eldhamud/boards/
eldhamud/clans/
eldhamud/classes/
eldhamud/councils/
eldhamud/deity/
eldhamud/doc/
eldhamud/doc/DIKU/
eldhamud/doc/MERC/
eldhamud/doc/mudprogs/
eldhamud/houses/
/****************************************************************************
 *                   ^     +----- |  / ^     ^ |     | +-\                  *
 *                  / \    |      | /  |\   /| |     | |  \                 *
 *                 /   \   +---   |<   | \ / | |     | |  |                 *
 *                /-----\  |      | \  |  v  | |     | |  /                 *
 *               /       \ |      |  \ |     | +-----+ +-/                  *
 ****************************************************************************
 * AFKMud Copyright 1997-2003 by Roger Libiez (Samson),                     *
 * Levi Beckerson (Whir), Michael Ward (Tarl), Erik Wolfe (Dwip),           *
 * Cameron Carroll (Cam), Cyberfox, Karangi, Rathian, Raine, and Adjani.    *
 * All Rights Reserved.                                                     *
 *                                                                          *
 * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag,        *
 * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,        *
 * Grishnakh, Fireblade, and Nivek.                                         *
 *                                                                          *
 * Original MERC 2.1 code by Hatchet, Furey, and Kahn.                      *
 *                                                                          *
 * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,      *
 * Michael Seifert, and Sebastian Hammer.                                   *
 ****************************************************************************
 *                             Hotboot module                               *
 ****************************************************************************/

#include <stdio.h>
#include <unistd.h>
#include <signal.h>
#include <sys/wait.h>
#include <dirent.h>
#include <string.h>
#include <dlfcn.h>
#include "mud.h"

#define MAX_NEST	100
static OBJ_DATA *rgObjNest[MAX_NEST];

#ifdef MCCP
bool write_to_descriptor( DESCRIPTOR_DATA *d, char *txt, int length );
bool write_to_descriptor_old( int desc, char *txt, int length );
#else
bool write_to_descriptor( int desc, char *txt, int length );
#endif

extern ROOM_INDEX_DATA *room_index_hash[MAX_KEY_HASH];

/*
 * Save the world's objects and mobs in their current positions -- Scion
 */
void save_mobile( FILE *fp, CHAR_DATA *mob )
{
  AFFECT_DATA *paf;
  SKILLTYPE *skill = NULL;

  if ( !IS_NPC( mob ) || !fp )
    return;
  fprintf( fp, "%s", "#MOBILE\n" );
  fprintf( fp, "Vnum	%d\n", mob->pIndexData->vnum );
  fprintf( fp, "Level   %d\n", mob->level );
  fprintf( fp, "Gold	%d\n", mob->gold );
  if ( mob->in_room )
    {
      if( xIS_SET( mob->act, ACT_SENTINEL ) )
        {
          /* Sentinel mobs get stamped with a "home room" when they are created
          by create_mobile(), so we need to save them in their home room regardless
          of where they are right now, so they will go to their home room when they
          enter the game from a reboot or copyover -- Scion */
          fprintf( fp, "Room	%d\n", mob->home_vnum );
        }
      else
        fprintf( fp, "Room	%d\n", mob->in_room->vnum );
    }
  else
    fprintf( fp, "Room	%d\n", ROOM_VNUM_LIMBO );
#ifdef OVERLANDCODE

