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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Player login/logout/save functions.
*/
#include "global.h"
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>
#include "define.h"
#include "loader.h"
#include "output_file.h"
#include "spells.h"
#include "sproto.h"
#include "server.h"
static void copy_file(const char *filename, FILE *fpout);
/**
* Save all players.
*
* @param flag
* if non zero, it means that we want to try and save everyone, but
* keep the game running. Thus, we don't want to free any information.
*/
void emergency_save(int flag) {
#ifndef NO_EMERGENCY_SAVE
player *pl;
trying_emergency_save = 1;
LOG(llevError, "Emergency save: ");
for (pl = first_player; pl != NULL; pl = pl->next) {
if (!pl->ob) {
LOG(llevError, "No name, ignoring this.\n");
continue;
}
LOG(llevError, "%s ", pl->ob->name);
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Emergency save...");
/* If we are not exiting the game (ie, this is sort of a backup save), then
* don't change the location back to the village. Note that there are other
* options to have backup saves be done at the starting village
*/
if (!flag) {
strcpy(pl->maplevel, first_map_path);
if (pl->ob->map != NULL)
pl->ob->map = NULL;
pl->ob->x = -1;
pl->ob->y = -1;
}
if (!save_player(pl->ob, flag)) {
LOG(llevError, "(failed) ");
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Emergency save failed, checking score...");
}
hiscore_check(pl->ob, 1);
}
LOG(llevError, "\n");
#else
LOG(llevInfo, "Emergency saves disabled, no save attempted\n");
#endif
}
/**
* Totally deletes a character. The contents of its directory are effectively totally removed.
* Used when a player 'quits' the game, or dies on a server with permadeath and no resurrect.
*
* @param name
* player to delete.
*/
void delete_character(const char *name) {
char buf[MAX_BUF];
snprintf(buf, sizeof(buf), "%s/%s/%s", settings.localdir, settings.playerdir, name);
/* this effectively does an rm -rf on the directory */
remove_directory(buf);
}
/**
* This verify that a character of name exits, and that it matches
* password.
*
* @param name
* player name.
* @param password
* player's password, not encrypted.
* @retval 0
* there is match.
* @retval 1
* no such player.
* @retval 2
* incorrect password.
*/
int verify_player(const char *name, char *password) {
char buf[MAX_BUF];
FILE *fp;
if (strpbrk(name, "/.\\") != NULL) {
LOG(llevError, "Username contains illegal characters: %s\n", name);
return 1;
}
snprintf(buf, sizeof(buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
if (strlen(buf) >= sizeof(buf)-1) {
LOG(llevError, "Username too long: %s\n", name);
return 1;
}
fp = fopen(buf, "r");
if (fp == NULL)
return 1;
/* Read in the file until we find the password line. Our logic could
* be a bit better on cleaning up the password from the file, but since
* it is written by the program, I think it is fair to assume that the
* syntax should be pretty standard.
*/
while (fgets(buf, MAX_BUF-1, fp) != NULL) {
if (!strncmp(buf, "password ", 9)) {
buf[strlen(buf)-1] = 0; /* remove newline */
if (check_password(password, buf+9)) {
fclose(fp);
return 0;
}
fclose(fp);
return 2;
}
}
LOG(llevDebug, "Could not find a password line in player %s\n", name);
fclose(fp);
return 1;
}
/**
* Ensure player's name is valid.
*
* @param me
* player to report to.
* @param name
* name to check.
* @retval 0
* invalid name.
* @retval 1
* valid name.
*/
int check_name(player *me, const char *name) {
if (*name == '\0') {
draw_ext_info(NDI_UNIQUE, 0, me->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"Your username cannot be blank.");
return 0;
}
if (!playername_ok(name)) {
draw_ext_info(NDI_UNIQUE, 0, me->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"That name contains illegal characters. Use letters, hyphens and underscores only. Hyphens and underscores are not allowed as the first character.");
return 0;
}
if (strlen(name) >= MAX_NAME) {
draw_ext_info_format(NDI_UNIQUE, 0, me->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"That name is too long. (Max length: %d characters)", MAX_NAME);
return 0;
}
return 1;
}
/**
* Recursively object_free_drop_inventory() op and its inventory.
