Crossfire Server, Trunk  R21524
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 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 
53 volatile sig_atomic_t shutdown_flag;
54 
70 static char const* crypt_string(char const str[static 1], char const* salt) {
71 #if defined(WIN32) || (defined(__FreeBSD__))
72  // Legacy configuration: use crypt everywhere but on Windows and FreeBSD
73  if (settings.crypt_mode == 0) {
74  return str;
75  }
76 #endif
77  char s[3];
78 
79  if (salt == NULL) {
80  /* Generate a two-character salt for the DES cipher.
81  * We want the salt to be in this character set.
82  */
83  static const char *const c =
84  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
85  s[0] = c[RANDOM()%(int)strlen(c)],
86  s[1] = c[RANDOM()%(int)strlen(c)];
87  } else {
88  s[0] = salt[0],
89  s[1] = salt[1];
90  }
91  s[2] = '\0';
92 
93  return crypt(str, s);
94 }
95 
96 char const* newhash(char const password[static 1]) {
97  return crypt_string(password, NULL);
98 }
99 
109 bool check_password(const char *typed, const char *crypted) {
110  // An empty hashed password only matches an empty input password.
111  if (strlen(crypted) == 0) {
112  return strlen(typed) == 0 ? true : false;
113  }
114 
115  const char *typed_hashed = crypt_string(typed, crypted);
116  if (typed_hashed != NULL) {
117  return strcmp(typed_hashed, crypted) == 0;
118  } else {
119  LOG(llevError, "Could not check password with stored hash %s\n", crypted);
120  return false;
121  }
122 }
123 
133 void enter_player_savebed(object *op) {
134  mapstruct *oldmap = op->map;
135  object *tmp;
136 
137  tmp = object_new();
138 
139  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
140  EXIT_X(tmp) = op->contr->bed_x;
141  EXIT_Y(tmp) = op->contr->bed_y;
142  enter_exit(op, tmp);
143  /* If the player has not changed maps and the name does not match
144  * that of the savebed, his savebed map is gone. Lets go back
145  * to the emergency path. Update what the players savebed is
146  * while we're at it.
147  */
148  if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
149  LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
155  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
156  EXIT_X(tmp) = op->contr->bed_x;
157  EXIT_Y(tmp) = op->contr->bed_y;
158  enter_exit(op, tmp);
159  }
161 }
162 
174 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
175  mapstruct *oldmap = op->map;
176 
177  if (out_of_map(newmap, x, y)) {
178  LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
179  /* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
180  if (op->x == x)
181  op->x = MAP_ENTER_X(newmap);
182  if (op->y == y)
183  op->y = MAP_ENTER_Y(newmap);
184  x = MAP_ENTER_X(newmap);
185  y = MAP_ENTER_Y(newmap);
186  if (out_of_map(newmap, x, y)) {
187  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));
189  "The exit is closed");
190  return;
191  }
192  }
193  /* try to find a spot for the player */
194  if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
195  /* We try to find a spot for the player, starting closest in.
196  * We could use object_find_first_free_spot(), but that doesn't randomize it at all,
197  * So for example, if the north space is free, you would always end up there even
198  * if other spaces around are available.
199  * Note that for the second and third calls, we could start at a position other
200  * than one, but then we could end up on the other side of walls and so forth.
201  */
202  int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
203  if (i == -1) {
204  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
205  if (i == -1)
206  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
207  }
208  if (i != -1) {
209  x += freearr_x[i];
210  y += freearr_y[i];
211  } else {
212  /* not much we can do in this case. */
213  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);
214  }
215  } /* end if looking for free spot */
216 
217  /* If it is a player login, he has yet to be inserted anyplace.
218  * otherwise, we need to deal with removing the playe here.
219  */
220  if (!QUERY_FLAG(op, FLAG_REMOVED))
221  object_remove(op);
222  /* object_remove clears these so they must be reset after the object_remove() call */
223  object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
224 
225  object_set_enemy(op, NULL);
226 
227  if (op->contr) {
228  safe_strncpy(op->contr->maplevel, newmap->path,
229  sizeof(op->contr->maplevel));
230  op->contr->count = 0;
231  }
232 
233  /* Update any golems */
234  if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
235  int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
237  if (i == -1) {
240  op->contr->ranges[range_golem] = NULL;
241  op->contr->golem_count = 0;
242  } else {
243  object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
245  }
246  }
247  op->direction = 0;
248 
249  /* since the players map is already loaded, we don't need to worry
250  * about pending objects.
251  */
252  pets_remove_all();
253 
254  /* If the player is changing maps, we need to do some special things
255  * Do this after the player is on the new map - otherwise the force swap of the
256  * old map does not work.
