Crossfire Server, Trunk  R21226
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 const static int shutdown_warn_times[] = {120, 90, 60, 45, 30, 15, 10, 5, 4, 3, 2, 1};
49 
51 static const char *days[] = {"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
52 
68 static char const* crypt_string(char const str[static 1], char const* salt) {
69 #if defined(WIN32) || (defined(__FreeBSD__))
70  // Legacy configuration: use crypt everywhere but on Windows and FreeBSD
71  if (settings.crypt_mode == 0) {
72  return str;
73  }
74 #endif
75  char s[3];
76 
77  if (salt == NULL) {
78  /* Generate a two-character salt for the DES cipher.
79  * We want the salt to be in this character set.
80  */
81  static const char *const c =
82  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
83  s[0] = c[RANDOM()%(int)strlen(c)],
84  s[1] = c[RANDOM()%(int)strlen(c)];
85  } else {
86  s[0] = salt[0],
87  s[1] = salt[1];
88  }
89  s[2] = '\0';
90 
91  return crypt(str, s);
92 }
93 
94 char const* newhash(char const password[static 1]) {
95  return crypt_string(password, NULL);
96 }
97 
107 bool check_password(const char *typed, const char *crypted) {
108  // An empty hashed password only matches an empty input password.
109  if (strlen(crypted) == 0) {
110  return strlen(typed) == 0 ? true : false;
111  }
112 
113  const char *typed_hashed = crypt_string(typed, crypted);
114  if (typed_hashed != NULL) {
115  return strcmp(typed_hashed, crypted) == 0;
116  } else {
117  LOG(llevError, "Could not check password with stored hash %s\n", crypted);
118  return false;
119  }
120 }
121 
131 void enter_player_savebed(object *op) {
132  mapstruct *oldmap = op->map;
133  object *tmp;
134 
135  tmp = object_new();
136 
137  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
138  EXIT_X(tmp) = op->contr->bed_x;
139  EXIT_Y(tmp) = op->contr->bed_y;
140  enter_exit(op, tmp);
141  /* If the player has not changed maps and the name does not match
142  * that of the savebed, his savebed map is gone. Lets go back
143  * to the emergency path. Update what the players savebed is
144  * while we're at it.
145  */
146  if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
147  LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
153  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
154  EXIT_X(tmp) = op->contr->bed_x;
155  EXIT_Y(tmp) = op->contr->bed_y;
156  enter_exit(op, tmp);
157  }
159 }
160 
172 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
173  mapstruct *oldmap = op->map;
174 
175  if (out_of_map(newmap, x, y)) {
176  LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
177  /* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
178  if (op->x == x)
179  op->x = MAP_ENTER_X(newmap);
180  if (op->y == y)
181  op->y = MAP_ENTER_Y(newmap);
182  x = MAP_ENTER_X(newmap);
183  y = MAP_ENTER_Y(newmap);
184  if (out_of_map(newmap, x, y)) {
185  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));
187  "The exit is closed");
188  return;
189  }
190  }
191  /* try to find a spot for the player */
192  if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
193  /* We try to find a spot for the player, starting closest in.
194  * We could use object_find_first_free_spot(), but that doesn't randomize it at all,
195  * So for example, if the north space is free, you would always end up there even
196  * if other spaces around are available.
197  * Note that for the second and third calls, we could start at a position other
198  * than one, but then we could end up on the other side of walls and so forth.
199  */
200  int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
201  if (i == -1) {
202  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
203  if (i == -1)
204  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
205  }
206  if (i != -1) {
207  x += freearr_x[i];
208  y += freearr_y[i];
209  } else {
210  /* not much we can do in this case. */
211  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);
212  }
213  } /* end if looking for free spot */
214 
215  /* If it is a player login, he has yet to be inserted anyplace.
216  * otherwise, we need to deal with removing the playe here.
217  */
218  if (!QUERY_FLAG(op, FLAG_REMOVED))
219  object_remove(op);
220  /* object_remove clears these so they must be reset after the object_remove() call */
221  object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
222 
223  object_set_enemy(op, NULL);
224 
225  if (op->contr) {
226  safe_strncpy(op->contr->maplevel, newmap->path,
227  sizeof(op->contr->maplevel));
228  op->contr->count = 0;
229  }
230 
231  /* Update any golems */
232  if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
233  int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
235  if (i == -1) {
238  op->contr->ranges[range_golem] = NULL;
239  op->contr->golem_count = 0;
240  } else {
241  object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
243  }
244  }
245  op->direction = 0;
246 
247  /* since the players map is already loaded, we don't need to worry
248  * about pending objects.
249  */
250  pets_remove_all();
251 
252  /* If the player is changing maps, we need to do some special things
253  * Do this after the player is on the new map - otherwise the force swap of the
254  * old map does not work.