*
* @param op
* object to totally object_free_drop_inventory().
* @todo trash that function
*/
void destroy_object(object *op) {
while (op->inv != NULL)
destroy_object(op->inv);
if (!QUERY_FLAG(op, FLAG_REMOVED))
object_remove(op);
object_free_drop_inventory(op);
}
/**
* Saves a player to disk.
*
* @param op
* player to save.
* @param flag
* if is set, it's only backup, ie dont remove objects from inventory.
* If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player
* will be saved at the emergency save location.
* @return
* non zero if successful.
*/
int save_player(object *op, int flag) {
FILE *fp;
OutputFile of;
char filename[MAX_BUF], *tmpfilename;
object *container = NULL;
player *pl = op->contr;
int i, wiz = QUERY_FLAG(op, FLAG_WIZ);
long checksum;
#ifdef BACKUP_SAVE_AT_HOME
int16_t backup_x, backup_y;
#endif
if (!op->stats.exp)
return 0; /* no experience, no save */
flag &= 1;
if (!pl->name_changed || (!flag && !op->stats.exp)) {
if (!flag) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Your game is not valid, game not saved.");
}
return 0;
}
/* Sanity check - some stuff changes this when player is exiting */
if (op->type != PLAYER)
return 0;
/* Prevent accidental saves if connection is reset after player has
* mostly exited.
*/
if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD)
return 0;
if (flag == 0)
pets_terminate_all(op);
/* Update information on this character. Only do it if it is eligible for
* for saving.
*/
pl->socket.account_chars = account_char_add(pl->socket.account_chars, pl);
if (pl->socket.account_name) {
account_char_save(pl->socket.account_name, pl->socket.account_chars);
/* Add this character to the account. This really only comes up
* for new characters, at which time we want to wait until save -
* otherwise there is a good chance that character will be
* terminated.
*/
if (!account_get_account_for_char(pl->ob->name))
account_link(pl->socket.account_name, pl->ob->name);
}
snprintf(filename, sizeof(filename), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, op->name, op->name);
make_path_to_file(filename);
fp = tempnam_secure(settings.tmpdir, NULL, &tmpfilename);
if (!fp) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Can't get secure temporary file for save.");
LOG(llevDebug, "Can't get secure temporary file for save.\n");
return 0;
}
/* Eneq(@csd.uu.se): If we have an open container hide it. */
if (op->container) {
container = op->container;
op->container = NULL;
}
fprintf(fp, "password %s\n", pl->password);
if (settings.set_title == TRUE)
if (player_has_own_title(pl))
fprintf(fp, "title %s\n", player_get_own_title(pl));
fprintf(fp, "gen_hp %d\n", pl->gen_hp);
fprintf(fp, "gen_sp %d\n", pl->gen_sp);
fprintf(fp, "gen_grace %d\n", pl->gen_grace);
fprintf(fp, "listening %d\n", pl->listening);
fprintf(fp, "shoottype %d\n", pl->shoottype);
fprintf(fp, "bowtype %d\n", pl->bowtype);
fprintf(fp, "petmode %d\n", pl->petmode);
fprintf(fp, "peaceful %d\n", pl->peaceful);
fprintf(fp, "no_shout %d\n", pl->no_shout);
fprintf(fp, "digestion %d\n", pl->digestion);
fprintf(fp, "pickup %u\n", pl->mode);
/*
* outputs_sync and outputs_count are now unused in favor of the facility
* being supported on the client instead of in the server, but for now,
* set sane values in case an older server is run on a new player file.
* Once the server is officially 2.x, this should likely be removed.