  fprintf( fp, "Coordinates  %d %d %d\n", mob->x, mob->y, mob->map );
#endif

  if( mob->name && mob->pIndexData->player_name && str_cmp( mob->name, mob->pIndexData->player_name ) )
    fprintf( fp, "Name     %s~\n", mob->name );
  if( mob->short_descr && mob->pIndexData->short_descr && str_cmp( mob->short_descr, mob->pIndexData->short_descr ) )
    fprintf( fp, "Short    %s~\n", mob->short_descr );
  if( mob->long_descr && mob->pIndexData->long_descr && str_cmp( mob->long_descr, mob->pIndexData->long_descr ) )
    fprintf( fp, "Long    %s~\n", mob->long_descr );
  if( mob->description && mob->pIndexData->description && str_cmp( mob->description, mob->pIndexData->description ) )
    fprintf( fp, "Description %s~\n", mob->description );
  fprintf( fp, "HpManaMove   %d %d %d %d %d %d\n",
           mob->hit, mob->max_hit, mob->mana, mob->max_mana, mob->move, mob->max_move );
  fprintf( fp, "Position %d\n", mob->position );
  fprintf( fp, "Flags %s\n",   print_bitvector(&mob->act) );
  if ( !xIS_EMPTY( mob->affected_by ) )
    fprintf( fp, "AffectedBy   %s\n",	print_bitvector(&mob->affected_by) );

  for ( paf = mob->first_affect; paf; paf = paf->next )
    {
      if ( paf->type >= 0 && (skill=get_skilltype(paf->type)) == NULL )
        continue;

      if ( paf->type >= 0 && paf->type < TYPE_PERSONAL )
        fprintf( fp, "AffectData   '%s' %3d %3d %3d %s\n",
                 skill->name, paf->duration, paf->modifier, paf->location, print_bitvector(&paf->bitvector) );
      else
        fprintf( fp, "Affect       %3d %3d %3d %3d %s\n",
                 paf->type, paf->duration, paf->modifier, paf->location, print_bitvector(&paf->bitvector) );
    }

  de_equip_char( mob );

  if ( mob->first_carrying )
    fwrite_obj( mob, mob->last_carrying, fp, 0, OS_CARRY, TRUE );

  re_equip_char( mob );

  fprintf( fp, "%s", "EndMobile\n\n" );
  return;
}

void save_world( CHAR_DATA *ch )
{
  FILE *mobfp;
  FILE *objfp;
  int mobfile=0;
  char filename[256];
  CHAR_DATA *rch;
  ROOM_INDEX_DATA *pRoomIndex;
  int iHash;

  log_string( "Preserving world state...." );

  snprintf( filename, 256, "%s%s", SYSTEM_DIR, MOB_FILE );
  if ( ( mobfp = fopen( filename, "w" ) ) == NULL )
    {
      bug( "%s", "save_world: fopen mob file" );
      perror( filename );
    }
  else
    mobfile++;

  for( iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
    {
      for( pRoomIndex = room_index_hash[iHash]; pRoomIndex; pRoomIndex = pRoomIndex->next )
        {
          if ( pRoomIndex )
            {
              if( !pRoomIndex->first_content                      /* Skip room if nothing in it */
                  || xIS_SET( pRoomIndex->room_flags, ROOM_CLANSTOREROOM ) /* These rooms save on their own */
                )
                continue;

              snprintf( filename, 256, "%s%d", HOTBOOT_DIR, pRoomIndex->vnum );
              if( ( objfp = fopen( filename, "w" ) ) == NULL )
                {
                  bug( "save_world: fopen %d", pRoomIndex->vnum );
                  perror( filename );
                  continue;
                }
              fwrite_obj( NULL, pRoomIndex->last_content, objfp, 0, OS_CARRY, TRUE );
              fprintf( objfp, "%s", "#END\n" );
              fclose( objfp );
              objfp = NULL;
            }
        }
    }

  if( mobfile )
    {
      for( rch = first_char; rch; rch = rch->next )
        {
          if( !IS_NPC(rch) || rch == supermob || xIS_SET( rch->act, ACT_PROTOTYPE ) || xIS_SET( rch->act, ACT_PET ) )
            continue;
          else
            save_mobile( mobfp, rch );
        }
      fprintf( mobfp, "%s", "#END\n" );
      fclose( mobfp );
      mobfp = NULL;
    }
  return;
}

#if defined(KEY)
#undef KEY
#endif

#define KEY( literal, field, value )					\
				if ( !strcmp( word, literal ) )	\
				{					\
				    field  = value;			\
				    fMatch = TRUE;			\
				    break;				\
				}