255  */
256  if (oldmap != newmap) {
257  player_map_change_common(op, oldmap, newmap);
258  }
259 
260  map_newmap_cmd(&op->contr->socket);
261 }
262 
263 void player_map_change_common(object* op, mapstruct* const oldmap,
264  mapstruct* const newmap) {
265  if (oldmap != NULL) {
266  /* Lauwenmark : Here we handle the MAPLEAVE global event */
268 
269  /* can be less than zero due to errors in tracking this */
270  if (oldmap->players <= 0) {
271  set_map_timeout(oldmap);
272  }
273  }
274 
275  /* Lauwenmark : Here we handle the MAPENTER global event */
277  newmap->timeout = 0;
279 }
280 
287 void set_map_timeout(mapstruct *oldmap) {
288 #if MAP_MAXTIMEOUT
289  oldmap->timeout = MAP_TIMEOUT(oldmap);
290  /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
291  * lower than the min value.
292  */
293 #if MAP_MINTIMEOUT
294  if (oldmap->timeout < MAP_MINTIMEOUT) {
295  oldmap->timeout = MAP_MINTIMEOUT;
296  }
297 #endif
298  if (oldmap->timeout > MAP_MAXTIMEOUT) {
299  oldmap->timeout = MAP_MAXTIMEOUT;
300  }
301 #else
302  /* save out the map */
303  swap_map(oldmap);
304 #endif /* MAP_MAXTIMEOUT */
305 }
306 
320 static char *clean_path(const char *file, char *newpath, int size) {
321  char *cp;
322 
323  strlcpy(newpath, file, size);
324  for (cp = newpath; *cp != '\0'; cp++) {
325  if (*cp == '/')
326  *cp = '_';
327  }
328  return newpath;
329 }
330 
348 static char *unclean_path(const char *src, char *newpath, int size) {
349  char *cp;
350 
351  cp = strrchr(src, '/');
352  if (cp)
353  strlcpy(newpath, cp+1, size);
354  else
355  strlcpy(newpath, src, size);
356 
357  for (cp = newpath; *cp != '\0'; cp++) {
358  if (*cp == '_')
359  *cp = '/';
360  }
361  return newpath;
362 }
363 
364 
374 static void enter_random_map(object *pl, object *exit_ob) {
375  mapstruct *new_map;
376  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
377  static int reference_number = 0;
378  RMParms rp;
379 
380  memset(&rp, 0, sizeof(RMParms));
381  rp.Xsize = -1;
382  rp.Ysize = -1;
383  rp.region = get_region_by_map(exit_ob->map);
384  if (exit_ob->msg)
385  set_random_map_variable(&rp, exit_ob->msg);
386  rp.origin_x = exit_ob->x;
387  rp.origin_y = exit_ob->y;
388  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
389 
390  /* If we have a final_map, use it as a base name to give some clue
391  * as where the player is. Otherwise, use the origin map.
392  * Take the last component (after the last slash) to give
393  * shorter names without bogus slashes.
394  */
395  if (rp.final_map[0]) {
396  cp = strrchr(rp.final_map, '/');
397  if (!cp)
398  cp = rp.final_map;
399  } else {
400  cp = strrchr(rp.origin_map, '/');
401  if (!cp)
402  cp = rp.origin_map;
403  /* Need to strip of any trailing digits, if it has them */
404  strlcpy(buf, cp, sizeof(buf));
405  while (isdigit(buf[strlen(buf)-1]))
406  buf[strlen(buf)-1] = 0;
407  cp = buf;
408  }
409 
410  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
411 
412  /* now to generate the actual map. */
413  new_map = generate_random_map(newmap_name, &rp, NULL);
414 
415  /* Update the exit_ob so it now points directly at the newly created
416  * random maps. Not that it is likely to happen, but it does mean that a
417  * exit in a unique map leading to a random map will not work properly.
418  * It also means that if the created random map gets reset before
419  * the exit leading to it, that the exit will no longer work.
420  */
421  if (new_map) {
422  int x, y;
423 
424  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
425  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
426  EXIT_PATH(exit_ob) = add_string(newmap_name);
427  strlcpy(new_map->path, newmap_name, sizeof(new_map->path));
428  enter_map(pl, new_map, x, y);
429  }
430 }
431 
441 static void enter_fixed_template_map(object *pl, object *exit_ob) {
442  mapstruct *new_map;
443  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
444  char sourcemap_buf[HUGE_BUF];
445  char new_map_name[MAX_BUF];
446 
447  /* Split the exit path string into two parts, one
448  * for where to store the map, and one for were
449  * to generate the map from.
450  */
451  strlcpy(exitpath, EXIT_PATH(exit_ob)+2, sizeof(exitpath));
452  sourcemap = strchr(exitpath, '!');
453  if (!sourcemap) {
456  "The %s is closed.",
457  exit_ob->name);
458  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);
459  return;
460  }
461  *sourcemap++ = '\0';
462 
463  /* If we are not coming from a template map, we can use relative directories
464  * for the map to generate from.
465  */
466  if (!exit_ob->map->is_template) {
467  /* We can't use exitpath directly, as sourcemap points there. */
468  path_combine_and_normalize(exit_ob->map->path, sourcemap, sourcemap_buf, sizeof(sourcemap_buf));
469  sourcemap = sourcemap_buf;
470  }
471 
472  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
473  * of the exit, and the name of the map the exit is on, respectively.