*/
fprintf(fp, "outputs_sync %d\n", 16);
fprintf(fp, "outputs_count %d\n", 1);
/* Match the enumerations but in string form */
fprintf(fp, "usekeys %s\n", pl->usekeys == key_inventory ? "key_inventory" : (pl->usekeys == keyrings ? "keyrings" : "containers"));
/* Match the enumerations but in string form */
fprintf(fp, "unapply %s\n", pl->unapply == unapply_nochoice ? "unapply_nochoice" : (pl->unapply == unapply_never ? "unapply_never" : "unapply_always"));
if (pl->unarmed_skill) fprintf(fp, "unarmed_skill %s\n", pl->unarmed_skill);
#ifdef BACKUP_SAVE_AT_HOME
if (op->map != NULL && flag == 0)
#else
if (op->map != NULL)
#endif
fprintf(fp, "map %s\n", op->map->path);
else
fprintf(fp, "map %s\n", settings.emergency_mapname);
fprintf(fp, "savebed_map %s\n", pl->savebed_map);
fprintf(fp, "bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y);
fprintf(fp, "Str %d\n", pl->orig_stats.Str);
fprintf(fp, "Dex %d\n", pl->orig_stats.Dex);
fprintf(fp, "Con %d\n", pl->orig_stats.Con);
fprintf(fp, "Int %d\n", pl->orig_stats.Int);
fprintf(fp, "Pow %d\n", pl->orig_stats.Pow);
fprintf(fp, "Wis %d\n", pl->orig_stats.Wis);
fprintf(fp, "Cha %d\n", pl->orig_stats.Cha);
fprintf(fp, "lev_array %d\n", MIN(op->level, 10));
for (i = 1; i <= MIN(op->level, 10) && i <= 10; i++) {
fprintf(fp, "%d\n", pl->levhp[i]);
fprintf(fp, "%d\n", pl->levsp[i]);
fprintf(fp, "%d\n", pl->levgrace[i]);
}
fprintf(fp, "party_rejoin_mode %d\n", pl->rejoin_party);
if (pl->party != NULL) {
fprintf(fp, "party_rejoin_name %s\n", pl->party->partyname);
fprintf(fp, "party_rejoin_password %s\n", party_get_password(pl->party));
}
fprintf(fp, "language %s\n", i18n_get_language_code(pl->language));
fprintf(fp, "ticks_played %u\n", pl->ticks_played);
fprintf(fp, "endplst\n");
SET_FLAG(op, FLAG_NO_FIX_PLAYER);
CLEAR_FLAG(op, FLAG_WIZ);
#ifdef BACKUP_SAVE_AT_HOME
if (flag) {
backup_x = op->x;
backup_y = op->y;
op->x = -1;
op->y = -1;
}
/* Save objects, but not unpaid objects. Don't remove objects from
* inventory.
*/
i = save_object(fp, op, SAVE_FLAG_NO_REMOVE);
if (flag) {
op->x = backup_x;
op->y = backup_y;
}
#else
i = save_object(fp, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); /* don't check and don't remove */
#endif
if (wiz)
SET_FLAG(op, FLAG_WIZ);
if (fclose(fp) != 0 || i != SAVE_ERROR_OK) { /* make sure the write succeeded */
draw_ext_info(NDI_UNIQUE|NDI_RED, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Can't save character!");
draw_ext_info_format(NDI_ALL_DMS|NDI_RED, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE, "Save failure for player %s!", op->name);
unlink(tmpfilename);
free(tmpfilename);
return 0;
}
CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
if (!flag) {
// Clear last_skill_ob before removing inventory. This prevents us
// from accessing removed skill objects during cleanup.
for (int i = 0; i < MAX_SKILLS; i++) {
op->contr->last_skill_ob[i] = NULL;
}
while (op->inv != NULL)
destroy_object(op->inv);
/* destroying objects will most likely destroy the pointer
* in op->contr->ranges[], so clear the range to a safe value.
