Crossfire Server, Trunk  R21120
server.c
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <assert.h>
22 #include <ctype.h>
23 #include <fcntl.h>
24 #include <math.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <time.h>
28 
29 #ifndef WIN32
30 #include <unistd.h>
31 #endif
32 
33 /* FIXME: This is required on certain systems to get crypt(3) to work. */
34 #ifdef HAVE_CRYPT_H
35 #include <crypt.h>
36 #endif
37 
38 #include "object.h"
39 #include "path.h"
40 #include "random_maps/random_map.h"
41 #include "random_maps/rproto.h"
42 #include "sproto.h"
43 #include "tod.h"
44 #include "version.h"
45 #include "server.h"
46 
48 static const char *days[] = {"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
49 
65 static char const* crypt_string(char const str[static 1], char const* salt) {
66 #if defined(WIN32) || (defined(__FreeBSD__))
67  // Legacy configuration: use crypt everywhere but on Windows and FreeBSD
68  if (settings.crypt_mode == 0) {
69  return str;
70  }
71 #endif
72  char s[3];
73 
74  if (salt == NULL) {
75  /* Generate a two-character salt for the DES cipher.
76  * We want the salt to be in this character set.
77  */
78  static const char *const c =
79  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
80  s[0] = c[RANDOM()%(int)strlen(c)],
81  s[1] = c[RANDOM()%(int)strlen(c)];
82  } else {
83  s[0] = salt[0],
84  s[1] = salt[1];
85  }
86  s[2] = '\0';
87 
88  return crypt(str, s);
89 }
90 
91 char const* newhash(char const password[static 1]) {
92  return crypt_string(password, NULL);
93 }
94 
104 bool check_password(const char *typed, const char *crypted) {
105  // An empty hashed password only matches an empty input password.
106  if (strlen(crypted) == 0) {
107  return strlen(typed) == 0 ? true : false;
108  }
109 
110  const char *typed_hashed = crypt_string(typed, crypted);
111  if (typed_hashed != NULL) {
112  return strcmp(typed_hashed, crypted) == 0;
113  } else {
114  LOG(llevError, "Could not check password with stored hash %s\n", crypted);
115  return false;
116  }
117 }
118 
128 void enter_player_savebed(object *op) {
129  mapstruct *oldmap = op->map;
130  object *tmp;
131 
132  tmp = object_new();
133 
134  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
135  EXIT_X(tmp) = op->contr->bed_x;
136  EXIT_Y(tmp) = op->contr->bed_y;
137  enter_exit(op, tmp);
138  /* If the player has not changed maps and the name does not match
139  * that of the savebed, his savebed map is gone. Lets go back
140  * to the emergency path. Update what the players savebed is
141  * while we're at it.
142  */
143  if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
144  LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
150  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
151  EXIT_X(tmp) = op->contr->bed_x;
152  EXIT_Y(tmp) = op->contr->bed_y;
153  enter_exit(op, tmp);
154  }
156 }
157 
169 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
170  mapstruct *oldmap = op->map;
171 
172  if (out_of_map(newmap, x, y)) {
173  LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
174  /* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
175  if (op->x == x)
176  op->x = MAP_ENTER_X(newmap);
177  if (op->y == y)
178  op->y = MAP_ENTER_Y(newmap);
179  x = MAP_ENTER_X(newmap);
180  y = MAP_ENTER_Y(newmap);
181  if (out_of_map(newmap, x, y)) {
182  LOG(llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
184  "The exit is closed");
185  return;
186  }
187  }
188  /* try to find a spot for the player */
189  if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
190  /* We try to find a spot for the player, starting closest in.
191  * We could use object_find_first_free_spot(), but that doesn't randomize it at all,
192  * So for example, if the north space is free, you would always end up there even
193  * if other spaces around are available.
194  * Note that for the second and third calls, we could start at a position other
195  * than one, but then we could end up on the other side of walls and so forth.
196  */
197  int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
198  if (i == -1) {
199  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
200  if (i == -1)
201  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
202  }
203  if (i != -1) {
204  x += freearr_x[i];
205  y += freearr_y[i];
206  } else {
207  /* not much we can do in this case. */
208  LOG(llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
209  }
210  } /* end if looking for free spot */
211 
212  /* If it is a player login, he has yet to be inserted anyplace.
213  * otherwise, we need to deal with removing the playe here.
214  */
215  if (!QUERY_FLAG(op, FLAG_REMOVED))
216  object_remove(op);
217  if (op->map != NULL) {
218  /* Lauwenmark : Here we handle the MAPLEAVE global event */
220  }
221  /* object_remove clears these so they must be reset after the object_remove() call */
222  object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
223 
224  /* Lauwenmark : Here we handle the MAPENTER global event */
226 
227  newmap->timeout = 0;
228  object_set_enemy(op, NULL);
229 
230  if (op->contr) {
231  safe_strncpy(op->contr->maplevel, newmap->path,
232  sizeof(op->contr->maplevel));
233  op->contr->count = 0;
234  }
235 
236  /* Update any golems */
237  if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
238  int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
240  if (i == -1) {
243  op->contr->ranges[range_golem] = NULL;
244  op->contr->golem_count = 0;
245  } else {
246  object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
248  }
249  }
250  op->direction = 0;
251 
252  /* since the players map is already loaded, we don't need to worry
253  * about pending objects.
254  */
255  pets_remove_all();
256 
257  /* If the player is changing maps, we need to do some special things
258  * Do this after the player is on the new map - otherwise the force swap of the
259  * old map does not work.
260  */
261  if (oldmap != newmap) {
262  if (oldmap) { /* adjust old map */
263  if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
264  set_map_timeout(oldmap);
265  }
266  }
267  swap_below_max(newmap->path);
268 
269  if (op->type == PLAYER) {
270  map_newmap_cmd(&op->contr->socket);
272  }
273 }
274 
281 void set_map_timeout(mapstruct *oldmap) {
282 #if MAP_MAXTIMEOUT
283  oldmap->timeout = MAP_TIMEOUT(oldmap);
284  /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
285  * lower than the min value.