CHAR_DATA *load_mobile( FILE *fp )
{
  CHAR_DATA *mob = NULL;
  char *word;
  bool fMatch;
  int inroom = 0;
  ROOM_INDEX_DATA *pRoomIndex = NULL;

  word   = feof( fp ) ? "EndMobile" : fread_word( fp );
  if ( !str_cmp( word, "Vnum" ) )
    {
      int vnum;

      vnum = fread_number( fp );
      if( get_mob_index( vnum ) == NULL )
        {
          bug( "load_mobile: No index data for vnum %d", vnum );
          return NULL;
        }
      mob = create_mobile( get_mob_index( vnum ) );
      if ( !mob )
        {
          for ( ; ; )
            {
              word   = feof( fp ) ? "EndMobile" : fread_word( fp );
              /* So we don't get so many bug messages when something messes up
               * --Shaddai 
               */
              if ( !str_cmp( word, "EndMobile" ) )
                break;
            }
          bug( "load_mobile: Unable to create mobile for vnum %d", vnum );
          return NULL;
        }
    }
  else
    {
      for ( ; ; )
        {
          word   = feof( fp ) ? "EndMobile" : fread_word( fp );
          /* So we don't get so many bug messages when something messes up
           * --Shaddai 
           */
          if ( !str_cmp( word, "EndMobile" ) )
            break;
        }
      extract_char( mob, TRUE );
      bug( "%s", "load_mobile: Vnum not found" );
      return NULL;
    }
  for( ; ; )
    {
      word   = feof( fp ) ? "EndMobile" : fread_word( fp );
      fMatch = FALSE;
      switch ( UPPER(word[0]) )
        {
        case '*':
          fMatch = TRUE;
          fread_to_eol( fp );
          break;
        case '#':
          if ( !str_cmp( word, "#OBJECT" ) )
            {
              mob->tempnum = -9999; /* Hackish, yes. Works though doesn't it? */
              fread_obj( mob, fp, OS_CARRY );
            }
        case 'A':
          if ( !str_cmp( word, "Affect" ) || !str_cmp( word, "AffectData" ) )
            {
              AFFECT_DATA *paf;

              CREATE( paf, AFFECT_DATA, 1 );
              if ( !str_cmp( word, "Affect" ) )
                {
                  paf->type	= fread_number( fp );
                }
              else
                {
                  int sn;
                  char *sname = fread_word(fp);

                  if ( (sn=skill_lookup(sname)) < 0 )
                    {
                      if ( (sn=herb_lookup(sname)) < 0 )
                        bug( "%s", "load_mobile: unknown skill." );
                      else
                        sn += TYPE_HERB;
                    }
                  paf->type = sn;
                }

              paf->duration	= fread_number( fp );
              paf->modifier	= fread_number( fp );
              paf->location	= fread_number( fp );
              if ( paf->location == APPLY_WEAPONSPELL
                   ||   paf->location == APPLY_WEARSPELL
                   ||   paf->location == APPLY_REMOVESPELL
                   ||   paf->location == APPLY_STRIPSN
                   ||   paf->location == APPLY_RECURRINGSPELL )
                paf->modifier	= slot_lookup( paf->modifier );
              paf->bitvector	= fread_bitvector( fp );
              LINK( paf, mob->first_affect, mob->last_affect, next, prev );
              fMatch = TRUE;
              break;
            }
          KEY( "AffectedBy",	mob->affected_by,	fread_bitvector( fp ) );
          break;
#ifdef OVERLANDCODE

        case 'C':
          if ( !str_cmp( word, "Coordinates" ) )
            {
              mob->x = fread_number( fp );
              mob->y = fread_number( fp );
              mob->map	 = fread_number( fp );