*/
op->contr->shoottype = range_none;
}
checksum = 0;
fp = of_open(&of, filename);
if (fp == NULL) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Can't open file for save.");
unlink(tmpfilename);
free(tmpfilename);
return 0;
}
fprintf(fp, "checksum %lx\n", checksum);
copy_file(tmpfilename, fp);
unlink(tmpfilename);
free(tmpfilename);
if (!of_close(&of)) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Can't close file for save.");
return 0;
}
/* Eneq(@csd.uu.se): Reveal the container if we have one. */
if (flag && container != NULL)
op->container = container;
if (!flag)
esrv_send_inventory(op, op);
if (chmod(filename, SAVE_MODE) != 0) {
LOG(llevError, "Could not set permissions on '%s'\n", filename);
}
/* if this is the first player save, quest or knowledge states can be unsaved */
if (!op->contr->has_directory) {
op->contr->has_directory = 1;
knowledge_first_player_save(op->contr);
quest_first_player_save(op->contr);
}
return 1;
}
/**
* Copy a file.
*
* @param filename
* source file.
* @param fpout
* where to copy to.
*/
static void copy_file(const char *filename, FILE *fpout) {
FILE *fp;
char buf[MAX_BUF];
fp = fopen(filename, "r");
if (fp == NULL) {
LOG(llevError, "copy_file failed to open \"%s\", player file(s) may be corrupt.\n", filename);
return;
}
while (fgets(buf, MAX_BUF, fp) != NULL)
fputs(buf, fpout);
fclose(fp);
}
/**
* Simple function to print errors when password is
* not correct, and reinitialise the name.
*
* @param op
* player.
*/
static void wrong_password(object *op) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"\nA character with this name already exists. "
"Please choose another name, or make sure you entered your "
"password correctly.\n");
FREE_AND_COPY(op->name, "noname");
FREE_AND_COPY(op->name_pl, "noname");
op->contr->socket.password_fails++;
if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"You gave an incorrect password too many times, "
"you will now be dropped from the server.");
LOG(llevInfo, "A player connecting from %s has been dropped for password failure\n",
op->contr->socket.host);
op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */
} else
get_name(op);
}
/**
* Actually login a player, load from disk and such.
*
* @param op
* player.
* @param check_pass
* If true, we should do password checking. Otherwise, we just log this
* character in. This later setting is used for the account code,
* where that already does authentication.
*
* @todo describe connect/login/logout/disconnect process.
*/
void check_login(object *op, int check_pass) {
FILE *fp;
char filename[MAX_BUF];
char buf[MAX_BUF], bufall[MAX_BUF];
int i, value;
uint32_t uvalue;
player *pl = op->contr, *pltmp;
int correct = 0;
time_t elapsed_save_time = 0;
struct stat statbuf;
char *party_name = NULL, party_password[9];
strcpy(pl->maplevel, first_map_path);
party_password[0] = 0;
/* Check if this matches a connected player, and if yes disconnect old / connect new. */
for (pltmp = first_player; pltmp != NULL; pltmp = pltmp->next) {
if (pltmp != pl && pltmp->ob->name != NULL && !strcmp(pltmp->ob->name, op->name)) {
if (!check_pass || check_password(pl->write_buf+1, pltmp->password)) {
/* We could try and be more clever and re-assign the existing
* object to the new player, etc. However, I'm concerned that
* there may be a lot of other state that still needs to be sent
* in that case (we can't make any assumptions on what the
* client knows, as maybe the client crashed), so treating it
* as just a normal login is the safest and easiest thing to do.
*/
pltmp->socket.status = Ns_Dead;
save_player(pltmp->ob, 0);
leave(pltmp, 1);
final_free_player(pltmp);
break;
}
if (check_pass) {
wrong_password(op);
return;
}
}
}
snprintf(filename, sizeof(filename), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, op->name, op->name);
/* If no file, must be a new player, so lets get confirmation of
* the password. Return control to the higher level dispatch,
* since the rest of this just deals with loading of the file.