474  */
475  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
476  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
477 
478  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
479  strlcpy(tmpstring, resultname, sizeof(tmpstring));
480  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
481 
482  strlcpy(tmpstring, resultname, sizeof(tmpstring));
483  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
484 
485  /* If we are coming from another template map, use reletive paths unless
486  * indicated otherwise.
487  */
488  if (exit_ob->map->is_template && (resultname[0] != '/')) {
489  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
490  } else {
491  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
492  }
493 
494  /* Attempt to load the map, if unable to, then
495  * create the map from the template.
496  */
497  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
498  if (!new_map) {
499  char path[MAX_BUF];
500  create_pathname(sourcemap, path, MAX_BUF);
501  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
502  if (!new_map) {
504  MSG_TYPE_COMMAND_FAILURE, "The %s is closed.",
505  exit_ob->name);
506  LOG(llevError,
507  "Template exit in '%s' (%d, %d) does not reference a valid "
508  "template. Make sure a template exists at '%s'.\n",
509  exit_ob->map->path, exit_ob->x, exit_ob->y, path);
510  return;
511  }
512  }
513 
514  assert(new_map);
515  /* set the path of the map to where it should be
516  * so we don't just save over the source map.
517  */
518  strlcpy(new_map->path, new_map_name, sizeof(new_map->path));
519  new_map->is_template = 1;
520  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
521 }
522 
532 static void enter_random_template_map(object *pl, object *exit_ob) {
533  mapstruct *new_map;
534  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
535  char new_map_name[MAX_BUF];
536  RMParms rp;
537 
538  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
539  * of the exit, and the name of the map the exit is on, respectively.
540  */
541  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
542  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
543 
544  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
545  strlcpy(tmpstring, resultname, sizeof(tmpstring));
546  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
547 
548  strlcpy(tmpstring, resultname, sizeof(tmpstring));
549  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
550 
551  /* If we are coming from another template map, use reletive paths unless
552  * indicated otherwise.
553  */
554  if (exit_ob->map->is_template && (resultname[0] != '/')) {
555  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
556  } else {
557  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
558  }
559 
560  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
561  if (!new_map) {
562  memset(&rp, 0, sizeof(RMParms));
563  rp.Xsize = -1;
564  rp.Ysize = -1;
565  rp.region = get_region_by_map(exit_ob->map);
566  if (exit_ob->msg)
567  set_random_map_variable(&rp, exit_ob->msg);
568  rp.origin_x = exit_ob->x;
569  rp.origin_y = exit_ob->y;
570  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
571 
572  /* now to generate the actual map. */
573  new_map = generate_random_map(new_map_name, &rp, NULL);
574  }
575 
576  /* Update the exit_ob so it now points directly at the newly created
577  * random maps. Not that it is likely to happen, but it does mean that a
578  * exit in a unique map leading to a random map will not work properly.
579  * It also means that if the created random map gets reset before
580  * the exit leading to it, that the exit will no longer work.
581  */
582  if (new_map) {
583  int x, y;
584 
585  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
586  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
587  new_map->is_template = 1;
588  enter_map(pl, new_map, x, y);
589  }
590 }
591 
600 static void enter_unique_map(object *op, object *exit_ob) {
601  char apartment[HUGE_BUF], path[MAX_BUF];
602  mapstruct *newmap;
603 
604  if (EXIT_PATH(exit_ob)[0] == '/') {
605  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
606  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
607  if (!newmap) {
608  create_pathname(EXIT_PATH(exit_ob), path, sizeof(path));
609  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
610  }
611  } else { /* relative directory */
612  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
613 
614  if (exit_ob->map->unique) {
615  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
616 
617  /* Need to copy this over, as clean_path only has one static return buffer */
618  clean_path(reldir, tmpc, sizeof(tmpc));
619  /* Remove final component, if any */
620  if ((cp = strrchr(tmpc, '_')) != NULL)
621  *cp = 0;
622 
623  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)));
624 
625  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
626  if (!newmap) {
627  create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), path, sizeof(path));
628  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
629  }
630  } else {
631  /* The exit is unique, but the map we are coming from is not unique. So
632  * use the basic logic - don't need to demangle the path name
633  */
634  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
635  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(reldir, path, sizeof(path)));
636  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
637  if (!newmap) {
638  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
639  newmap = ready_map_name(reldir, 0);
640  if (newmap)
641  apply_auto_fix(newmap);
642  }
643  }
644  }
645 
646  if (newmap) {
647  strlcpy(newmap->path, apartment, sizeof(newmap->path));
648  newmap->unique = 1;
649  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
650  } else {
653  "The %s is closed.",
654  exit_ob->name);
655  /* Perhaps not critical, but I would think that the unique maps
656  * should be new enough this does not happen. This also creates
657  * a strange situation where some players could perhaps have visited
658  * such a map before it was removed, so they have the private
659  * map, but other players can't get it anymore.
660  */
661  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);
662  }
663 }
664 
665 void enter_player_maplevel(object *op) {
666  int flags = 0, x = op->x, y = op->y;
667  mapstruct *newmap;
668 
669  assert(op != NULL);
670  assert(op->type == PLAYER);
671 
672  /* Hypothetically, I guess its possible that a standard map matches
673  * the localdir, but that seems pretty unlikely - unlikely enough that
674  * I'm not going to attempt to try to deal with that possibility.