257  */
258  if (oldmap != newmap) {
259  player_map_change_common(op, oldmap, newmap);
260  }
261 
262  map_newmap_cmd(&op->contr->socket);
263 }
264 
265 void player_map_change_common(object* op, mapstruct* const oldmap,
266  mapstruct* const newmap) {
267  if (oldmap != NULL) {
268  /* Lauwenmark : Here we handle the MAPLEAVE global event */
270 
271  /* can be less than zero due to errors in tracking this */
272  if (oldmap->players <= 0) {
273  set_map_timeout(oldmap);
274  }
275  }
276 
277  /* Lauwenmark : Here we handle the MAPENTER global event */
279  newmap->timeout = 0;
281 }
282 
289 void set_map_timeout(mapstruct *oldmap) {
290 #if MAP_MAXTIMEOUT
291  oldmap->timeout = MAP_TIMEOUT(oldmap);
292  /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
293  * lower than the min value.
294  */
295 #if MAP_MINTIMEOUT
296  if (oldmap->timeout < MAP_MINTIMEOUT) {
297  oldmap->timeout = MAP_MINTIMEOUT;
298  }
299 #endif
300  if (oldmap->timeout > MAP_MAXTIMEOUT) {
301  oldmap->timeout = MAP_MAXTIMEOUT;
302  }
303 #else
304  /* save out the map */
305  swap_map(oldmap);
306 #endif /* MAP_MAXTIMEOUT */
307 }
308 
322 static char *clean_path(const char *file, char *newpath, int size) {
323  char *cp;
324 
325  strlcpy(newpath, file, size);
326  for (cp = newpath; *cp != '\0'; cp++) {
327  if (*cp == '/')
328  *cp = '_';
329  }
330  return newpath;
331 }
332 
350 static char *unclean_path(const char *src, char *newpath, int size) {
351  char *cp;
352 
353  cp = strrchr(src, '/');
354  if (cp)
355  strlcpy(newpath, cp+1, size);
356  else
357  strlcpy(newpath, src, size);
358 
359  for (cp = newpath; *cp != '\0'; cp++) {
360  if (*cp == '_')
361  *cp = '/';
362  }
363  return newpath;
364 }
365 
366 
376 static void enter_random_map(object *pl, object *exit_ob) {
377  mapstruct *new_map;
378  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
379  static int reference_number = 0;
380  RMParms rp;
381 
382  memset(&rp, 0, sizeof(RMParms));
383  rp.Xsize = -1;
384  rp.Ysize = -1;
385  rp.region = get_region_by_map(exit_ob->map);
386  if (exit_ob->msg)
387  set_random_map_variable(&rp, exit_ob->msg);
388  rp.origin_x = exit_ob->x;
389  rp.origin_y = exit_ob->y;
390  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
391 
392  /* If we have a final_map, use it as a base name to give some clue
393  * as where the player is. Otherwise, use the origin map.
394  * Take the last component (after the last slash) to give
395  * shorter names without bogus slashes.
396  */
397  if (rp.final_map[0]) {
398  cp = strrchr(rp.final_map, '/');
399  if (!cp)
400  cp = rp.final_map;
401  } else {
402  cp = strrchr(rp.origin_map, '/');
403  if (!cp)
404  cp = rp.origin_map;
405  /* Need to strip of any trailing digits, if it has them */
406  strlcpy(buf, cp, sizeof(buf));
407  while (isdigit(buf[strlen(buf)-1]))
408  buf[strlen(buf)-1] = 0;
409  cp = buf;
410  }
411 
412  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
413 
414  /* now to generate the actual map. */
415  new_map = generate_random_map(newmap_name, &rp, NULL);
416 
417  /* Update the exit_ob so it now points directly at the newly created
418  * random maps. Not that it is likely to happen, but it does mean that a
419  * exit in a unique map leading to a random map will not work properly.
420  * It also means that if the created random map gets reset before
421  * the exit leading to it, that the exit will no longer work.
422  */
423  if (new_map) {
424  int x, y;
425 
426  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
427  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
428  EXIT_PATH(exit_ob) = add_string(newmap_name);
429  strlcpy(new_map->path, newmap_name, sizeof(new_map->path));
430  enter_map(pl, new_map, x, y);
431  }
432 }
433 
443 static void enter_fixed_template_map(object *pl, object *exit_ob) {
444  mapstruct *new_map;
445  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
446  char sourcemap_buf[HUGE_BUF];
447  char new_map_name[MAX_BUF];
448 
449  /* Split the exit path string into two parts, one
450  * for where to store the map, and one for were
451  * to generate the map from.
452  */
453  strlcpy(exitpath, EXIT_PATH(exit_ob)+2, sizeof(exitpath));
454  sourcemap = strchr(exitpath, '!');
455  if (!sourcemap) {
458  "The %s is closed.",
459  exit_ob->name);
460  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);
461  return;
462  }
463  *sourcemap++ = '\0';
464 
465  /* If we are not coming from a template map, we can use relative directories
466  * for the map to generate from.
467  */
468  if (!exit_ob->map->is_template) {
469  /* We can't use exitpath directly, as sourcemap points there. */
470  path_combine_and_normalize(exit_ob->map->path, sourcemap, sourcemap_buf, sizeof(sourcemap_buf));
471  sourcemap = sourcemap_buf;
472  }
473 
474  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
475  * of the exit, and the name of the map the exit is on, respectively.