*/
fp = fopen(filename, "r");
if (fp == NULL) {
confirm_password(op);
return;
}
if (fstat(fileno(fp), &statbuf)) {
LOG(llevError, "Unable to stat %s?\n", filename);
elapsed_save_time = 0;
} else {
elapsed_save_time = time(NULL)-statbuf.st_mtime;
if (elapsed_save_time < 0) {
LOG(llevError, "Player file %s was saved in the future? (%ld time)\n", filename, (long)elapsed_save_time);
elapsed_save_time = 0;
}
}
if (fgets(bufall, MAX_BUF, fp) != NULL) {
if (!strncmp(bufall, "checksum ", 9)) {
if ( fgets(bufall, MAX_BUF, fp) == NULL ) {
bufall[0]=0; /* should never happen */
}
}
if (sscanf(bufall, "password %s\n", buf)) {
/* New password scheme: */
correct = check_password(pl->write_buf+1, buf);
if (!check_pass) {
/* We want to preserve the password. Normally,
* pl->password is filled in when user enters
* data in the password prompt, but with new login,
* there is no password prompt.
*/
strncpy(pl->password, buf, 15);
pl->password[15] = 0;
}
}
/* Old password mode removed - I have no idea what it
* was, and the current password mechanism has been used
* for at least several years.
*/
}
if (!correct && check_pass) {
wrong_password(op);
fclose(fp);
return;
}
#ifdef SAVE_INTERVAL
pl->last_save_time = time(NULL);
#endif /* SAVE_INTERVAL */
pl->party = NULL;
if (settings.search_items == TRUE)
pl->search_str[0] = '\0';
pl->name_changed = 1;
pl->orig_stats.Str = 0;
pl->orig_stats.Dex = 0;
pl->orig_stats.Con = 0;
pl->orig_stats.Int = 0;
pl->orig_stats.Pow = 0;
pl->orig_stats.Wis = 0;
pl->orig_stats.Cha = 0;
strcpy(pl->savebed_map, first_map_path);
pl->bed_x = 0,
pl->bed_y = 0;
pl->spellparam[0] = '\0';
/* Loop through the file, loading the rest of the values */
while (fgets(bufall, MAX_BUF, fp) != NULL) {
char *val_string, *p;
sscanf(bufall, "%s %d\n", buf, &value);
val_string = bufall + strlen(buf) +1;
p = strchr(val_string, '\n');
if (p != NULL)
*p = '\0';
/* uvalue is an unsigned value. Since at least a
* couple different things want an usigned value, cleaner
* to just do it once here vs everyplace it may be needed.
*/
uvalue = strtoul(val_string, (char **)NULL, 10);
if (!strcmp(buf, "endplst"))
break;
if (!strcmp(buf, "title") && settings.set_title == TRUE)
player_set_own_title(pl, val_string);
else if (!strcmp(buf, "unarmed_skill"))
pl->unarmed_skill = add_string(val_string);
else if (!strcmp(buf, "explore"))
; /* ignore: explore mode has been removed */
else if (!strcmp(buf, "gen_hp"))
pl->gen_hp = value;
else if (!strcmp(buf, "shoottype"))
pl->shoottype = (rangetype)value;
else if (!strcmp(buf, "bowtype"))
pl->bowtype = (bowtype_t)value;
else if (!strcmp(buf, "petmode"))
pl->petmode = (petmode_t)value;
else if (!strcmp(buf, "gen_sp"))
pl->gen_sp = value;
else if (!strcmp(buf, "gen_grace"))
pl->gen_grace = value;
else if (!strcmp(buf, "listening"))
pl->listening = value;
else if (!strcmp(buf, "peaceful"))
pl->peaceful = value;
else if (!strcmp(buf, "no_shout"))
pl->no_shout = value;
else if (!strcmp(buf, "digestion"))
pl->digestion = value;
else if (!strcmp(buf, "pickup")) {
pl->mode = uvalue;
}
else if (!strcmp(buf, "map"))
strlcpy(pl->maplevel, val_string, sizeof(pl->maplevel));
else if (!strcmp(buf, "savebed_map"))
strlcpy(pl->savebed_map, val_string, sizeof(pl->savebed_map));
else if (!strcmp(buf, "bed_x"))
pl->bed_x = value;
else if (!strcmp(buf, "bed_y"))
pl->bed_y = value;
else if (!strcmp(buf, "Str"))
pl->orig_stats.Str = value;