              fMatch = TRUE;
              break;
            }
          break;
#endif

        case 'D':
          KEY( "Description", mob->description, fread_string(fp));
          break;
        case 'E':
          if ( !str_cmp( word, "EndMobile" ) )
            {
              if ( inroom == 0 )
                inroom = ROOM_VNUM_LIMBO;
              pRoomIndex = get_room_index( inroom );
              if ( !pRoomIndex )
                pRoomIndex = get_room_index( ROOM_VNUM_LIMBO );
              char_to_room( mob, pRoomIndex );
              mob->tempnum = -9998; /* Yet another hackish fix! */
              return mob;
            }
          if( !str_cmp( word, "End" ) ) /* End of object, need to ignore this. sometimes they creep in there somehow -- Scion */
            fMatch = TRUE; /* Trick the system into thinking it matched something */
          break;
        case 'F':
          KEY( "Flags", mob->act, fread_bitvector( fp ) );
        case 'G':
          KEY( "Gold",	mob->gold,	fread_number( fp ) );
          break;
        case 'H':
          if ( !str_cmp( word, "HpManaMove" ) )
            {
              mob->hit		= fread_number( fp );
              mob->max_hit	= fread_number( fp );
              mob->mana	= fread_number( fp );
              mob->max_mana	= fread_number( fp );
              mob->move	= fread_number( fp );
              mob->max_move	= fread_number( fp );

              if ( mob->max_move <= 0 )
                mob->max_move = 150;

              fMatch = TRUE;
              break;
            }
          break;
        case 'L':
          KEY( "Long", mob->long_descr, fread_string( fp ) );
          KEY( "Level", mob->level,	fread_number( fp ) );
          break;
        case 'N':
          KEY( "Name", mob->name, fread_string( fp ) );
          break;
        case 'P':
          KEY( "Position", mob->position, fread_number( fp ) );
          break;
        case 'R':
          KEY( "Room",  inroom, fread_number(fp));
          break;
        case 'S':
          KEY( "Short", mob->short_descr, fread_string(fp));
          break;
        }
      if ( !fMatch && str_cmp( word, "End" ) )
        bug( "load_mobile: no match: %s", word );
    }
  return NULL;
}

void read_obj_file( char *dirname, char *filename )
{
  ROOM_INDEX_DATA *room;
  FILE *fp;
  char fname[256];
  int vnum;

  vnum = atoi( filename );
  snprintf( fname, 256, "%s%s", dirname, filename );

  if ( ( room = get_room_index( vnum ) ) == NULL )
    {
      bug( "read_obj_file: ARGH! Missing room index for %d!", vnum );
      unlink( fname );
      return;
    }

  if ( ( fp = fopen( fname, "r" ) ) != NULL )
    {
      sh_int iNest;
      bool found;
      OBJ_DATA *tobj, *tobj_next;

      rset_supermob( room );
      for ( iNest = 0; iNest < MAX_NEST; iNest++ )
        rgObjNest[iNest] = NULL;

      found = TRUE;
      for ( ; ; )
        {
          char letter;
          char *word;

          letter = fread_letter( fp );
          if ( letter == '*' )
            {
              fread_to_eol( fp );
              continue;
            }

          if ( letter != '#' )
            {
              bug( "%s", "read_obj_file: # not found." );
              break;
            }

          word = fread_word( fp );
          if ( !str_cmp( word, "OBJECT" ) )	/* Objects	*/
            fread_obj( supermob, fp, OS_CARRY );
          else
            if ( !str_cmp( word, "END"    ) )	/* Done		*/
              break;
            else
              {
                bug( "read_obj_file: bad section: %s", word );
                break;
              }
        }
      fclose( fp );
      fp = NULL;
      unlink( fname );
      for ( tobj = supermob->first_carrying; tobj; tobj = tobj_next )
        {
          tobj_next = tobj->next_content;
#ifdef OVERLANDCODE

          if( IS_OBJ_STAT( tobj, ITEM_ONMAP ) )
            {
              SET_ACT_FLAG( supermob, ACT_ONMAP );
              supermob->map = tobj->map;
              supermob->x = tobj->x;
              supermob->y = tobj->y;
            }
#endif
          obj_from_char( tobj );
#ifndef OVERLANDCODE

          obj_to_room( tobj, room );
#else

          obj_to_room( tobj, room, supermob );
          REMOVE_ACT_FLAG( supermob, ACT_ONMAP );
          supermob->map = -1;
          supermob->x = -1;
          supermob->y = -1;
#endif