476  */
477  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
478  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
479 
480  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
481  strlcpy(tmpstring, resultname, sizeof(tmpstring));
482  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
483 
484  strlcpy(tmpstring, resultname, sizeof(tmpstring));
485  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
486 
487  /* If we are coming from another template map, use reletive paths unless
488  * indicated otherwise.
489  */
490  if (exit_ob->map->is_template && (resultname[0] != '/')) {
491  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
492  } else {
493  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
494  }
495 
496  /* Attempt to load the map, if unable to, then
497  * create the map from the template.
498  */
499  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
500  if (!new_map) {
501  char path[MAX_BUF];
502  create_pathname(sourcemap, path, MAX_BUF);
503  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
504  if (!new_map) {
506  MSG_TYPE_COMMAND_FAILURE, "The %s is closed.",
507  exit_ob->name);
508  LOG(llevError,
509  "Template exit in '%s' (%d, %d) does not reference a valid "
510  "template. Make sure a template exists at '%s'.\n",
511  exit_ob->map->path, exit_ob->x, exit_ob->y, path);
512  return;
513  }
514  }
515 
516  assert(new_map);
517  /* set the path of the map to where it should be
518  * so we don't just save over the source map.
519  */
520  strlcpy(new_map->path, new_map_name, sizeof(new_map->path));
521  new_map->is_template = 1;
522  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
523 }
524 
534 static void enter_random_template_map(object *pl, object *exit_ob) {
535  mapstruct *new_map;
536  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
537  char new_map_name[MAX_BUF];
538  RMParms rp;
539 
540  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
541  * of the exit, and the name of the map the exit is on, respectively.
542  */
543  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
544  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
545 
546  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
547  strlcpy(tmpstring, resultname, sizeof(tmpstring));
548  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
549 
550  strlcpy(tmpstring, resultname, sizeof(tmpstring));
551  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
552 
553  /* If we are coming from another template map, use reletive paths unless
554  * indicated otherwise.
555  */
556  if (exit_ob->map->is_template && (resultname[0] != '/')) {
557  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
558  } else {
559  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
560  }
561 
562  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
563  if (!new_map) {
564  memset(&rp, 0, sizeof(RMParms));
565  rp.Xsize = -1;
566  rp.Ysize = -1;
567  rp.region = get_region_by_map(exit_ob->map);
568  if (exit_ob->msg)
569  set_random_map_variable(&rp, exit_ob->msg);
570  rp.origin_x = exit_ob->x;
571  rp.origin_y = exit_ob->y;
572  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
573 
574  /* now to generate the actual map. */
575  new_map = generate_random_map(new_map_name, &rp, NULL);
576  }
577 
578  /* Update the exit_ob so it now points directly at the newly created
579  * random maps. Not that it is likely to happen, but it does mean that a
580  * exit in a unique map leading to a random map will not work properly.
581  * It also means that if the created random map gets reset before
582  * the exit leading to it, that the exit will no longer work.
583  */
584  if (new_map) {
585  int x, y;
586 
587  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
588  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
589  new_map->is_template = 1;
590  enter_map(pl, new_map, x, y);
591  }
592 }
593 
602 static void enter_unique_map(object *op, object *exit_ob) {
603  char apartment[HUGE_BUF], path[MAX_BUF];
604  mapstruct *newmap;
605 
606  if (EXIT_PATH(exit_ob)[0] == '/') {
607  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
608  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
609  if (!newmap) {
610  create_pathname(EXIT_PATH(exit_ob), path, sizeof(path));
611  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
612  }
613  } else { /* relative directory */
614  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
615 
616  if (exit_ob->map->unique) {
617  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
618 
619  /* Need to copy this over, as clean_path only has one static return buffer */
620  clean_path(reldir, tmpc, sizeof(tmpc));
621  /* Remove final component, if any */
622  if ((cp = strrchr(tmpc, '_')) != NULL)
623  *cp = 0;
624 
625  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)));
626 
627  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
628  if (!newmap) {
629  create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), path, sizeof(path));
630  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
631  }
632  } else {
633  /* The exit is unique, but the map we are coming from is not unique. So
634  * use the basic logic - don't need to demangle the path name
635  */
636  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
637  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(reldir, path, sizeof(path)));
638  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
639  if (!newmap) {
640  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
641  newmap = ready_map_name(reldir, 0);
642  if (newmap)
643  apply_auto_fix(newmap);
644  }
645  }
646  }
647 
648  if (newmap) {
649  strlcpy(newmap->path, apartment, sizeof(newmap->path));
650  newmap->unique = 1;
651  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
652  } else {
655  "The %s is closed.",
656  exit_ob->name);
657  /* Perhaps not critical, but I would think that the unique maps
658  * should be new enough this does not happen. This also creates
659  * a strange situation where some players could perhaps have visited
660  * such a map before it was removed, so they have the private
661  * map, but other players can't get it anymore.