675  * We use the fact that when a player saves on a unique map, it prepends
676  * the localdir to that name. So its an easy way to see of the map is
677  * unique or not.
678  */
679  if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
680  flags = MAP_PLAYER_UNIQUE;
681 
682  /* newmap returns the map (if already loaded), or loads it for us. */
683  newmap = ready_map_name(op->contr->maplevel, flags);
684  if (!newmap) {
686  x = settings.emergency_x;
687  y = settings.emergency_y;
688  if (!newmap) {
689  LOG(llevError, "Fatal: Could not load emergency map!\n");
690  abort();
691  }
692 
694  "You find yourself somewhere unexpected...");
695  }
696 
697  /* as a special case, if coordinates are (-1, -1), then the item should
698  * be put at the default location. Used for loginmethod 0 (old clients). */
699  if (x == -1 && y == -1) {
700  x = MAP_ENTER_X(newmap);
701  y = MAP_ENTER_Y(newmap);
702  }
703 
704  enter_map(op, newmap, x, y);
705 }
706 
720 void enter_exit(object *op, object *exit_ob) {
721 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
722  /* It may be nice to support other creatures moving across
723  * exits, but right now a lot of the code looks at op->contr,
724  * so thta is an RFE.
725  */
726  if (op->type != PLAYER)
727  return;
728 
729  /* Need to remove player from transport */
730  if (op->contr->transport)
731  ob_apply(op->contr->transport, op, AP_UNAPPLY);
732 
733  assert(exit_ob != NULL);
734  assert(EXIT_PATH(exit_ob) != NULL);
735 
736  /* check to see if we make a template map
737  * Template maps have an EXIT_PATH in the form:
738  * /@[!]<MAP_NAME>!<TEMPLATE_PATH>
739  *
740  * <MAP_NAME> is the name of the destination map, which is saved in LOCALDIR/template-maps/.
741  * <TEMPLATE_PATH> is the path to a template map, used when <MAP_NAME> does not exist.
742  */
743  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
744  if (EXIT_PATH(exit_ob)[2] == '!') {
745  /* generate a template map randomly */
746  enter_random_template_map(op, exit_ob);
747  } else {
748  /* generate a template map from a fixed template */
749  enter_fixed_template_map(op, exit_ob);
750  }
751  }
752  /* check to see if we make a randomly generated map */
753  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
754  enter_random_map(op, exit_ob);
755  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
756  enter_unique_map(op, exit_ob);
757  } else {
758  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
759  /* 'Normal' exits that do not do anything special
760  * Simple enough we don't need another routine for it.
761  */
762  mapstruct *newmap;
763  if (exit_ob->map) {
764  char tmp_path[HUGE_BUF];
765 
766  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
767  newmap = ready_map_name(tmp_path, 0);
768  /* Random map was previously generated, but is no longer about. Lets generate a new
769  * map.
770  */
771  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
772  /* Maps that go down have a message set. However, maps that go
773  * up, don't. If the going home has reset, there isn't much
774  * point generating a random map, because it won't match the maps.
775  */
776  if (exit_ob->msg) {
777  enter_random_map(op, exit_ob);
778  } else {
781  "The %s is closed.",
782  exit_ob->name);
783  return;
784  }
785 
786  /* For exits that cause damages (like pits). Don't know if any
787  * random maps use this or not.
788  */
789  if (exit_ob->stats.dam && op->type == PLAYER)
790  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
791  return;
792  }
793  } else {
794  /* For word of recall and other force objects
795  * They contain the full pathname of the map to go back to,
796  * so we don't need to normalize it.
797  * But we do need to see if it is unique or not
798  */
799  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
800  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
801  else
802  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
803  }
804  if (!newmap) {
805  if (exit_ob->name)
808  "The %s is closed.",
809  exit_ob->name);
810  /* don't cry to momma if name is not set - as in tmp objects
811  * used by the savebed code and character creation */
812  return;
813  }
814 
815  if (x == -1 && y == -1) {
816  x = MAP_ENTER_X(newmap);
817  y = MAP_ENTER_Y(newmap);
818  }
819 
820  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
821  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
822  object *tmp;
823 
824  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
826  if (tmp) {
827  object_remove(tmp);
829  }
830 
831  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
832  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
833  save_player(op, 1);
834  }
835 
836  enter_map(op, newmap, x, y);
837  }
838 
839  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
840 
841  /* For exits that cause damages (like pits) */
842  if (exit_ob->stats.dam && op->type == PLAYER)
843  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
844 }
845 
851 static void process_players1(void) {
852  int flag;
853  player *pl, *plnext;
854 
855  /* Basically, we keep looping until all the players have done their actions. */
856  for (flag = 1; flag != 0; ) {
857  flag = 0;
858  for (pl = first_player; pl != NULL; pl = plnext) {
859  plnext = pl->next; /* In case a player exits the game in handle_player() */
860 
861  if (pl->ob == NULL)
862  continue;
863 
864  /* Only do this on the first pass - what we are recording
865  * here is the number of ticks the player has been online - not
866  * how many actions/moves the player has done.