286  */
287 #if MAP_MINTIMEOUT
288  if (oldmap->timeout < MAP_MINTIMEOUT) {
289  oldmap->timeout = MAP_MINTIMEOUT;
290  }
291 #endif
292  if (oldmap->timeout > MAP_MAXTIMEOUT) {
293  oldmap->timeout = MAP_MAXTIMEOUT;
294  }
295 #else
296  /* save out the map */
297  swap_map(oldmap);
298 #endif /* MAP_MAXTIMEOUT */
299 }
300 
314 static char *clean_path(const char *file, char *newpath, int size) {
315  char *cp;
316 
317  snprintf(newpath, size, "%s", file);
318  for (cp = newpath; *cp != '\0'; cp++) {
319  if (*cp == '/')
320  *cp = '_';
321  }
322  return newpath;
323 }
324 
342 static char *unclean_path(const char *src, char *newpath, int size) {
343  char *cp;
344 
345  cp = strrchr(src, '/');
346  if (cp)
347  snprintf(newpath, size, "%s", cp+1);
348  else
349  snprintf(newpath, size, "%s", src);
350 
351  for (cp = newpath; *cp != '\0'; cp++) {
352  if (*cp == '_')
353  *cp = '/';
354  }
355  return newpath;
356 }
357 
358 
368 static void enter_random_map(object *pl, object *exit_ob) {
369  mapstruct *new_map;
370  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
371  static int reference_number = 0;
372  RMParms rp;
373 
374  memset(&rp, 0, sizeof(RMParms));
375  rp.Xsize = -1;
376  rp.Ysize = -1;
377  rp.region = get_region_by_map(exit_ob->map);
378  if (exit_ob->msg)
379  set_random_map_variable(&rp, exit_ob->msg);
380  rp.origin_x = exit_ob->x;
381  rp.origin_y = exit_ob->y;
382  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
383 
384  /* If we have a final_map, use it as a base name to give some clue
385  * as where the player is. Otherwise, use the origin map.
386  * Take the last component (after the last slash) to give
387  * shorter names without bogus slashes.
388  */
389  if (rp.final_map[0]) {
390  cp = strrchr(rp.final_map, '/');
391  if (!cp)
392  cp = rp.final_map;
393  } else {
394  cp = strrchr(rp.origin_map, '/');
395  if (!cp)
396  cp = rp.origin_map;
397  /* Need to strip of any trailing digits, if it has them */
398  snprintf(buf, sizeof(buf), "%s", cp);
399  while (isdigit(buf[strlen(buf)-1]))
400  buf[strlen(buf)-1] = 0;
401  cp = buf;
402  }
403 
404  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
405 
406  /* now to generate the actual map. */
407  new_map = generate_random_map(newmap_name, &rp, NULL);
408 
409  /* Update the exit_ob so it now points directly at the newly created
410  * random maps. Not that it is likely to happen, but it does mean that a
411  * exit in a unique map leading to a random map will not work properly.
412  * It also means that if the created random map gets reset before
413  * the exit leading to it, that the exit will no longer work.
414  */
415  if (new_map) {
416  int x, y;
417 
418  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
419  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
420  EXIT_PATH(exit_ob) = add_string(newmap_name);
421  snprintf(new_map->path, sizeof(new_map->path), "%s", newmap_name);
422  enter_map(pl, new_map, x, y);
423  }
424 }
425 
435 static void enter_fixed_template_map(object *pl, object *exit_ob) {
436  mapstruct *new_map;
437  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
438  char sourcemap_buf[HUGE_BUF];
439  char new_map_name[MAX_BUF];
440 
441  /* Split the exit path string into two parts, one
442  * for where to store the map, and one for were
443  * to generate the map from.
444  */
445  snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
446  sourcemap = strchr(exitpath, '!');
447  if (!sourcemap) {
450  "The %s is closed.",
451  exit_ob->name);
452  LOG(llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
453  return;
454  }
455  *sourcemap++ = '\0';
456 
457  /* If we are not coming from a template map, we can use relative directories
458  * for the map to generate from.
459  */
460  if (!exit_ob->map->is_template) {
461  /* We can't use exitpath directly, as sourcemap points there. */
462  path_combine_and_normalize(exit_ob->map->path, sourcemap, sourcemap_buf, sizeof(sourcemap_buf));
463  sourcemap = sourcemap_buf;
464  }
465 
466  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
467  * of the exit, and the name of the map the exit is on, respectively.
468  */
469  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
470  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
471 
472  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
473  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
474  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
475 
476  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
477  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
478 
479  /* If we are coming from another template map, use reletive paths unless
480  * indicated otherwise.
481  */
482  if (exit_ob->map->is_template && (resultname[0] != '/')) {
483  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
484  } else {
485  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
486  }
487 
488  /* Attempt to load the map, if unable to, then
489  * create the map from the template.
490  */
491  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
492  if (!new_map) {
493  char path[MAX_BUF];
494  create_pathname(sourcemap, path, MAX_BUF);
495  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
496  if (!new_map) {
498  MSG_TYPE_COMMAND_FAILURE, "The %s is closed.",
499  exit_ob->name);
500  LOG(llevError,
501  "Template exit in '%s' (%d, %d) does not reference a valid "
502  "template. Make sure a template exists at '%s'.\n",
503  exit_ob->map->path, exit_ob->x, exit_ob->y, path);
504  return;
505  }
506  }
507 
508  assert(new_map);
509  /* set the path of the map to where it should be
510  * so we don't just save over the source map.
511  */
512  snprintf(new_map->path, sizeof(new_map->path), "%s", new_map_name);
513  new_map->is_template = 1;
514  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
515 }
516 
526 static void enter_random_template_map(object *pl, object *exit_ob) {
527  mapstruct *new_map;
528  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
529  char new_map_name[MAX_BUF];
530  RMParms rp;
531 
532  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
533  * of the exit, and the name of the map the exit is on, respectively.
534  */
535  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
536  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
537 
538  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
539  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
540  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
541 
542  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
543  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
544 
545  /* If we are coming from another template map, use reletive paths unless
546  * indicated otherwise.
547  */
548  if (exit_ob->map->is_template && (resultname[0] != '/')) {
549  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
550  } else {
551  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
552  }
553 
554  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
555  if (!new_map) {
556  memset(&rp, 0, sizeof(RMParms));
557  rp.Xsize = -1;
558  rp.Ysize = -1;
559  rp.region = get_region_by_map(exit_ob->map);
560  if (exit_ob->msg)
561  set_random_map_variable(&rp, exit_ob->msg);
562  rp.origin_x = exit_ob->x;
563  rp.origin_y = exit_ob->y;
564  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
565 
566  /* now to generate the actual map. */
567  new_map = generate_random_map(new_map_name, &rp, NULL);
568  }
569 
570  /* Update the exit_ob so it now points directly at the newly created
571  * random maps. Not that it is likely to happen, but it does mean that a
572  * exit in a unique map leading to a random map will not work properly.