662  */
663  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);
664  }
665 }
666 
667 void enter_player_maplevel(object *op) {
668  int flags = 0, x = op->x, y = op->y;
669  mapstruct *newmap;
670 
671  assert(op != NULL);
672  assert(op->type == PLAYER);
673 
674  /* Hypothetically, I guess its possible that a standard map matches
675  * the localdir, but that seems pretty unlikely - unlikely enough that
676  * I'm not going to attempt to try to deal with that possibility.
677  * We use the fact that when a player saves on a unique map, it prepends
678  * the localdir to that name. So its an easy way to see of the map is
679  * unique or not.
680  */
681  if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
682  flags = MAP_PLAYER_UNIQUE;
683 
684  /* newmap returns the map (if already loaded), or loads it for us. */
685  newmap = ready_map_name(op->contr->maplevel, flags);
686  if (!newmap) {
688  x = settings.emergency_x;
689  y = settings.emergency_y;
690  if (!newmap) {
691  LOG(llevError, "Fatal: Could not load emergency map!\n");
692  abort();
693  }
694 
696  "You find yourself somewhere unexpected...");
697  }
698 
699  /* as a special case, if coordinates are (-1, -1), then the item should
700  * be put at the default location. Used for loginmethod 0 (old clients). */
701  if (x == -1 && y == -1) {
702  x = MAP_ENTER_X(newmap);
703  y = MAP_ENTER_Y(newmap);
704  }
705 
706  enter_map(op, newmap, x, y);
707 }
708 
722 void enter_exit(object *op, object *exit_ob) {
723 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
724  /* It may be nice to support other creatures moving across
725  * exits, but right now a lot of the code looks at op->contr,
726  * so thta is an RFE.
727  */
728  if (op->type != PLAYER)
729  return;
730 
731  /* Need to remove player from transport */
732  if (op->contr->transport)
733  ob_apply(op->contr->transport, op, AP_UNAPPLY);
734 
735  assert(exit_ob != NULL);
736  assert(EXIT_PATH(exit_ob) != NULL);
737 
738  /* check to see if we make a template map
739  * Template maps have an EXIT_PATH in the form:
740  * /@[!]<MAP_NAME>!<TEMPLATE_PATH>
741  *
742  * <MAP_NAME> is the name of the destination map, which is saved in LOCALDIR/template-maps/.
743  * <TEMPLATE_PATH> is the path to a template map, used when <MAP_NAME> does not exist.
744  */
745  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
746  if (EXIT_PATH(exit_ob)[2] == '!') {
747  /* generate a template map randomly */
748  enter_random_template_map(op, exit_ob);
749  } else {
750  /* generate a template map from a fixed template */
751  enter_fixed_template_map(op, exit_ob);
752  }
753  }
754  /* check to see if we make a randomly generated map */
755  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
756  enter_random_map(op, exit_ob);
757  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
758  enter_unique_map(op, exit_ob);
759  } else {
760  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
761  /* 'Normal' exits that do not do anything special
762  * Simple enough we don't need another routine for it.
763  */
764  mapstruct *newmap;
765  if (exit_ob->map) {
766  char tmp_path[HUGE_BUF];
767 
768  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
769  newmap = ready_map_name(tmp_path, 0);
770  /* Random map was previously generated, but is no longer about. Lets generate a new
771  * map.
772  */
773  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
774  /* Maps that go down have a message set. However, maps that go
775  * up, don't. If the going home has reset, there isn't much
776  * point generating a random map, because it won't match the maps.
777  */
778  if (exit_ob->msg) {
779  enter_random_map(op, exit_ob);
780  } else {
783  "The %s is closed.",
784  exit_ob->name);
785  return;
786  }
787 
788  /* For exits that cause damages (like pits). Don't know if any
789  * random maps use this or not.
790  */
791  if (exit_ob->stats.dam && op->type == PLAYER)
792  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
793  return;
794  }
795  } else {
796  /* For word of recall and other force objects
797  * They contain the full pathname of the map to go back to,
798  * so we don't need to normalize it.
799  * But we do need to see if it is unique or not
800  */
801  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
802  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
803  else
804  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
805  }
806  if (!newmap) {
807  if (exit_ob->name)
810  "The %s is closed.",
811  exit_ob->name);
812  /* don't cry to momma if name is not set - as in tmp objects
813  * used by the savebed code and character creation */
814  return;
815  }
816 
817  if (x == -1 && y == -1) {
818  x = MAP_ENTER_X(newmap);
819  y = MAP_ENTER_Y(newmap);
820  }
821 
822  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
823  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
824  object *tmp;
825 
826  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
828  if (tmp) {
829  object_remove(tmp);
831  }
832 
833  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
834  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
835  save_player(op, 1);
836  }
837 
838  enter_map(op, newmap, x, y);
839  }
840 
841  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
842 
843  /* For exits that cause damages (like pits) */
844  if (exit_ob->stats.dam && op->type == PLAYER)
845  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
846 }
847 
853 static void process_players1(void) {
854  int flag;
855  player *pl, *plnext;
856 
857  /* Basically, we keep looping until all the players have done their actions. */
858  for (flag = 1; flag != 0; ) {
859  flag = 0;
860  for (pl = first_player; pl != NULL; pl = plnext) {
861  plnext = pl->next; /* In case a player exits the game in handle_player() */
862 
863  if (pl->ob == NULL)
864  continue;
865 
866  /* Only do this on the first pass - what we are recording
867  * here is the number of ticks the player has been online - not
868  * how many actions/moves the player has done.