else if (!strcmp(buf, "Dex"))
pl->orig_stats.Dex = value;
else if (!strcmp(buf, "Con"))
pl->orig_stats.Con = value;
else if (!strcmp(buf, "Int"))
pl->orig_stats.Int = value;
else if (!strcmp(buf, "Pow"))
pl->orig_stats.Pow = value;
else if (!strcmp(buf, "Wis"))
pl->orig_stats.Wis = value;
else if (!strcmp(buf, "Cha"))
pl->orig_stats.Cha = value;
else if (!strcmp(buf, "usekeys")) {
if (!strcmp(val_string, "key_inventory"))
pl->usekeys = key_inventory;
else if (!strcmp(val_string, "keyrings"))
pl->usekeys = keyrings;
else if (!strcmp(val_string, "containers"))
pl->usekeys = containers;
else
LOG(llevDebug, "load_player: got unknown usekeys type: %s\n", val_string);
} else if (!strcmp(buf, "unapply")) {
if (!strcmp(val_string, "unapply_nochoice"))
pl->unapply = unapply_nochoice;
else if (!strcmp(val_string, "unapply_never"))
pl->unapply = unapply_never;
else if (!strcmp(val_string, "unapply_always"))
pl->unapply = unapply_always;
else
LOG(llevDebug, "load_player: got unknown unapply type: %s\n", val_string);
} else if (!strcmp(buf, "lev_array")) {
for (i = 1; i <= value; i++) {
int j;
int count=0;
count = fscanf(fp, "%d\n", &j);
if ( !count ) j=0; // sanity; should never happen
if (j < 3)
j = 3;
else if (j > 9)
j = 9;
pl->levhp[i] = j;
count = fscanf(fp, "%d\n", &j);
if ( !count ) j=0; // sanity; should never happen
if (j < 2)
j = 2;
else if (j > 6)
j = 6;
pl->levsp[i] = j;
count = fscanf(fp, "%d\n", &j);
if ( !count ) j=0; // sanity; should never happen
if (j < 1)
j = 1;
else if (j > 3)
j = 3;
pl->levgrace[i] = j;
}
} else if (!strcmp(buf, "party_rejoin_mode"))
pl->rejoin_party = (enum party_rejoin_mode)value;
else if (!strcmp(buf, "party_rejoin_name"))
party_name = strdup_local(val_string);
else if (!strcmp(buf, "party_rejoin_password")) {
strncpy(party_password, val_string, sizeof(party_password));
party_password[sizeof(party_password) - 1] = 0;
} else if (!strcmp(buf, "language")) {
pl->language = i18n_get_language_by_code(val_string);
}
else if (!strcmp(buf, "ticks_played")) {
pl->ticks_played = uvalue;
}
} /* End of loop loading the character file */
/* on first login via account, this player does not exist anyplace -
* so don't remove them.
*/
if (!QUERY_FLAG(op, FLAG_REMOVED))
object_remove(op);
op->speed = 0;
object_update_speed(op);
/*FIXME dangerous call, object_reset() should be used to init freshly allocated obj struct!*/
object_reset(op);
op->contr = pl;
pl->ob = op;
/* this loads the standard objects values. */
load_object(fp, op, LO_NEWFILE, 0);
fclose(fp);
CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
LOG(llevInfo, "login: %s from %s\n", op->name, op->contr->socket.host);
strncpy(pl->title, op->arch->clone.name, sizeof(pl->title)-1);
pl->title[sizeof(pl->title)-1] = '\0';
/* If the map where the person was last saved does not exist,
* restart them on their home-savebed. This is good for when
* maps change between versions
* First, we check for partial path, then check to see if the full
* path (for unique player maps)
*/
if (has_been_loaded(pl->maplevel) == NULL
&& check_path(pl->maplevel, 1) == -1
&& check_path(pl->maplevel, 0) == -1) {
strcpy(pl->maplevel, pl->savebed_map);
op->x = pl->bed_x,
op->y = pl->bed_y;
/* if the map was a shop, the player can have unpaid items, remove them. */
remove_unpaid_objects(op, NULL, 1);
}
/* If player saved beyond some time ago, and the feature is
* enabled, put the player back on his savebed map.