867  */
868  if (!flag) pl->ticks_played++;
869 
871  if (pl->followed_player) {
873  if (followed && followed->ob && followed->ob->map) {
874  rv_vector rv;
875 
876  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
877  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
878  if (space == -1)
880  space = 0;
881  object_remove(pl->ob);
882  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
883  map_newmap_cmd(&pl->socket);
885  }
886  } else {
887  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);
889  }
890  }
892  if (pl->ob->speed_left > 0) {
893  if (handle_newcs_player(pl->ob))
894  flag = 1;
895  } /* end if player has speed left */
896 
897  /* If the player is not actively playing, don't make a
898  * backup save - nothing to save anyway. Plus, the
899  * map may not longer be valid. This can happen when the
900  * player quits - they exist for purposes of tracking on the map,
901  * but don't actually reside on any actual map.
902  */
903  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
904  continue;
905 
906 #ifdef AUTOSAVE
907  /* check for ST_PLAYING state so that we don't try to save off when
908  * the player is logging in.
909  */
910  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
911  /* Don't save the player on unholy ground. Instead, increase the
912  * tick time so it will be about 10 seconds before we try and save
913  * again.
914  */
915  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
916  pl->last_save_tick += 100;
917  } else {
918  save_player(pl->ob, 1);
919  pl->last_save_tick = pticks;
920  hiscore_check(pl->ob, 1);
921  }
922  }
923 #endif
924  } /* end of for loop for all the players */
925  } /* for flag */
926  for (pl = first_player; pl != NULL; pl = pl->next) {
927  int has_action = 1;
928 
929  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
930  if (pl->ob->weapon_speed_left > 1.0)
931  pl->ob->weapon_speed_left = 1.0;
932 
933  pl->socket.sounds_this_tick = 0;
934 
935  if (settings.casting_time == TRUE) {
936  if (pl->ob->casting_time > 0) {
937  pl->ob->casting_time--;
938  has_action = 0;
939  }
940  }
941  /* If the character is idle (standing around resting) increase
942  * regen rates.
943  */
944  if (has_action && pl->ob->speed_left > 0) {
945  pl->ob->last_heal -= 2;
946  pl->ob->last_sp -= 2;
947  pl->ob->last_grace -= 2;
948  pl->ob->last_eat += 2; /* Slow down food consumption */
949  }
950  do_some_living(pl->ob);
951  }
952 }
953 
961 static void process_players2(void) {
962  player *pl;
963 
964  /* Then check if any players should use weapon-speed instead of speed */
965  for (pl = first_player; pl != NULL; pl = pl->next) {
966  /* The code that did weapon_sp handling here was out of place -
967  * this isn't called until after the player has finished there
968  * actions, and is thus out of place. All we do here is bounds
969  * checking.
970  */
971  if (pl->has_hit) {
972  /* This needs to be here - if the player is running, we need to
973  * clear this each tick, but new commands are not being received
974  * so execute_newserver_command() is never called
975  */
976  pl->has_hit = 0;
977  } else if (pl->ob->speed_left > pl->ob->speed)
978  pl->ob->speed_left = pl->ob->speed;
979  }
980 }
981 
982 #define SPEED_DEBUG
983 
984 static bool object_in_icecube(object *op) {
985  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
986 }
987 
991 void process_events(void) {
992  object *op;
993  object marker;
994  tag_t tag;
995 
997 
998  memset(&marker, 0, sizeof(object));
999  /* Put marker object at beginning of active list */
1000  marker.active_next = active_objects;
1001 
1002  if (marker.active_next)
1003  marker.active_next->active_prev = &marker;
1004  marker.active_prev = NULL;
1005  active_objects = &marker;
1006 
1007  while (marker.active_next) {
1008  op = marker.active_next;
1009  tag = op->count;
1010 
1011  /* Move marker forward - swap op and marker */
1012  op->active_prev = marker.active_prev;
1013 
1014  if (op->active_prev)
1015  op->active_prev->active_next = op;
1016  else
1017  active_objects = op;
1018 
1019  marker.active_next = op->active_next;
1020 
1021  if (marker.active_next)
1022  marker.active_next->active_prev = &marker;
1023  marker.active_prev = op;
1024  op->active_next = &marker;
1025 
1026  /* Now process op */
1027  if (QUERY_FLAG(op, FLAG_FREED)) {
1028  LOG(llevError, "BUG: process_events(): Free object on list\n");
1029  op->speed = 0;
1030  object_update_speed(op);
1031  continue;
1032  }
1033 
1034  /* I've seen occasional crashes due to this - the object is removed,
1035  * and thus the map it points to (last map it was on) may be bogus
1036  * The real bug is to try to find out the cause of this - someone
1037  * is probably calling object_remove() without either an insert_ob or
1038  * object_free_drop_inventory() afterwards, leaving an object dangling.
1039  * But I'd rather log this and continue on instead of crashing.
1040  * Don't remove players - when a player quits, the object is in
1041  * sort of a limbo, of removed, but something we want to keep
1042  * around.