869  */
870  if (!flag) pl->ticks_played++;
871 
873  if (pl->followed_player) {
875  if (followed && followed->ob && followed->ob->map) {
876  rv_vector rv;
877 
878  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
879  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
880  if (space == -1)
882  space = 0;
883  object_remove(pl->ob);
884  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
885  map_newmap_cmd(&pl->socket);
887  }
888  } else {
889  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);
891  }
892  }
894  if (pl->ob->speed_left > 0) {
895  if (handle_newcs_player(pl->ob))
896  flag = 1;
897  } /* end if player has speed left */
898 
899  /* If the player is not actively playing, don't make a
900  * backup save - nothing to save anyway. Plus, the
901  * map may not longer be valid. This can happen when the
902  * player quits - they exist for purposes of tracking on the map,
903  * but don't actually reside on any actual map.
904  */
905  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
906  continue;
907 
908 #ifdef AUTOSAVE
909  /* check for ST_PLAYING state so that we don't try to save off when
910  * the player is logging in.
911  */
912  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
913  /* Don't save the player on unholy ground. Instead, increase the
914  * tick time so it will be about 10 seconds before we try and save
915  * again.
916  */
917  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
918  pl->last_save_tick += 100;
919  } else {
920  save_player(pl->ob, 1);
921  pl->last_save_tick = pticks;
922  hiscore_check(pl->ob, 1);
923  }
924  }
925 #endif
926  } /* end of for loop for all the players */
927  } /* for flag */
928  for (pl = first_player; pl != NULL; pl = pl->next) {
929  int has_action = 1;
930 
931  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
932  if (pl->ob->weapon_speed_left > 1.0)
933  pl->ob->weapon_speed_left = 1.0;
934 
935  pl->socket.sounds_this_tick = 0;
936 
937  if (settings.casting_time == TRUE) {
938  if (pl->ob->casting_time > 0) {
939  pl->ob->casting_time--;
940  has_action = 0;
941  }
942  }
943  /* If the character is idle (standing around resting) increase
944  * regen rates.
945  */
946  if (has_action && pl->ob->speed_left > 0) {
947  pl->ob->last_heal -= 2;
948  pl->ob->last_sp -= 2;
949  pl->ob->last_grace -= 2;
950  pl->ob->last_eat += 2; /* Slow down food consumption */
951  }
952  do_some_living(pl->ob);
953  }
954 }
955 
963 static void process_players2(void) {
964  player *pl;
965 
966  /* Then check if any players should use weapon-speed instead of speed */
967  for (pl = first_player; pl != NULL; pl = pl->next) {
968  /* The code that did weapon_sp handling here was out of place -
969  * this isn't called until after the player has finished there
970  * actions, and is thus out of place. All we do here is bounds
971  * checking.
972  */
973  if (pl->has_hit) {
974  /* This needs to be here - if the player is running, we need to
975  * clear this each tick, but new commands are not being received
976  * so execute_newserver_command() is never called
977  */
978  pl->has_hit = 0;
979  } else if (pl->ob->speed_left > pl->ob->speed)
980  pl->ob->speed_left = pl->ob->speed;
981  }
982 }
983 
984 #define SPEED_DEBUG
985 
986 static bool object_in_icecube(object *op) {
987  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
988 }
989 
993 void process_events(void) {
994  object *op;
995  object marker;
996  tag_t tag;
997 
999 
1000  memset(&marker, 0, sizeof(object));
1001  /* Put marker object at beginning of active list */
1002  marker.active_next = active_objects;
1003 
1004  if (marker.active_next)
1005  marker.active_next->active_prev = &marker;
1006  marker.active_prev = NULL;
1007  active_objects = &marker;
1008 
1009  while (marker.active_next) {
1010  op = marker.active_next;
1011  tag = op->count;
1012 
1013  /* Move marker forward - swap op and marker */
1014  op->active_prev = marker.active_prev;
1015 
1016  if (op->active_prev)
1017  op->active_prev->active_next = op;
1018  else
1019  active_objects = op;
1020 
1021  marker.active_next = op->active_next;
1022 
1023  if (marker.active_next)
1024  marker.active_next->active_prev = &marker;
1025  marker.active_prev = op;
1026  op->active_next = &marker;
1027 
1028  /* Now process op */
1029  if (QUERY_FLAG(op, FLAG_FREED)) {
1030  LOG(llevError, "BUG: process_events(): Free object on list\n");
1031  op->speed = 0;
1032  object_update_speed(op);
1033  continue;
1034  }
1035 
1036  /* I've seen occasional crashes due to this - the object is removed,
1037  * and thus the map it points to (last map it was on) may be bogus
1038  * The real bug is to try to find out the cause of this - someone
1039  * is probably calling object_remove() without either an insert_ob or
1040  * object_free_drop_inventory() afterwards, leaving an object dangling.