573  * It also means that if the created random map gets reset before
574  * the exit leading to it, that the exit will no longer work.
575  */
576  if (new_map) {
577  int x, y;
578 
579  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
580  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
581  new_map->is_template = 1;
582  enter_map(pl, new_map, x, y);
583  }
584 }
585 
594 static void enter_unique_map(object *op, object *exit_ob) {
595  char apartment[HUGE_BUF], path[MAX_BUF];
596  mapstruct *newmap;
597 
598  if (EXIT_PATH(exit_ob)[0] == '/') {
599  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
600  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
601  if (!newmap) {
602  create_pathname(EXIT_PATH(exit_ob), path, sizeof(path));
603  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
604  }
605  } else { /* relative directory */
606  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
607 
608  if (exit_ob->map->unique) {
609  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
610 
611  /* Need to copy this over, as clean_path only has one static return buffer */
612  clean_path(reldir, tmpc, sizeof(tmpc));
613  /* Remove final component, if any */
614  if ((cp = strrchr(tmpc, '_')) != NULL)
615  *cp = 0;
616 
617  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, op->name, tmpc, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
618 
619  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
620  if (!newmap) {
621  create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), path, sizeof(path));
622  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
623  }
624  } else {
625  /* The exit is unique, but the map we are coming from is not unique. So
626  * use the basic logic - don't need to demangle the path name
627  */
628  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
629  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(reldir, path, sizeof(path)));
630  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
631  if (!newmap) {
632  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
633  newmap = ready_map_name(reldir, 0);
634  if (newmap)
635  apply_auto_fix(newmap);
636  }
637  }
638  }
639 
640  if (newmap) {
641  snprintf(newmap->path, sizeof(newmap->path), "%s", apartment);
642  newmap->unique = 1;
643  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
644  } else {
647  "The %s is closed.",
648  exit_ob->name);
649  /* Perhaps not critical, but I would think that the unique maps
650  * should be new enough this does not happen. This also creates
651  * a strange situation where some players could perhaps have visited
652  * such a map before it was removed, so they have the private
653  * map, but other players can't get it anymore.
654  */
655  LOG(llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
656  }
657 }
658 
659 void enter_player_maplevel(object *op) {
660  int flags = 0, x = op->x, y = op->y;
661  mapstruct *newmap;
662 
663  assert(op != NULL);
664  assert(op->type == PLAYER);
665 
666  /* Hypothetically, I guess its possible that a standard map matches
667  * the localdir, but that seems pretty unlikely - unlikely enough that
668  * I'm not going to attempt to try to deal with that possibility.
669  * We use the fact that when a player saves on a unique map, it prepends
670  * the localdir to that name. So its an easy way to see of the map is
671  * unique or not.
672  */
673  if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
674  flags = MAP_PLAYER_UNIQUE;
675 
676  /* newmap returns the map (if already loaded), or loads it for us. */
677  newmap = ready_map_name(op->contr->maplevel, flags);
678  if (!newmap) {
680  x = settings.emergency_x;
681  y = settings.emergency_y;
682  if (!newmap) {
683  LOG(llevError, "Fatal: Could not load emergency map!\n");
684  abort();
685  }
686 
688  "You find yourself somewhere unexpected...");
689  }
690 
691  /* as a special case, if coordinates are (-1, -1), then the item should
692  * be put at the default location. Used for loginmethod 0 (old clients). */
693  if (x == -1 && y == -1) {
694  x = MAP_ENTER_X(newmap);
695  y = MAP_ENTER_Y(newmap);
696  }
697 
698  enter_map(op, newmap, x, y);
699 }
700 
714 void enter_exit(object *op, object *exit_ob) {
715 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716  /* It may be nice to support other creatures moving across
717  * exits, but right now a lot of the code looks at op->contr,
718  * so thta is an RFE.
719  */
720  if (op->type != PLAYER)
721  return;
722 
723  /* Need to remove player from transport */
724  if (op->contr->transport)
725  ob_apply(op->contr->transport, op, AP_UNAPPLY);
726 
727  assert(exit_ob != NULL);
728  assert(EXIT_PATH(exit_ob) != NULL);
729 
730  /* check to see if we make a template map
731  * Template maps have an EXIT_PATH in the form:
732  * /@[!]<MAP_NAME>!<TEMPLATE_PATH>
733  *
734  * <MAP_NAME> is the name of the destination map, which is saved in LOCALDIR/template-maps/.
735  * <TEMPLATE_PATH> is the path to a template map, used when <MAP_NAME> does not exist.
736  */
737  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
738  if (EXIT_PATH(exit_ob)[2] == '!') {
739  /* generate a template map randomly */
740  enter_random_template_map(op, exit_ob);
741  } else {
742  /* generate a template map from a fixed template */
743  enter_fixed_template_map(op, exit_ob);
744  }
745  }
746  /* check to see if we make a randomly generated map */
747  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
748  enter_random_map(op, exit_ob);
749  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
750  enter_unique_map(op, exit_ob);
751  } else {
752  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
753  /* 'Normal' exits that do not do anything special
754  * Simple enough we don't need another routine for it.
755  */
756  mapstruct *newmap;
757  if (exit_ob->map) {
758  char tmp_path[HUGE_BUF];
759 
760  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
761  newmap = ready_map_name(tmp_path, 0);
762  /* Random map was previously generated, but is no longer about. Lets generate a new
763  * map.
764  */
765  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
766  /* Maps that go down have a message set. However, maps that go
767  * up, don't. If the going home has reset, there isn't much
768  * point generating a random map, because it won't match the maps.
769  */
770  if (exit_ob->msg) {
771  enter_random_map(op, exit_ob);
772  } else {
775  "The %s is closed.",
776  exit_ob->name);
777  return;
778  }
779 
780  /* For exits that cause damages (like pits). Don't know if any
781  * random maps use this or not.
782  */
783  if (exit_ob->stats.dam && op->type == PLAYER)
784  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
785  return;
786  }
787  } else {
788  /* For word of recall and other force objects
789  * They contain the full pathname of the map to go back to,
790  * so we don't need to normalize it.
