl->state != ST_PLAYING) return;
645 }
646 LOG(llevInfo,"LOGIN: Player named %s from ip %s\n", op->name,
647 op->contr->socket.host);
648
649 /* Do this after checking for death - no reason sucking up bandwidth if
650 * the data isn't needed.
651 */
652 esrv_new_player(op->contr,op->weight+op->carrying);
653 esrv_send_inventory(op, op);
654 esrv_add_spells(op->contr, NULL);
655
656 CLEAR_FLAG(op, FLAG_FRIENDLY);
657
658 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
659 * from the class, and not race. I don't see any way to get the class information
660 * to then update this. I don't think this will actually break anything - anyone
661 * that can use armour should be able to use a shield. What this may 'break'
662 * are features new characters get, eg, if someone starts up with a Q, they
663 * should be able to use a shield. However, old Q's won't get that advantage.
664 */
665 if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) SET_FLAG(op, FLAG_USE_SHIELD);
666 return;
667 }