1041  * But I'd rather log this and continue on instead of crashing.
1042  * Don't remove players - when a player quits, the object is in
1043  * sort of a limbo, of removed, but something we want to keep
1044  * around.
1045  */
1046  if (QUERY_FLAG(op, FLAG_REMOVED)
1047  && op->type != PLAYER
1048  && op->map
1049  && op->map->in_memory != MAP_IN_MEMORY) {
1050  StringBuffer *sb;
1051  char *diff;
1052 
1053  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1054  sb = stringbuffer_new();
1055  object_dump(op, sb);
1056  diff = stringbuffer_finish(sb);
1057  LOG(llevError, "%s\n", diff);
1058  free(diff);
1060  continue;
1061  }
1062 
1063  if (!op->speed) {
1064  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1065  object_update_speed(op);
1066  continue;
1067  }
1068 
1069  if (op->map == NULL
1070  && op->env == NULL
1071  && op->name
1072  && op->type != MAP) {
1073  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1074  op->speed = 0;
1075  object_update_speed(op);
1076  continue;
1077  }
1078 
1079  /* Seen some cases where process_object() is crashing because
1080  * the object is on a swapped out map. But can't be sure if
1081  * something in the chain of events caused the object to
1082  * change maps or was just never removed - this will
1083  * give some clue as to its state before call to
1084  * process_object
1085  */
1086  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1087  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1088  }
1089 
1090  /* Animate the object. Bug of feature that andim_speed
1091  * is based on ticks, and not the creatures speed?
1092  */
1093  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1094  || (op->temp_animation && op->last_anim >= op->temp_anim_speed)) {
1095  op->state++;
1096  if ((op->type == PLAYER) || (op->type == MONSTER))
1097  animate_object(op, op->facing);
1098  else
1099  animate_object(op, op->direction);
1100  op->last_anim = 1;
1101  } else {
1102  op->last_anim++;
1103  }
1104 
1105  if (op->speed_left > 0) {
1106  // Players are special because their speed_left has already been
1107  // reduced in do_server(). Players effectively process every tick
1108  // so long they have non-zero speed left.
1109  if (op->type != PLAYER) {
1110  // Objects in icecubes decay at a slower rate
1111  if (object_in_icecube(op)) {
1112  op->speed_left -= 10;
1113  } else {
1114  op->speed_left -= 1;
1115  }
1116  }
1117  process_object(op);
1118  if (object_was_destroyed(op, tag))
1119  continue;
1120  } else {
1121  // Custom-made creatures for random maps can still have negative speeds, so catch that with FABS().
1122  op->speed_left += FABS(op->speed);
1123  }
1124  if (settings.casting_time == TRUE && op->casting_time > 0)
1125  op->casting_time--;
1126  }
1127 
1128  /* Remove marker object from active list */
1129  if (marker.active_prev != NULL)
1130  marker.active_prev->active_next = NULL;
1131  else
1132  active_objects = NULL;
1133 
1134  process_players2();
1135 }
1136 
1141 void clean_tmp_files(void) {
1142  mapstruct *m, *next;
1143  for (m = first_map; m != NULL; m = next) {
1144  next = m->next;
1145  if (m->in_memory == MAP_IN_MEMORY) {
1146  // Save all maps currently in memory, because they might contain
1147  // unique tiles that have not been written to disk.
1148  if (settings.recycle_tmp_maps) {
1149  // swap_map() also updates the write log.
1150  swap_map(m);
1151  } else {
1153  // FIXME: Unfortunately, save_map() also unnecessarily saves
1154  // non-unique tiles to a new temporary file, so we have to
1155  // get rid of it here.
1156  clean_tmp_map(m);
1157  }
1158  } else {
1159  // Remove the swap file.
1160  clean_tmp_map(m);
1161  }
1162  }
1163  write_todclock(); /* lets just write the clock here */
1164 }
1165 
1167 void cleanup(void) {
1168  LOG(llevInfo, "Cleaning up...\n");
1169  clean_tmp_files();
1171  accounts_save();
1172 
1173 #ifdef MEMORY_DEBUG
1174  free_all_maps();
1175  free_style_maps();
1176 #endif
1177  cleanupPlugins();
1178 #ifdef MEMORY_DEBUG
1179  free_all_archs();
1182  free_all_images();
1184  free_all_recipes();
1186  free_all_god();
1187  free_all_anim();
1188  i18n_free();
1189  free_loader();
1190  free_globals();
1191  free_server();
1193  free_knowledge();
1194  free_quest();
1196  /* See what the string data that is out there that hasn't been freed. */
1197  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1198 #endif
1199  exit(0);
1200 }
1201 
1210 void leave(player *pl, int draw_exit) {
1211  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1212  pets_terminate_all(pl->ob);
1213  object_remove(pl->ob);
1214  }
1215 
1216  pl->socket.status = Ns_Dead;
1217  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket.host);
1218 
1219  strcpy(pl->ob->contr->killer, "left");
1220  hiscore_check(pl->ob, 1);
1221 
1222  /* If this player is the captain of the transport, need to do
1223  * some extra work. By the time we get here, object_remove()
1224  * should have already been called.