*/
if ((settings.reset_loc_time > 0) && (elapsed_save_time > settings.reset_loc_time)) {
strcpy(pl->maplevel, pl->savebed_map);
op->x = pl->bed_x, op->y = pl->bed_y;
/* if the map was a shop, the player can have unpaid items, remove them. */
remove_unpaid_objects(op, NULL, 1);
}
/* make sure he's a player--needed because of class change. */
op->type = PLAYER;
enter_player_maplevel(op);
pl->name_changed = 1;
player_set_state(pl, ST_PLAYING);
#ifdef AUTOSAVE
pl->last_save_tick = pticks;
#endif
op->carrying = object_sum_weight(op);
link_player_skills(op);
if (!legal_range(op, op->contr->shoottype))
op->contr->shoottype = range_none;
/* if it's a dragon player, set the correct title here */
if (is_dragon_pl(op) && op->inv != NULL) {
object *abil, *skin;
abil = object_find_by_type_and_arch_name(op, FORCE, "dragon_ability_force");
skin = object_find_by_type_and_arch_name(op, FORCE, "dragon_skin_force");
set_dragon_name(op, abil, skin);
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"Welcome Back!");
draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL,
MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER,
"%s has entered the game.",
pl->ob->name);
login_check_shutdown(op);
/* Lauwenmark : Here we handle the LOGIN global event */
execute_global_event(EVENT_LOGIN, pl, pl->socket.host);
op->contr->socket.update_look = 1;
/* If the player should be dead, call kill_player for them
* Only check for hp - if player lacks food, let the normal
* logic for that to take place. If player is permanently
* dead, and not using permadeath mode, the kill_player will
* set the play_again flag, so return.
*/
if (op->stats.hp < 0) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"Your character was dead last time you played.");
kill_player(op, NULL);
if (pl->state != ST_PLAYING)
{
// Prevent memory leak from strdup-ed party_name.
if (party_name)
free(party_name);
return;
}
}
/* Do this after checking for death - no reason sucking up bandwidth if
* the data isn't needed.
*/
esrv_new_player(op->contr, op->weight+op->carrying);
/* Need to do these after esvr_new_player, as once the client
* sees that, it wipes any info it has about the player.
*/
esrv_add_spells(op->contr, NULL);
/* Need to call fix_object now - program modified so that it is not
* called during the load process (FLAG_NO_FIX_PLAYER set when
* saved)
* Moved ahead of the esrv functions, so proper weights will be
* sent to the client. Needs to be after esvr_add_spells, otherwise
* we'll try to update spells from fix_object.
*/
fix_object(op);
pl->has_directory = 1;
esrv_send_inventory(op, op);
esrv_send_pickup(pl);
quest_send_initial_states(pl);
knowledge_send_known(pl);
CLEAR_FLAG(op, FLAG_FRIENDLY);
/* can_use_shield is a new flag. However, the can_use.. seems to largely come
* from the class, and not race. I don't see any way to get the class information
* to then update this. I don't think this will actually break anything - anyone
* that can use armour should be able to use a shield. What this may 'break'
* are features new characters get, eg, if someone starts up with a Q, they
* should be able to use a shield. However, old Q's won't get that advantage.
*/
if (QUERY_FLAG(op, FLAG_USE_ARMOUR))
SET_FLAG(op, FLAG_USE_SHIELD);
/* Rejoin party if needed. */
if (pl->rejoin_party != party_rejoin_no && party_name != NULL) {
partylist *party;
party = party_find(party_name);
if (!party && pl->rejoin_party == party_rejoin_always) {
party = party_form(op, party_name);
if (party)
party_set_password(party, party_password);
}
if (party && !pl->party && party_confirm_password(party, party_password)) {
party_join(op, party);
}
if (pl->party)
snprintf(buf, MAX_BUF, "Rejoined party %s.", party->partyname);
else
snprintf(buf, MAX_BUF, "Couldn't rejoin party %s: %s.", party_name, party ? "invalid password." : "no such party.");
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
buf);
}
free(party_name);
}
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