1043  */
1044  if (QUERY_FLAG(op, FLAG_REMOVED)
1045  && op->type != PLAYER
1046  && op->map
1047  && op->map->in_memory != MAP_IN_MEMORY) {
1048  StringBuffer *sb;
1049  char *diff;
1050 
1051  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1052  sb = stringbuffer_new();
1053  object_dump(op, sb);
1054  diff = stringbuffer_finish(sb);
1055  LOG(llevError, "%s\n", diff);
1056  free(diff);
1058  continue;
1059  }
1060 
1061  if (!op->speed) {
1062  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1063  object_update_speed(op);
1064  continue;
1065  }
1066 
1067  if (op->map == NULL
1068  && op->env == NULL
1069  && op->name
1070  && op->type != MAP) {
1071  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1072  op->speed = 0;
1073  object_update_speed(op);
1074  continue;
1075  }
1076 
1077  /* Seen some cases where process_object() is crashing because
1078  * the object is on a swapped out map. But can't be sure if
1079  * something in the chain of events caused the object to
1080  * change maps or was just never removed - this will
1081  * give some clue as to its state before call to
1082  * process_object
1083  */
1084  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1085  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1086  }
1087 
1088  /* Animate the object. Bug of feature that andim_speed
1089  * is based on ticks, and not the creatures speed?
1090  */
1091  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1092  || (op->temp_animation_id && op->last_anim >= op->temp_anim_speed)) {
1093  op->state++;
1094  if ((op->type == PLAYER) || (op->type == MONSTER))
1095  animate_object(op, op->facing);
1096  else
1097  animate_object(op, op->direction);
1098  op->last_anim = 1;
1099  } else {
1100  op->last_anim++;
1101  }
1102 
1103  if (op->speed_left > 0) {
1104  // Players are special because their speed_left has already been
1105  // reduced in do_server(). Players effectively process every tick
1106  // so long they have non-zero speed left.
1107  if (op->type != PLAYER) {
1108  // Objects in icecubes decay at a slower rate
1109  if (object_in_icecube(op)) {
1110  op->speed_left -= 10;
1111  } else {
1112  op->speed_left -= 1;
1113  }
1114  }
1115  process_object(op);
1116  if (object_was_destroyed(op, tag))
1117  continue;
1118  } else {
1119  op->speed_left += FABS(op->speed);
1120  }
1121  if (settings.casting_time == TRUE && op->casting_time > 0)
1122  op->casting_time--;
1123  }
1124 
1125  /* Remove marker object from active list */
1126  if (marker.active_prev != NULL)
1127  marker.active_prev->active_next = NULL;
1128  else
1129  active_objects = NULL;
1130 
1131  process_players2();
1132 }
1133 
1138 void clean_tmp_files(void) {
1139  mapstruct *m, *next;
1140  for (m = first_map; m != NULL; m = next) {
1141  next = m->next;
1142  if (m->in_memory == MAP_IN_MEMORY) {
1143  // Save all maps currently in memory, because they might contain
1144  // unique tiles that have not been written to disk.
1145  if (settings.recycle_tmp_maps) {
1146  // swap_map() also updates the write log.
1147  swap_map(m);
1148  } else {
1150  // FIXME: Unfortunately, save_map() also unnecessarily saves
1151  // non-unique tiles to a new temporary file, so we have to
1152  // get rid of it here.
1153  clean_tmp_map(m);
1154  }
1155  } else {
1156  // Remove the swap file.
1157  clean_tmp_map(m);
1158  }
1159  }
1160  write_todclock(); /* lets just write the clock here */
1161 }
1162 
1164 void cleanup(void) {
1165  LOG(llevInfo, "Cleaning up...\n");
1166  clean_tmp_files();
1168  accounts_save();
1169 
1170 #ifdef MEMORY_DEBUG
1171  free_all_maps();
1172  free_style_maps();
1173 #endif
1174  cleanupPlugins();
1175 #ifdef MEMORY_DEBUG
1176  free_all_archs();
1179  free_all_images();
1181  free_all_recipes();
1183  free_all_god();
1184  free_all_anim();
1185  i18n_free();
1186  free_loader();
1187  free_globals();
1188  free_server();
1190  free_knowledge();
1191  free_quest();
1193  /* See what the string data that is out there that hasn't been freed. */
1194  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1195 #endif
1196  exit(0);
1197 }
1198 
1207 void leave(player *pl, int draw_exit) {
1208  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1209  pets_terminate_all(pl->ob);
1210  object_remove(pl->ob);
1211  }
1212 
1213  pl->socket.status = Ns_Dead;
1214  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket.host);
1215 
1216  strcpy(pl->ob->contr->killer, "left");
1217  hiscore_check(pl->ob, 1);
1218 
1219  /* If this player is the captain of the transport, need to do
1220  * some extra work. By the time we get here, object_remove()
1221  * should have already been called.
1222  */
1223  if (pl->transport && pl->transport->contr == pl) {
1224  /* If inv is a non player, inv->contr will be NULL, but that
1225  * is OK.