1225  */
1226  if (pl->transport && pl->transport->contr == pl) {
1227  /* If inv is a non player, inv->contr will be NULL, but that
1228  * is OK.
1229  */
1230  if (pl->transport->inv)
1231  pl->transport->contr = pl->transport->inv->contr;
1232  else
1233  pl->transport->contr = NULL;
1234 
1235  if (pl->transport->contr) {
1236  char name[MAX_BUF];
1237 
1238  query_name(pl->transport, name, MAX_BUF);
1241  "%s has left. You are now the captain of %s",
1242  pl->ob->name, name);
1243  }
1244  }
1245 
1246  if (pl->ob->map) {
1247  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1248  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1249  pl->ob->map = NULL;
1250  }
1251  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1252  party_leave(pl->ob);
1253  /* If a hidden dm dropped connection do not create
1254  * inconsistencies by showing that they have left the game
1255  */
1256  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1257  && (pl != NULL && draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1260  "%s left the game.",
1261  pl->ob->name);
1262 }
1263 
1271 int forbid_play(void) {
1272 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1273  char buf[MAX_BUF], day[MAX_BUF];
1274  FILE *fp;
1275  time_t clock;
1276  struct tm *tm;
1277  int i, start, stop, forbit = 0;
1278 
1279  clock = time(NULL);
1280  tm = (struct tm *)localtime(&clock);
1281 
1282  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1283  if ((fp = fopen(buf, "r")) == NULL)
1284  return 0;
1285 
1286  while (fgets(buf, sizeof(buf), fp)) {
1287  if (buf[0] == '#')
1288  continue;
1289  if (!strncmp(buf, "msg", 3)) {
1290  if (forbit)
1291  while (fgets(buf, sizeof(buf), fp)) /* print message */
1292  fputs(buf, logfile);
1293  break;
1294  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1295  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1296  continue;
1297  }
1298 
1299  for (i = 0; i < 7; i++) {
1300  if (!strncmp(buf, days[i], 3)
1301  && (tm->tm_wday == i)
1302  && (tm->tm_hour >= start)
1303  && (tm->tm_hour < stop))
1304  forbit = 1;
1305  }
1306  }
1307 
1308  fclose(fp);
1309 
1310  return forbit;
1311 #else
1312  return 0;
1313 #endif
1314 }
1315 
1316 static void do_shutdown(void) {
1318  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1319 
1320  /* TODO: Kick everyone out and save player files? */
1321  cleanup();
1322 }
1323 
1327 static bool check_shutdown(void) {
1328  if (shutdown_flag == 1) {
1329  LOG(llevInfo, "Received SIGINT; shutting down...\n");
1330  return true;
1331  }
1332 
1333  /* Zero means that no timed shutdown is pending. */
1334  if (cmd_shutdown_time == 0) {
1335  return false;
1336  }
1337 
1338  /* If a timed shutdown is coming, remind players periodically. */
1339  static int next_warn = 0; // FIXME: next_warn not reset if shutdown cancelled
1340  time_t time_left = cmd_shutdown_time - time(NULL);
1341 
1342  for (unsigned int i = next_warn; i < sizeof(shutdown_warn_times) / sizeof(int); i++) {
1343  if (shutdown_warn_times[i] == (int)ceil(time_left / 60.0)) {
1346  "Server shutting down in %d minutes.", shutdown_warn_times[i]);
1347  next_warn = i + 1;
1348  return false;
1349  }
1350  }
1351 
1352  if (time_left <= 0) {
1353  return true;
1354  }
1355  return false;
1356 }
1357 
1362 void login_check_shutdown(object* const op) {
1363  if (cmd_shutdown_time == 0) {
1364  return;
1365  }
1366 
1367  time_t time_left = cmd_shutdown_time - time(NULL);
1368  if (time_left <= 60*shutdown_warn_times[0]) {
1371  i18n(op, "Server shutting down in %d minutes."), time_left / 60);
1372  }
1373 }
1374 
1375 extern unsigned long todtick;
1376 
1391 static void do_specials(void) {
1392  if (check_shutdown()) {
1393  do_shutdown();
1394  }
1395 
1396 #ifdef CS_LOGSTATS
1397  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME)
1398  write_cs_stats();
1399 #endif
1400 
1401  if (!(pticks%10))
1403 
1404 #ifdef WATCHDOG
1405  if (!(pticks%503))
1406  watchdog();
1407 #endif
1408 
1409  if (!(pticks%PTICKS_PER_CLOCK))
1410  tick_the_clock();
1411 
1412  if (!(pticks%509))
1413  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1414 
1415  if (!(pticks%2503))
1416  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1417 
1418  if (!(pticks%2521))
1419  metaserver_update(); /* 2500 ticks is about 5 minutes */
1420 
1421  if (!(pticks%2531))
1422  accounts_save();
1423 
1424  if (!(pticks%5003))
1426 
1427  if (!(pticks%5009))
1429 
1430  if (!(pticks%5011))
1432 
1433  if (!(pticks%12503))
1434  fix_luck();
1435 }
1436 
1445 void server_main(int argc, char *argv[]) {
1446 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1447  _fmode = _O_BINARY;
1448  bRunning = 1;
1449 #endif
1450 
1451 #ifndef WIN32
1452  /* Here we check that we aren't root or suid */
1453  if (getuid() == 0 || geteuid() == 0) {
1454  fprintf(stderr,
1455  "Running crossfire-server as root is a bad idea; aborting!\n"
1456  "Please run it again as a normal, unprivileged user.\n");
1457  exit(EXIT_FAILURE);
1458  }
1459 #endif
1460 
1461 #ifdef DEBUG_MALLOC_LEVEL
1462  malloc_debug(DEBUG_MALLOC_LEVEL);
1463 #endif
1464 
1465  init(argc, argv);
1466  initPlugins(); /* GROS - Init the Plugins */
1467  // Give feedback that loading is complete. This prevents confusion on when it is done loading.