791  * But we do need to see if it is unique or not
792  */
793  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
794  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
795  else
796  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
797  }
798  if (!newmap) {
799  if (exit_ob->name)
802  "The %s is closed.",
803  exit_ob->name);
804  /* don't cry to momma if name is not set - as in tmp objects
805  * used by the savebed code and character creation */
806  return;
807  }
808 
809  if (x == -1 && y == -1) {
810  x = MAP_ENTER_X(newmap);
811  y = MAP_ENTER_Y(newmap);
812  }
813 
814  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
815  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
816  object *tmp;
817 
818  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
820  if (tmp) {
821  object_remove(tmp);
823  }
824 
825  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
826  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
827  save_player(op, 1);
828  }
829 
830  enter_map(op, newmap, x, y);
831  }
832 
833  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
834 
835  /* For exits that cause damages (like pits) */
836  if (exit_ob->stats.dam && op->type == PLAYER)
837  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
838 }
839 
845 static void process_players1(void) {
846  int flag;
847  player *pl, *plnext;
848 
849  /* Basically, we keep looping until all the players have done their actions. */
850  for (flag = 1; flag != 0; ) {
851  flag = 0;
852  for (pl = first_player; pl != NULL; pl = plnext) {
853  plnext = pl->next; /* In case a player exits the game in handle_player() */
854 
855  if (pl->ob == NULL)
856  continue;
857 
858  /* Only do this on the first pass - what we are recording
859  * here is the number of ticks the player has been online - not
860  * how many actions/moves the player has done.
861  */
862  if (!flag) pl->ticks_played++;
863 
865  if (pl->followed_player) {
867  if (followed && followed->ob && followed->ob->map) {
868  rv_vector rv;
869 
870  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
871  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
872  if (space == -1)
874  space = 0;
875  object_remove(pl->ob);
876  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
877  map_newmap_cmd(&pl->socket);
879  }
880  } else {
881  draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "Player %s left or ambiguous name.", pl->followed_player);
883  }
884  }
886  if (pl->ob->speed_left > 0) {
887  if (handle_newcs_player(pl->ob))
888  flag = 1;
889  } /* end if player has speed left */
890 
891  /* If the player is not actively playing, don't make a
892  * backup save - nothing to save anyway. Plus, the
893  * map may not longer be valid. This can happen when the
894  * player quits - they exist for purposes of tracking on the map,
895  * but don't actually reside on any actual map.
896  */
897  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
898  continue;
899 
900 #ifdef AUTOSAVE
901  /* check for ST_PLAYING state so that we don't try to save off when
902  * the player is logging in.
903  */
904  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
905  /* Don't save the player on unholy ground. Instead, increase the
906  * tick time so it will be about 10 seconds before we try and save
907  * again.
908  */
909  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
910  pl->last_save_tick += 100;
911  } else {
912  save_player(pl->ob, 1);
913  pl->last_save_tick = pticks;
914  hiscore_check(pl->ob, 1);
915  }
916  }
917 #endif
918  } /* end of for loop for all the players */
919  } /* for flag */
920  for (pl = first_player; pl != NULL; pl = pl->next) {
921  int has_action = 1;
922 
923  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
924  if (pl->ob->weapon_speed_left > 1.0)
925  pl->ob->weapon_speed_left = 1.0;
926 
927  pl->socket.sounds_this_tick = 0;
928 
929  if (settings.casting_time == TRUE) {
930  if (pl->ob->casting_time > 0) {
931  pl->ob->casting_time--;
932  has_action = 0;
933  }
934  }
935  /* If the character is idle (standing around resting) increase
936  * regen rates.
937  */
938  if (has_action && pl->ob->speed_left > 0) {
939  pl->ob->last_heal -= 2;
940  pl->ob->last_sp -= 2;
941  pl->ob->last_grace -= 2;
942  pl->ob->last_eat += 2; /* Slow down food consumption */
943  }
944  do_some_living(pl->ob);
945  }
946 }
947 
955 static void process_players2(void) {
956  player *pl;
957 
958  /* Then check if any players should use weapon-speed instead of speed */
959  for (pl = first_player; pl != NULL; pl = pl->next) {
960  /* The code that did weapon_sp handling here was out of place -
961  * this isn't called until after the player has finished there
962  * actions, and is thus out of place. All we do here is bounds
963  * checking.
964  */
965  if (pl->has_hit) {
966  /* This needs to be here - if the player is running, we need to
967  * clear this each tick, but new commands are not being received
968  * so execute_newserver_command() is never called
969  */
970  pl->has_hit = 0;
971  } else if (pl->ob->speed_left > pl->ob->speed)
972  pl->ob->speed_left = pl->ob->speed;
973  }
974 }
975 
976 #define SPEED_DEBUG
977 
978 static bool object_in_icecube(object *op) {
979  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
980 }
981 
985 void process_events(void) {
986  object *op;
987  object marker;
988  tag_t tag;
989 
991 
992  memset(&marker, 0, sizeof(object));
993  /* Put marker object at beginning of active list */
994  marker.active_next = active_objects;
995 
996  if (marker.active_next)
997  marker.active_next->active_prev = &marker;
998  marker.active_prev = NULL;
999  active_objects = &marker;
1000 
1001  while (marker.active_next) {
1002  op = marker.active_next;
1003  tag = op->count;
1004 
1005  /* Move marker forward - swap op and marker */
1006  op->active_prev = marker.active_prev;
1007 
1008  if (op->active_prev)
1009  op->active_prev->active_next = op;
1010  else
1011  active_objects = op;
1012 
1013  marker.active_next = op->active_next;
1014 
1015  if (marker.active_next)
1016  marker.active_next->active_prev = &marker;
1017  marker.active_prev = op;
1018  op->active_next = &marker;
1019 
1020  /* Now process op */
1021  if (QUERY_FLAG(op, FLAG_FREED)) {
1022  LOG(llevError, "BUG: process_events(): Free object on list\n");
1023  op->speed = 0;
1024  object_update_speed(op);
1025  continue;
1026  }
1027 
1028  /* I've seen occasional crashes due to this - the object is removed,
1029  * and thus the map it points to (last map it was on) may be bogus
1030  * The real bug is to try to find out the cause of this - someone
1031  * is probably calling object_remove() without either an insert_ob or
1032  * object_free_drop_inventory() afterwards, leaving an object dangling.
1033  * But I'd rather log this and continue on instead of crashing.
1034  * Don't remove players - when a player quits, the object is in
1035  * sort of a limbo, of removed, but something we want to keep
1036  * around.