        }
      release_supermob();
    }
  else
    log_string( "Cannot open obj file" );

  return;
}

void load_obj_files( void )
{
  DIR *dp;
  struct dirent *dentry;
  char directory_name[100];

  log_string( "World state: loading objs" );
  snprintf( directory_name, 100, "%s", HOTBOOT_DIR );
  dp = opendir( directory_name );
  dentry = readdir( dp );
  while ( dentry )
    {
      /* Added by Tarl 3 Dec 02 because we are now using CVS */
      if ( !str_cmp( dentry->d_name, "CVS" ) )
        {
          dentry = readdir( dp );
          continue;
        }
      if ( dentry->d_name[0] != '.' )
        read_obj_file( directory_name, dentry->d_name );
      dentry = readdir( dp );
    }
  closedir( dp );
  return;
}

void load_world( CHAR_DATA *ch )
{
  FILE *mobfp;
  char file1[256];
  char *word;
  int done = 0;
  bool mobfile = FALSE;

  snprintf( file1, 256, "%s%s", SYSTEM_DIR, MOB_FILE );
  if( ( mobfp = fopen( file1, "r" ) ) == NULL )
    {
      bug( "%s", "load_world: fopen mob file" );
      perror( file1 );
    }
  else
    mobfile = TRUE;

  if( mobfile )
    {
      log_string( "World state: loading mobs" );
      while( done == 0 )
        {
          if( feof( mobfp ) )
            done++;
          else
            {
              word = fread_word( mobfp );
              if( str_cmp( word, "#END" ) )
                load_mobile( mobfp );
              else
                done++;
            }
        }
      fclose( mobfp );
      mobfp = NULL;
    }

  load_obj_files();

  /* Once loaded, the data needs to be purged in the event it causes a crash so that it won't try to reload */
  unlink( file1 );
  return;
}

/*  Warm reboot stuff, gotta make sure to thank Erwin for this :) */
void do_hotboot( CHAR_DATA *ch, char *argument )
{
  FILE *fp;
  CHAR_DATA *victim = NULL;
  DESCRIPTOR_DATA *d, *de_next;
  char buf [100], buf2[100], buf3[100], buf4[100];
  extern int control;
  int count = 0;
  bool found = FALSE;

  for( d = first_descriptor; d; d = d->next )
    {
      if ( ( d->connected == CON_PLAYING || d->connected == CON_EDITING )
           && ( victim = d->character ) != NULL && !IS_NPC( victim ) && victim->in_room
           &&   victim->fighting && victim->level >= 1 && victim->level <= MAX_LEVEL )
        {
          found = TRUE;
          count++;
        }
    }

  if( found )
    {
      ch_printf( ch, "Cannot hotboot at this time. There are %d combats in progress.\n\r", count );
      return;
    }

  found = FALSE;
  for( d = first_descriptor; d; d = d->next )
    {
      if( d->connected == CON_EDITING && d->character )
        {
          found = TRUE;
          break;
        }
    }

  if( found )
    {
      send_to_char( "Cannot hotboot at this time. Someone is using the line editor.\n\r", ch );
      return;
    }

  snprintf( log_buf, MAX_STRING_LENGTH, "Hotboot initiated by %s.", ch->name );
  log_string( log_buf );

  fp = fopen( HOTBOOT_FILE, "w" );

  if( !fp )
    {
      send_to_char( "Hotboot file not writeable, aborted.\n\r", ch );
      bug( "Could not write to hotboot file: %s. Hotboot aborted.", HOTBOOT_FILE );
      perror( "do_copyover:fopen" );
      return;
    }

  /* And this one here will save the status of all objects and mobs in the game.
   * This really should ONLY ever be used here. The less we do stuff like this the better.
   */
  save_world( ch );

  log_string( "Saving player files and connection states...." );
  if( ch && ch->desc )
#ifdef MCCP

    write_to_descriptor( ch->desc, "\e[0m", 0 );
#else

    write_to_descriptor( ch->desc->descriptor, "\e[0m", 0 );
#endif

  snprintf( buf, 100, "\n\rThe flow of time is halted momentarily as the world is reshaped!\n\r" );
  /* For each playing descriptor, save its state */
  for( d = first_descriptor; d ; d = de_next )
    {
      CHAR_DATA *och = CH(d);
      de_next = d->next; /* We delete from the list , so need to save this */
      if( !d->character || d->connected < CON_PLAYING ) /* drop those logging on */
        {
#ifdef MCCP
          write_to_descriptor( d, "\n\rSorry, we are rebooting. Come back in a few minutes.\n\r", 0 );
#else