1226  */
1227  if (pl->transport->inv)
1228  pl->transport->contr = pl->transport->inv->contr;
1229  else
1230  pl->transport->contr = NULL;
1231 
1232  if (pl->transport->contr) {
1233  char name[MAX_BUF];
1234 
1235  query_name(pl->transport, name, MAX_BUF);
1238  "%s has left. You are now the captain of %s",
1239  pl->ob->name, name);
1240  }
1241  }
1242 
1243  if (pl->ob->map) {
1244  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1245  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1246  pl->ob->map = NULL;
1247  }
1248  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1249  party_leave(pl->ob);
1250  /* If a hidden dm dropped connection do not create
1251  * inconsistencies by showing that they have left the game
1252  */
1253  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1254  && (pl != NULL && draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1257  "%s left the game.",
1258  pl->ob->name);
1259 }
1260 
1268 int forbid_play(void) {
1269 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1270  char buf[MAX_BUF], day[MAX_BUF];
1271  FILE *fp;
1272  time_t clock;
1273  struct tm *tm;
1274  int i, start, stop, forbit = 0;
1275 
1276  clock = time(NULL);
1277  tm = (struct tm *)localtime(&clock);
1278 
1279  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1280  if ((fp = fopen(buf, "r")) == NULL)
1281  return 0;
1282 
1283  while (fgets(buf, sizeof(buf), fp)) {
1284  if (buf[0] == '#')
1285  continue;
1286  if (!strncmp(buf, "msg", 3)) {
1287  if (forbit)
1288  while (fgets(buf, sizeof(buf), fp)) /* print message */
1289  fputs(buf, logfile);
1290  break;
1291  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1292  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1293  continue;
1294  }
1295 
1296  for (i = 0; i < 7; i++) {
1297  if (!strncmp(buf, days[i], 3)
1298  && (tm->tm_wday == i)
1299  && (tm->tm_hour >= start)
1300  && (tm->tm_hour < stop))
1301  forbit = 1;
1302  }
1303  }
1304 
1305  fclose(fp);
1306 
1307  return forbit;
1308 #else
1309  return 0;
1310 #endif
1311 }
1312 
1313 static void do_shutdown(void) {
1315  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1316 
1317  /* TODO: Kick everyone out and save player files? */
1318  cleanup();
1319 }
1320 
1324 static bool check_shutdown(void) {
1325  if (shutdown_flag == 1) {
1326  LOG(llevInfo, "Received SIGINT; shutting down...\n");
1327  return true;
1328  }
1329 
1330  /* Zero means that no timed shutdown is pending. */
1331  if (cmd_shutdown_time == 0) {
1332  return false;
1333  }
1334 
1335  /* If a timed shutdown is coming, remind players periodically. */
1336  static int next_warn = 0; // FIXME: next_warn not reset if shutdown cancelled
1337  time_t time_left = cmd_shutdown_time - time(NULL);
1338 
1339  for (unsigned int i = next_warn; i < sizeof(shutdown_warn_times) / sizeof(int); i++) {
1340  if (shutdown_warn_times[i] == (int)ceil(time_left / 60.0)) {
1343  "Server shutting down in %d minutes.", shutdown_warn_times[i]);
1344  next_warn = i + 1;
1345  return false;
1346  }
1347  }
1348 
1349  if (time_left <= 0) {
1350  return true;
1351  }
1352  return false;
1353 }
1354 
1359 void login_check_shutdown(object* const op) {
1360  if (cmd_shutdown_time == 0) {
1361  return;
1362  }
1363 
1364  time_t time_left = cmd_shutdown_time - time(NULL);
1365  if (time_left <= 60*shutdown_warn_times[0]) {
1368  i18n(op, "Server shutting down in %d minutes."), time_left / 60);
1369  }
1370 }
1371 
1372 extern unsigned long todtick;
1373 
1388 static void do_specials(void) {
1389  if (check_shutdown()) {
1390  do_shutdown();
1391  }
1392 
1393 #ifdef CS_LOGSTATS
1394  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME)
1395  write_cs_stats();
1396 #endif
1397 
1398  if (!(pticks%10))
1400 
1401 #ifdef WATCHDOG
1402  if (!(pticks%503))
1403  watchdog();
1404 #endif
1405 
1406  if (!(pticks%PTICKS_PER_CLOCK))
1407  tick_the_clock();
1408 
1409  if (!(pticks%509))
1410  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1411 
1412  if (!(pticks%2503))
1413  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1414 
1415  if (!(pticks%2521))
1416  metaserver_update(); /* 2500 ticks is about 5 minutes */
1417 
1418  if (!(pticks%2531))
1419  accounts_save();
1420 
1421  if (!(pticks%5003))
1423 
1424  if (!(pticks%5009))
1426 
1427  if (!(pticks%5011))
1429 
1430  if (!(pticks%12503))
1431  fix_luck();
1432 }
1433 
1442 void server_main(int argc, char *argv[]) {
1443 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1444  _fmode = _O_BINARY;
1445  bRunning = 1;
1446 #endif
1447 
1448 #ifndef WIN32
1449  /* Here we check that we aren't root or suid */
1450  if (getuid() == 0 || geteuid() == 0) {
1451  fprintf(stderr,
1452  "Running crossfire-server as root is a bad idea; aborting!\n"
1453  "Please run it again as a normal, unprivileged user.\n");
1454  exit(EXIT_FAILURE);
1455  }
1456 #endif
1457 
1458 #ifdef DEBUG_MALLOC_LEVEL
1459  malloc_debug(DEBUG_MALLOC_LEVEL);
1460 #endif
1461 
1462  init(argc, argv);
1463  initPlugins(); /* GROS - Init the Plugins */
1464 #ifdef WIN32
1465  while (bRunning) {
1466 #else
1467  while (TRUE) {
1468 #endif
1469  nroferrors = 0;
1470 
1471  tick_game_time();
1472  do_server();
1473  process_events(); /* "do" something with objects with speed */
1474  cftimer_process_timers(); /* Process the crossfire Timers */
1475  /* Lauwenmark : Here we handle the CLOCK global event */
1477  check_active_maps(); /* Removes unused maps after a certain timeout */
1478  do_specials(); /* Routines called from time to time. */
1479  update_players();
1480  }
1481 
1482  /* This is unreachable. */
1483  abort();
1484 }
void enter_exit(object *op, object *exit_ob)
Definition: server.c:720