1037  */
1038  if (QUERY_FLAG(op, FLAG_REMOVED)
1039  && op->type != PLAYER
1040  && op->map
1041  && op->map->in_memory != MAP_IN_MEMORY) {
1042  StringBuffer *sb;
1043  char *diff;
1044 
1045  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1046  sb = stringbuffer_new();
1047  object_dump(op, sb);
1048  diff = stringbuffer_finish(sb);
1049  LOG(llevError, "%s\n", diff);
1050  free(diff);
1052  continue;
1053  }
1054 
1055  if (!op->speed) {
1056  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1057  object_update_speed(op);
1058  continue;
1059  }
1060 
1061  if (op->map == NULL
1062  && op->env == NULL
1063  && op->name
1064  && op->type != MAP) {
1065  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1066  op->speed = 0;
1067  object_update_speed(op);
1068  continue;
1069  }
1070 
1071  /* Seen some cases where process_object() is crashing because
1072  * the object is on a swapped out map. But can't be sure if
1073  * something in the chain of events caused the object to
1074  * change maps or was just never removed - this will
1075  * give some clue as to its state before call to
1076  * process_object
1077  */
1078  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1079  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1080  }
1081 
1082  /* Animate the object. Bug of feature that andim_speed
1083  * is based on ticks, and not the creatures speed?
1084  */
1085  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1086  || (op->temp_animation_id && op->last_anim >= op->temp_anim_speed)) {
1087  op->state++;
1088  if ((op->type == PLAYER) || (op->type == MONSTER))
1089  animate_object(op, op->facing);
1090  else
1091  animate_object(op, op->direction);
1092  op->last_anim = 1;
1093  } else {
1094  op->last_anim++;
1095  }
1096 
1097  if (op->speed_left > 0) {
1098  // Players are special because their speed_left has already been
1099  // reduced in do_server(). Players effectively process every tick
1100  // so long they have non-zero speed left.
1101  if (op->type != PLAYER) {
1102  // Objects in icecubes decay at a slower rate
1103  if (object_in_icecube(op)) {
1104  op->speed_left -= 10;
1105  } else {
1106  op->speed_left -= 1;
1107  }
1108  }
1109  process_object(op);
1110  if (object_was_destroyed(op, tag))
1111  continue;
1112  } else {
1113  op->speed_left += FABS(op->speed);
1114  }
1115  if (settings.casting_time == TRUE && op->casting_time > 0)
1116  op->casting_time--;
1117  }
1118 
1119  /* Remove marker object from active list */
1120  if (marker.active_prev != NULL)
1121  marker.active_prev->active_next = NULL;
1122  else
1123  active_objects = NULL;
1124 
1125  process_players2();
1126 }
1127 
1132 void clean_tmp_files(void) {
1133  mapstruct *m, *next;
1134  for (m = first_map; m != NULL; m = next) {
1135  next = m->next;
1136  if (m->in_memory == MAP_IN_MEMORY) {
1137  // Save all maps currently in memory, because they might contain
1138  // unique tiles that have not been written to disk.
1139  if (settings.recycle_tmp_maps) {
1140  // swap_map() also updates the write log.
1141  swap_map(m);
1142  } else {
1144  // FIXME: Unfortunately, save_map() also unnecessarily saves
1145  // non-unique tiles to a new temporary file, so we have to
1146  // get rid of it here.
1147  clean_tmp_map(m);
1148  }
1149  } else {
1150  // Remove the swap file.
1151  clean_tmp_map(m);
1152  }
1153  }
1154  write_todclock(); /* lets just write the clock here */
1155 }
1156 
1158 void cleanup(void) {
1159  LOG(llevInfo, "Cleaning up...\n");
1160  clean_tmp_files();
1162  accounts_save();
1163 
1164 #ifdef MEMORY_DEBUG
1165  free_all_maps();
1166  free_style_maps();
1167 #endif
1168  cleanupPlugins();
1169 #ifdef MEMORY_DEBUG
1170  free_all_archs();
1173  free_all_images();
1175  free_all_recipes();
1177  free_all_god();
1178  free_all_anim();
1179  i18n_free();
1180  free_loader();
1181  free_globals();
1182  free_server();
1184  free_knowledge();
1185  free_quest();
1187  /* See what the string data that is out there that hasn't been freed. */
1188  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1189 #endif
1190  exit(0);
1191 }
1192 
1201 void leave(player *pl, int draw_exit) {
1202  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1203  pets_terminate_all(pl->ob);
1204  object_remove(pl->ob);
1205  }
1206 
1207  pl->socket.status = Ns_Dead;
1208  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket.host);
1209 
1210  strcpy(pl->ob->contr->killer, "left");
1211  hiscore_check(pl->ob, 1);
1212 
1213  /* If this player is the captain of the transport, need to do
1214  * some extra work. By the time we get here, object_remove()
1215  * should have already been called.
1216  */
1217  if (pl->transport && pl->transport->contr == pl) {
1218  /* If inv is a non player, inv->contr will be NULL, but that
1219  * is OK.