          write_to_descriptor( d->descriptor, "\n\rSorry, we are rebooting. Come back in a few minutes.\n\r", 0 );
#endif

          close_socket( d, FALSE ); /* throw'em out */
        } else
        {
          fprintf( fp, "%d %d %d %d %d %s %s %s %s\n",
                   d->descriptor,
#ifdef MCCP
                   d->can_compress,
#else
                   0,
#endif
                   och->in_room->vnum, d->port, d->idle, och->name, d->host,
                   ( mip_enabled( och ) ) ? och->pcdata->mip_ver : "-1",
                   ( mip_enabled( och ) ) ? och->pcdata->sec_code : "-1" );
          /* One of two places this gets changed */
          och->pcdata->hotboot = TRUE;
          save_char_obj( och );
#ifdef MCCP

          write_to_descriptor( d, buf, 0 );
          compressEnd( d );
#else

          write_to_descriptor( d->descriptor, buf, 0 );
#endif

        }
    }

  fprintf( fp, "0 0 0 0 %d maxp maxp\n", sysdata.maxplayers );
  fprintf( fp, "%s", "-1\n" );
  fclose( fp );
  fp = NULL;
  /* added this in case there's a need to debug the contents of the various files */
  if( argument && !str_cmp( argument, "debug" ) )
    {
      log_string( "Hotboot debug - Aborting before execl" );
      return;
    }

  log_string( "Executing hotboot...." );
  /* Close reserve and other always-open files and release other resources */
  fclose( fpReserve );
  fpReserve = NULL;
  fclose( fpLOG );
  fpLOG = NULL;

  /* exec - descriptors are inherited */
  snprintf( buf,  100, "%d", port );
  snprintf( buf2, 100, "%d", control );
  strncpy ( buf3, "-1", 100 );
  strncpy ( buf4, "-1", 100 );


  set_alarm( 0 );
  /* Uncomment this dlclose line if you've installed the dlsym snippet, you'll need it. */
  dlclose( sysdata.dlHandle );
  execl( EXE_FILE, "eldhamud", buf, "hotboot",  buf2, buf3, buf4, (char *)NULL );

  /* Failed - sucessful exec will not return */
  perror( "do_hotboot: execl" );
  sysdata.dlHandle = dlopen( NULL, RTLD_LAZY );
  if( !sysdata.dlHandle )
    {
      bug( "%s", "FATAL ERROR: Unable to reopen system executable handle!" );
      exit( 1 );
    }

  /* Here you might want to reopen fpReserve */
  /* Since I'm a neophyte type guy, I'll assume this is a good idea and cut and past from main()  */

  if( !( fpReserve = fopen( NULL_FILE, "r" ) ) )
    {
      perror( NULL_FILE );
      exit( 1 );
    }
  if( !( fpLOG = fopen( NULL_FILE, "r" ) ) )
    {
      perror( NULL_FILE );
      exit( 1 );
    }
  bug( "%s", "Hotboot execution failed!!" );
  send_to_char( "Hotboot FAILED!\n\r", ch );
}

/* Recover from a hotboot - load players */
void hotboot_recover( void )
{
  DESCRIPTOR_DATA *d = NULL;
  FILE *fp;
  char name[100];
  char host[MAX_STRING_LENGTH];
  int desc, dcompress, room, dport, idle, maxp = 0;
  bool fOld;
  char mip_ver[10];
  char sec_code[10];

  fp = fopen( HOTBOOT_FILE, "r" );

  if (!fp) /* there are some descriptors open which will hang forever then ? */
    {
      perror( "hotboot_recover: fopen" );
      bug( "%s", "Hotboot file not found. Exitting." );
      exit( 1 );
    }

  unlink( HOTBOOT_FILE ); /* In case something crashes - doesn't prevent reading */
  for( ; ; )
    {
      d = NULL;

      fscanf( fp, "%d %d %d %d %d %s %s %s %s\n",
              &desc, &dcompress, &room, &dport, &idle, name, host, mip_ver, sec_code );

      if (desc == -1 || feof(fp) )
        break;

      if( !str_cmp( name, "maxp" ) || !str_cmp( host, "maxp" ) )
        {
          maxp = idle;
          continue;
        }