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:94
void leave(player *pl, int draw_exit)
Definition: server.c:1207
#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:1226
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
void object_free(object *ob, int flags)
Definition: object.c:1409
void player_map_change_common(object *op, mapstruct *const oldmap, mapstruct *const newmap)
Definition: server.c:263
static bool check_shutdown(void)
Definition: server.c:1324
Definition: map.h:380
Definition: object.h:125
void enter_player_savebed(object *op)
Definition: server.c:131
void free_quest_definitions(void)
Definition: quest.c:1307
void cleanup(void)
Definition: server.c:1164
static void enter_random_map(object *pl, object *exit_ob)
Definition: server.c:374
static void do_specials(void)
Definition: server.c:1388
#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
void do_some_living(object *op)
Definition: player.c:3277
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:112
int save_player(object *op, int flag)
Definition: login.c:212
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:597
int8_t sounds_this_tick
Definition: newserver.h:121
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:123
#define PERM_FILE
Definition: config.h:453
#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:984
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.c:44
void fix_weight(void)
Definition: player.c:3884
void enter_player_maplevel(object *op)
Definition: server.c:665
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:600
int swap_map(mapstruct *map)
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
static const int shutdown_warn_times[]
Definition: server.c:48
#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
void login_check_shutdown(object *const op)
Definition: server.c:1359
#define FLAG_REMOVED
Definition: define.h:232
void check_active_maps(void)
Definition: swap.c:194
short freearr_y[SIZEOFFREE]
Definition: object.c:71
int cmd_shutdown_time
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:1268
char * name
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:1933
void flush_old_maps(void)
Definition: swap.c:245
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
void write_todclock(void)
Definition: init.c:412
object * object_new(void)
Definition: object.c:1068
static char * clean_path(const char *file, char *newpath, int size)
Definition: server.c:320
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:441
uint32_t unique
Definition: map.h:337
void free_all_treasures(void)
Definition: treasure.c:1595
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:474
unsigned long todtick
Definition: init.c:406
struct mapdef * map
Definition: object.h:297
static void enter_random_template_map(object *pl, object *exit_ob)
Definition: server.c:532
#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:497
void free_all_anim(void)
Definition: anim.c:30
void server_main(int argc, char *argv[])
Definition: server.c:1442
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:851
int16_t last_grace
Definition: object.h:359
static void do_shutdown(void)
Definition: server.c:1313
#define MAP_MAXTIMEOUT
Definition: config.h:406
int8_t direction
Definition: object.h:334
void pets_remove_all(void)
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:348
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:326
void process_events(void)
Definition: server.c:991
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:4785
volatile sig_atomic_t shutdown_flag
Definition: server.h:6
void fix_luck(void)
Definition: player.c:3900
#define FLAG_WIZ
Definition: define.h:231
void clean_tmp_files(void)
Definition: server.c:1138
#define MAP_MINTIMEOUT
Definition: config.h:408
uint32_t golem_count
Definition: player.h:106
void knowledge_process_incremental(void)
Definition: knowledge.c:1450
#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:289
int32_t last_eat
Definition: object.h:356
int Ysize
Definition: random_map.h:70
int handle_newcs_player(object *op)
Definition: player.c:3091
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:213
int save_map(mapstruct *m, int flag)
Definition: map.c:1436
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:68
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:237
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:172
struct regiondef * region
Definition: random_map.h:91
void object_set_enemy(object *op, object *enemy)
Definition: object.c:710
int out_of_map(mapstruct *m, int x, int y)
Definition: map.c:2306
void free_all_readable(void)
Definition: readable.c:2126
#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:2175
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:51
void initPlugins(void)
Definition: plugins.c:4735
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:310
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:1291
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:287
#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:1862
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:153
int8_t facing
Definition: object.h:335
const char * i18n(const object *who, const char *code)
Definition: languages.c:69
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:110
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
size_t strlcpy(char *dst, const char *src, size_t size)
Definition: porting.c:366
void object_remove(object *op)
Definition: object.c:1666
bool check_password(const char *typed, const char *crypted)
Definition: server.c:107
#define ST_GET_PASSWORD
Definition: define.h:585
static void process_players2(void)
Definition: server.c:961
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
Definition: object.h:224