1220  */
1221  if (pl->transport->inv)
1222  pl->transport->contr = pl->transport->inv->contr;
1223  else
1224  pl->transport->contr = NULL;
1225 
1226  if (pl->transport->contr) {
1227  char name[MAX_BUF];
1228 
1229  query_name(pl->transport, name, MAX_BUF);
1232  "%s has left. You are now the captain of %s",
1233  pl->ob->name, name);
1234  }
1235  }
1236 
1237  if (pl->ob->map) {
1238  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1239  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1240  pl->ob->map = NULL;
1241  }
1242  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1243  party_leave(pl->ob);
1244  /* If a hidden dm dropped connection do not create
1245  * inconsistencies by showing that they have left the game
1246  */
1247  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1248  && (pl != NULL && draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1251  "%s left the game.",
1252  pl->ob->name);
1253 }
1254 
1262 int forbid_play(void) {
1263 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1264  char buf[MAX_BUF], day[MAX_BUF];
1265  FILE *fp;
1266  time_t clock;
1267  struct tm *tm;
1268  int i, start, stop, forbit = 0;
1269 
1270  clock = time(NULL);
1271  tm = (struct tm *)localtime(&clock);
1272 
1273  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1274  if ((fp = fopen(buf, "r")) == NULL)
1275  return 0;
1276 
1277  while (fgets(buf, sizeof(buf), fp)) {
1278  if (buf[0] == '#')
1279  continue;
1280  if (!strncmp(buf, "msg", 3)) {
1281  if (forbit)
1282  while (fgets(buf, sizeof(buf), fp)) /* print message */
1283  fputs(buf, logfile);
1284  break;
1285  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1286  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1287  continue;
1288  }
1289 
1290  for (i = 0; i < 7; i++) {
1291  if (!strncmp(buf, days[i], 3)
1292  && (tm->tm_wday == i)
1293  && (tm->tm_hour >= start)
1294  && (tm->tm_hour < stop))
1295  forbit = 1;
1296  }
1297  }
1298 
1299  fclose(fp);
1300 
1301  return forbit;
1302 #else
1303  return 0;
1304 #endif
1305 }
1306 
1310 static void server_check_shutdown(void) {
1311  /* When to remind players of an imminent apocalypse. */
1312  const int warn_times[] = {120, 60, 30, 15, 10, 5, 3, 2, 1};
1313  static int next_warn = 0;
1314 
1315  time_t time_left;
1316  unsigned int i;
1317 
1318  /* Zero means that no shutdown is pending. */
1319  if (cmd_shutdown_time == 0) {
1320  return;
1321  }
1322 
1323  /* Remind players about the upcoming shutdown. */
1324  time_left = cmd_shutdown_time - time(NULL);
1325 
1326  for (i = next_warn; i < sizeof(warn_times) / sizeof(int); i++) {
1327  if (warn_times[i] == (int)ceil(time_left / 60.0)) {
1330  "Server shutting down in %d minutes.", warn_times[i]);
1331  next_warn = i + 1;
1332  break;
1333  }
1334  }
1335 
1336  /* Shutdown time has arrived; bring server down. */
1337  if (time_left <= 0) {
1339  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1340 
1341  /* TODO: Kick everyone out and save player files? */
1342  cleanup();
1343  }
1344 }
1345 
1346 extern unsigned long todtick;
1347 
1362 static void do_specials(void) {
1363  if (shutdown_flag == 1) {
1364  LOG(llevInfo, "Shutting down...\n");
1365  shutdown_flag += 1;
1366  cmd_shutdown_time = time(NULL);
1367  }
1368 
1369 #ifdef CS_LOGSTATS
1370  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME)
1371  write_cs_stats();
1372 #endif
1373 
1374  if (!(pticks%10))
1376 
1377  if (pticks % 51 == 0) {
1379  }
1380 
1381 #ifdef WATCHDOG
1382  if (!(pticks%503))
1383  watchdog();
1384 #endif
1385 
1386  if (!(pticks%PTICKS_PER_CLOCK))
1387  tick_the_clock();
1388 
1389  if (!(pticks%509))
1390  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1391 
1392  if (!(pticks%2503))
1393  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1394 
1395  if (!(pticks%2521))
1396  metaserver_update(); /* 2500 ticks is about 5 minutes */
1397 
1398  if (!(pticks%2531))
1399  accounts_save();
1400 
1401  if (!(pticks%5003))
1403 
1404  if (!(pticks%5009))
1406 
1407  if (!(pticks%5011))
1409 
1410  if (!(pticks%12503))
1411  fix_luck();
1412 }
1413 
1422 void server_main(int argc, char *argv[]) {
1423 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1424  _fmode = _O_BINARY;
1425  bRunning = 1;
1426 #endif
1427 
1428 #ifndef WIN32
1429  /* Here we check that we aren't root or suid */
1430  if (getuid() == 0 || geteuid() == 0) {
1431  fprintf(stderr,
1432  "Running crossfire-server as root is a bad idea; aborting!\n"
1433  "Please run it again as a normal, unprivileged user.\n");
1434  exit(EXIT_FAILURE);
1435  }
1436 #endif
1437 
1438 #ifdef DEBUG_MALLOC_LEVEL
1439  malloc_debug(DEBUG_MALLOC_LEVEL);
1440 #endif
1441 
1442  init(argc, argv);
1443  initPlugins(); /* GROS - Init the Plugins */
1444 #ifdef WIN32
1445  while (bRunning) {
1446 #else
1447  while (TRUE) {
1448 #endif
1449  nroferrors = 0;
1450 
1451  tick_game_time();
1452  do_server();
1453  process_events(); /* "do" something with objects with speed */
1454  cftimer_process_timers(); /* Process the crossfire Timers */
1455  /* Lauwenmark : Here we handle the CLOCK global event */
1457  check_active_maps(); /* Removes unused maps after a certain timeout */
1458  do_specials(); /* Routines called from time to time. */
1459  update_players();
1460  }
1461 
1462  /* This is unreachable. */
1463  abort();
1464 }
void enter_exit(object *op, object *exit_ob)
Definition: server.c:714
EXTERN FILE * logfile
Definition: global.h:142
float weapon_speed_left
Definition: object.h:331
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...)