      /* Write something, and check if it goes error-free */
#ifdef MCCP
      if( !dcompress && !write_to_descriptor_old( desc, "\n\rThe ether swirls in chaos.\n\r", 0 ) )
#else

      if( !write_to_descriptor( desc, "\n\rThe ether swirls in chaos.\n\r", 0 ) )
#endif

        {
          close( desc ); /* nope */
          continue;
        }

      CREATE( d, DESCRIPTOR_DATA, 1 );

      d->next		= NULL;
      d->descriptor	= desc;
      d->connected	= CON_GET_NAME;
      d->outsize	= 2000;
      d->idle		= 0;
      d->lines		= 0;
      d->scrlen		= 24;
      d->newstate	= 0;
      d->prevcolor	= 0x08;

      CREATE( d->outbuf, char, d->outsize );

      d->host = STRALLOC( host );
      d->port = dport;
      d->idle = idle;
#ifdef MCCP

      d->can_compress = dcompress;
      if( d->can_compress )
        compressStart( d );
#endif

      LINK( d, first_descriptor, last_descriptor, next, prev );
      d->connected = CON_COPYOVER_RECOVER; /* negative so close_socket will cut them off */

      /* Now, find the pfile */
      fOld = load_char_obj( d, name, FALSE, TRUE );

      if( !fOld ) /* Player file not found?! */
        {
#ifdef MCCP
          write_to_descriptor( d, "\n\rSomehow, your character was lost during hotboot. Contact the immortals ASAP.\n\r", 0 );
#else

          write_to_descriptor( d->descriptor, "\n\rSomehow, your character was lost during hotboot. Contact the immortals ASAP.\n\r", 0 );
#endif

          close_socket( d, FALSE );
        } else /* ok! */
        {
#ifdef MCCP
          write_to_descriptor( d, "\n\rTime resumes its normal flow.\n\r", 0 );
#else

          write_to_descriptor( d->descriptor, "\n\rTime resumes its normal flow.\n\r", 0 );
#endif

          d->character->in_room = get_room_index( room );
          if( !d->character->in_room )
            d->character->in_room = get_room_index( ROOM_VNUM_TEMPLE );

          /* Insert in the char_list */
          LINK( d->character, first_char, last_char, next, prev );


          char_to_room( d->character, d->character->in_room );
          if ( str_cmp( mip_ver, "-1" ) )
            d->character->pcdata->mip_ver = STRALLOC( mip_ver );
          else
            d->character->pcdata->mip_ver = STRALLOC( "" );
          if ( str_cmp( sec_code, "-1" ) )
            {
              d->character->pcdata->sec_code = STRALLOC( sec_code );
              xSET_BIT( d->character->act, PLR_MIP );
            }
          else
            {
              d->character->pcdata->sec_code = STRALLOC( "" );
              xREMOVE_BIT( d->character->act, PLR_MIP );
            }
          act( AT_MAGIC, "A puff of ethereal smoke dissipates around you!", d->character, NULL, NULL, TO_CHAR );
          act( AT_MAGIC, "$n appears in a puff of ethereal smoke!", d->character, NULL, NULL, TO_ROOM );
          d->connected = CON_PLAYING;
          if ( ++num_descriptors > sysdata.maxplayers )
            sysdata.maxplayers = num_descriptors;
#ifdef AUTO_AUTH

          check_auth_state( d->character ); /* new auth */
#endif

        }
    }
  fclose( fp );
  fp = NULL;
  if( maxp > sysdata.maxplayers )
    sysdata.maxplayers = maxp;
  log_string( "Hotboot recovery complete." );
  return;
}