Definition: main.c:315
#define AP_UNAPPLY
Definition: define.h:613
char path[HUGE_BUF]
Definition: map.h:365
int find_dir_2(int x, int y)
Definition: object.c:3617
void free_all_maps(void)
Definition: map.c:1975
char const * newhash(char const password[static 1])
Definition: server.c:91
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Definition: server.c:1201
#define MSG_TYPE_MISC
Definition: newclient.h:389
Definition: player.h:92
#define FLAG_DAMNED
Definition: define.h:318
mapstruct * mapfile_load(const char *map, int flags)
Definition: map.c:1235
mapstruct * generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout)
Definition: random_map.c:74
void do_server(void)
Definition: loop.c:536
Definition: map.h:380
Definition: object.h:125
void enter_player_savebed(object *op)
Definition: server.c:128
void free_quest_definitions(void)
Definition: quest.c:1307
void cleanup(void)
Definition: server.c:1158
static void enter_random_map(object *pl, object *exit_ob)
Definition: server.c:368
static void do_specials(void)
Definition: server.c:1362
#define NDI_ALL
Definition: newclient.h:246
int16_t bed_x
Definition: player.h:98
#define FABS(x)
Definition: define.h:22
void object_free_all_data(void)
Definition: object.c:553
#define MSG_TYPE_COMMAND_FAILURE
Definition: newclient.h:511
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Definition: player.c:3282
uint8_t anim_speed
Definition: object.h:417
void metaserver_update(void)
Definition: metaserver.c:49
uint8_t last_anim
Definition: object.h:418
int16_t players
Definition: map.h:344
char final_map[RM_SIZE]
Definition: random_map.h:52
char * create_pathname(const char *name, char *buf, size_t size)
Definition: map.c:102
int save_player(object *op, int flag)
Definition: login.c:211
StringBuffer * stringbuffer_new(void)
Definition: stringbuffer.c:57
uint32_t in_memory
Definition: map.h:345
mapstruct * ready_map_name(const char *name, int flags)
Definition: map.c:1815
const char * playerdir
Definition: global.h:244
int32_t last_heal
Definition: object.h:357
#define MAP_ENTER_X(m)
Definition: map.h:85
void free_string(sstring str)
Definition: shstr.c:280
#define HUGE_BUF
Definition: define.h:37
#define EVENT_MAPLEAVE
Definition: plugin.h:91
uint32_t is_template
Definition: map.h:338
uint32_t pticks
Definition: time.c:45
#define MAP_HEIGHT(m)
Definition: map.h:80
socket_struct socket
Definition: player.h:94
short freearr_x[SIZEOFFREE]
Definition: object.c:65
#define ST_CONFIRM_PASSWORD
Definition: define.h:586
region * get_region_by_map(mapstruct *m)
Definition: region.c:74
void update_players(void)
Definition: loop.c:677
int32_t last_sp
Definition: object.h:358
object * ranges[range_size]
Definition: player.h:103
#define FREE_OBJ_NO_DESTROY_CALLBACK
Definition: object.h:531
#define AUTOSAVE
Definition: config.h:638
int8_t sounds_this_tick
Definition: newserver.h:121
void swap_below_max(const char *except_level)
Definition: swap.c:237
object * object_find_by_type_and_slaying(const object *who, int type, const char *slaying)
Definition: object.c:4069
enum Sock_Status status
Definition: newserver.h:90
#define object_was_destroyed(op, old_tag)
Definition: object.h:68
#define TRUE
Definition: compat.h:10
void party_leave(object *op)
Definition: party.c:104
#define PERM_FILE
Definition: config.h:494
#define SAVE_MODE_NORMAL
Definition: map.h:120
void remove_friendly_object(object *op)
Definition: friend.c:56
static bool object_in_icecube(object *op)
Definition: server.c:978
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.c:42
void fix_weight(void)
Definition: player.c:3871
void enter_player_maplevel(object *op)
Definition: server.c:659
uint8_t temp_anim_speed
Definition: object.h:420
void i18n_free(void)
Definition: languages.c:252
void clean_friendly_list(void)
Definition: friend.c:111
#define safe_strncpy
Definition: compat.h:23
void free_quest(void)
Definition: quest.c:1289
uint32_t hidden
Definition: player.h:132
void pets_terminate_all(object *owner)
Definition: pets.c:231
static void enter_unique_map(object *op, object *exit_ob)
Definition: server.c:594
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Definition: swap.c:135
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Definition: main.c:310
#define ST_PLAYING
Definition: define.h:579
char savebed_map[MAX_BUF]
Definition: player.h:97
#define NDI_DK_ORANGE
Definition: newclient.h:227
char * host
Definition: newserver.h:100
uint16_t temp_animation_id
Definition: object.h:419
uint8_t casting_time
Definition: global.h:266
uint8_t recycle_tmp_maps
Definition: global.h:268
uint16_t emergency_y
Definition: global.h:297
#define FLAG_REMOVED
Definition: define.h:232
void check_active_maps(void)
Definition: swap.c:192
short freearr_y[SIZEOFFREE]
Definition: object.c:71
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Definition: c_wiz.c:43
object * active_objects
Definition: object.c:62
void free_all_newserver(void)
Definition: init.c:395
uint32_t ticks_played
Definition: player.h:203
#define MSG_TYPE_ADMIN_DM
Definition: newclient.h:475
void map_newmap_cmd(socket_struct *ns)
Definition: request.c:618
int forbid_play(void)
Definition: server.c:1262
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Definition: map.h:328
#define MAP_IN_MEMORY
Definition: map.h:130
void object_free_drop_inventory(object *ob)
Definition: object.c:1389
int16_t y
Definition: object.h:326
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Definition: object.c:1936
static void server_check_shutdown(void)
Definition: server.c:1310
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Definition: swap.c:289
void free_loader(void)
#define MSG_TYPE_COMMAND
Definition: newclient.h:379
void object_dump(const object *op, StringBuffer *sb)
Definition: object.c:425
#define EVENT_MAPENTER
Definition: plugin.h:90
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Definition: init.c:413
object * object_new(void)
Definition: object.c:1068
static char * clean_path(const char *file, char *newpath, int size)
Definition: server.c:314
void accounts_save(void)
Definition: account.c:267
CS_Stats cst_lst
float speed_left
Definition: object.h:329
static void enter_fixed_template_map(object *pl, object *exit_ob)
Definition: server.c:435
uint32_t unique
Definition: map.h:337
void free_all_treasures(void)
Definition: treasure.c:1597
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:474
unsigned long todtick
Definition: init.c:407
struct mapdef * map
Definition: object.h:297
static void enter_random_template_map(object *pl, object *exit_ob)
Definition: server.c:526
#define snprintf
Definition: win32.h:46
struct obj * active_prev
Definition: object.h:283
int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y)
Definition: map.c:487
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Definition: anim.c:30
void server_main(int argc, char *argv[])
Definition: server.c:1422
object * transport
Definition: player.h:195
void tick_game_time()
Definition: time.c:180
#define MAP_TIMEOUT(m)
Definition: map.h:66
char * path_combine_and_normalize(const char *src, const char *dst, char *path, size_t size)
Definition: path.c:172
int16_t dam
Definition: living.h:46
const char * name
Definition: object.h:311
int16_t bed_y
Definition: player.h:98
struct obj * env
Definition: object.h:293
struct quest_definition * next
Definition: quest.c:89
uint8_t state
Definition: object.h:349
int execute_global_event(int eventcode,...)
Definition: main.c:369
#define EXIT_PATH(xyz)
Definition: define.h:455
uint8_t state
Definition: player.h:118
#define INS_NO_WALK_ON
Definition: object.h:568
static void process_players1(void)
Definition: server.c:845
int16_t last_grace
Definition: object.h:359
#define MAP_MAXTIMEOUT
Definition: config.h:408
int8_t direction
Definition: object.h:334
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Definition: pets.c:257
#define MAP_ENTER_Y(m)
Definition: map.h:87
static char * unclean_path(const char *src, char *newpath, int size)
Definition: server.c:342
void hiscore_check(object *op, int quiet)
Definition: hiscore.c:303
EXTERN long nroferrors
Definition: global.h:134
#define SIZEOFFREE
Definition: define.h:154
int bRunning
Definition: win32.c:159
uint16_t emergency_x
Definition: global.h:297
#define EXIT_X(xyz)
Definition: define.h:457
uint32_t has_hit
Definition: player.h:129
struct pl * contr
Definition: object.h:276
#define FREE_AND_CLEAR_STR(xyz)
Definition: global.h:206
void free_globals(void)
Definition: init.c:327
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Definition: server.c:985
uint32_t tag_t
Definition: object.h:12
void tick_the_clock(void)
Definition: weather.c:96
float speed
Definition: object.h:328
int process_object(object *op)
Definition: time.c:794
void init(int argc, char **argv)
Definition: init.c:995
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
void cleanupPlugins(void)
Definition: plugins.c:4783
volatile sig_atomic_t shutdown_flag
Definition: server.h:6
void fix_luck(void)
Definition: player.c:3887
#define FLAG_WIZ
Definition: define.h:231
void clean_tmp_files(void)
Definition: server.c:1132
#define MAP_MINTIMEOUT
Definition: config.h:410
uint32_t golem_count
Definition: player.h:106
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Definition: knowledge.c:1447
#define EXIT_Y(xyz)
Definition: define.h:458
#define MAX_BUF
Definition: define.h:35
struct obj * active_next
Definition: object.h:279
#define MSG_TYPE_ADMIN
Definition: newclient.h:377
int16_t x
Definition: object.h:326
void free_all_images(void)
Definition: image.c:396
#define CS_LOGTIME
Definition: config.h:188
void free_all_archs(void)
Definition: arch.c:287
int32_t last_eat
Definition: object.h:356
int Ysize
Definition: random_map.h:70
int handle_newcs_player(object *op)
Definition: player.c:3096
void free_all_artifacts(void)
Definition: artifact.c:140
const char * confdir
Definition: global.h:241
static const flag_definition flags[]
int Xsize
Definition: random_map.h:69
void animate_object(object *op, int dir)
Definition: anim.c:212
int save_map(mapstruct *m, int flag)
Definition: map.c:1440
void free_all_recipes(void)
Definition: recipe.c:748
object * ob
Definition: player.h:158
int32_t timeout
Definition: map.h:341
char origin_map[RM_SIZE]
Definition: random_map.h:50
#define EVENT_CLOCK
Definition: plugin.h:84
Definition: object.h:107
static char const * crypt_string(char const str[static 1], char const *salt)
Definition: server.c:65
char killer[BIG_NAME]
Definition: player.h:171
void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
Definition: utils.c:354
uint32_t attacktype
Definition: object.h:342
int set_random_map_variable(RMParms *rp, const char *buf)
#define RANDOM()
Definition: define.h:681
#define PORTAL_DESTINATION_NAME
#define MAP_PLAYER_UNIQUE
Definition: map.h:97
const char * localdir
Definition: global.h:243
void party_obsolete_parties(void)
Definition: party.c:236
int origin_y
Definition: random_map.h:83
tag_t count
Definition: object.h:299
living stats
Definition: object.h:368
struct archt * arch
Definition: object.h:412
void write_cs_stats(void)
#define MAP_WIDTH(m)
Definition: map.h:78
unsigned int distance
Definition: map.h:381
uint8_t type
Definition: object.h:338
struct Settings settings
Definition: init.c:40
static void enter_map(object *op, mapstruct *newmap, int x, int y)
Definition: server.c:169
struct regiondef * region
Definition: random_map.h:91
void object_set_enemy(object *op, object *enemy)
Definition: object.c:710
void object_free2(object *ob, int flags)
Definition: object.c:1412
int out_of_map(mapstruct *m, int x, int y)
Definition: map.c:2306
void free_all_readable(void)
Definition: readable.c:2123
#define SIZEOFFREE2
Definition: define.h:153
void apply_auto_fix(mapstruct *m)
Definition: main.c:261
void cftimer_process_timers(void)
Definition: timers.c:44
const char * msg
Definition: object.h:322
int16_t casting_time
Definition: object.h:402
void write_book_archive(void)
Definition: readable.c:2172
uint8_t crypt_mode
Definition: global.h:327
sstring add_string(const char *str)
Definition: shstr.c:124
EXTERN player * first_player
Definition: global.h:117
time_t time_start
Definition: newclient.h:697
struct pl * next
Definition: player.h:93
static const char * days[]
Definition: server.c:48
void initPlugins(void)
Definition: plugins.c:4733
void free_style_maps(void)
Definition: style.c:312
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.c:300
struct obj * inv
Definition: object.h:290
#define NDI_UNIQUE
Definition: newclient.h:245
#define SIZEOFFREE1
Definition: define.h:152
void watchdog(void)
char maplevel[MAX_BUF]
Definition: player.h:96
void player_update_bg_music(object *player)
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.c:51
void free_all_god(void)
Definition: holy.c:337
void free_knowledge(void)
Definition: knowledge.c:1288
struct mapdef * next
Definition: map.h:326
int object_find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop)
Definition: object.c:3432
void query_name(const object *op, char *buf, size_t size)
Definition: item.c:623
char * emergency_mapname
Definition: global.h:296
Definition: map.h:325
void set_map_timeout(mapstruct *oldmap)
Definition: server.c:281
#define ST_GET_NAME
Definition: define.h:584
void free_server(void)
Definition: init.c:1035
#define FLAG_UNIQUE
Definition: define.h:288
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Definition: attack.c:1871
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
Definition: map.c:2539
int origin_x
Definition: random_map.h:84
void create_template_pathname(const char *name, char *buf, size_t size)
Definition: map.c:143
int8_t facing
Definition: object.h:335
float weapon_speed
Definition: object.h:330
void clean_tmp_map(mapstruct *m)
Definition: map.c:1966
player * find_player_partial_name(const char *plname)
Definition: player.c:109
EXTERN mapstruct * first_map
Definition: global.h:118
#define PTICKS_PER_CLOCK
Definition: tod.h:11
void object_update_speed(object *op)
Definition: object.c:1150
sstring followed_player
Definition: player.h:199
const char * name
Definition: object.h:466
char * stringbuffer_finish(StringBuffer *sb)
Definition: stringbuffer.c:76
#define P_NO_CLERIC
Definition: map.h:238
void object_remove(object *op)
Definition: object.c:1669
bool check_password(const char *typed, const char *crypted)
Definition: server.c:104
#define ST_GET_PASSWORD
Definition: define.h:585
static void process_players2(void)
Definition: server.c:955
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
Definition: object.h:224