1468  LOG(llevInfo, "Initialization complete. Waiting for connections.\n");
1469 #ifdef WIN32
1470  while (bRunning) {
1471 #else
1472  while (TRUE) {
1473 #endif
1474  nroferrors = 0;
1475 
1476  tick_game_time();
1477  do_server();
1478  process_events(); /* "do" something with objects with speed */
1479  cftimer_process_timers(); /* Process the crossfire Timers */
1480  /* Lauwenmark : Here we handle the CLOCK global event */
1482  check_active_maps(); /* Removes unused maps after a certain timeout */
1483  do_specials(); /* Routines called from time to time. */
1484  update_players();
1485  }
1486 
1487  /* This is unreachable. */
1488  abort();
1489 }
void enter_exit(object *op, object *exit_ob)
Definition: server.c:722
EXTERN FILE * logfile
Definition: global.h:140
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:316
#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:3466
void free_all_maps(void)
Definition: map.c:1981
char const * newhash(char const password[static 1])
Definition: server.c:96
void leave(player *pl, int draw_exit)
Definition: server.c:1210
#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:1232
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:1345
void player_map_change_common(object *op, mapstruct *const oldmap, mapstruct *const newmap)
Definition: server.c:265
static bool check_shutdown(void)
Definition: server.c:1327
Definition: map.h:380
Definition: object.h:125
void enter_player_savebed(object *op)
Definition: server.c:133
void free_quest_definitions(void)
Definition: quest.c:1307
void cleanup(void)
Definition: server.c:1167
static void enter_random_map(object *pl, object *exit_ob)
Definition: server.c:376
static void do_specials(void)
Definition: server.c:1391
#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:531
#define MSG_TYPE_COMMAND_FAILURE
Definition: newclient.h:511
void do_some_living(object *op)
Definition: player.c:3338
uint8_t anim_speed
Definition: object.h:419
void metaserver_update(void)
Definition: metaserver.c:49
uint8_t last_anim
Definition: object.h:420
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:1821
const char * playerdir
Definition: global.h:249
int32_t last_heal
Definition: object.h:358
#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:92
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
const Animations * temp_animation
Definition: object.h:421
void update_players(void)
Definition: loop.c:677
int32_t last_sp
Definition: object.h:359
object * ranges[range_size]
Definition: player.h:103
#define FREE_OBJ_NO_DESTROY_CALLBACK
Definition: object.h:533
#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:3947
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:986
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.c:44
void fix_weight(void)
Definition: player.c:3941
void enter_player_maplevel(object *op)
Definition: server.c:667
uint8_t temp_anim_speed
Definition: object.h:422
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:225
static void enter_unique_map(object *op, object *exit_ob)
Definition: server.c:602
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:311
#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
uint8_t casting_time
Definition: global.h:271
uint8_t recycle_tmp_maps
Definition: global.h:273
uint16_t emergency_y
Definition: global.h:302
void login_check_shutdown(object *const op)
Definition: server.c:1362
#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:620
int forbid_play(void)
Definition: server.c:1271
char * name
Definition: map.h:328
#define MAP_IN_MEMORY
Definition: map.h:130
void object_free_drop_inventory(object *ob)
Definition: object.c:1325
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:1848
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:415
#define EVENT_MAPENTER
Definition: plugin.h:91
void write_todclock(void)
Definition: init.c:394
object * object_new(void)
Definition: object.c:1019
static char * clean_path(const char *file, char *newpath, int size)
Definition: server.c:322
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:443
uint32_t unique
Definition: map.h:337
void free_all_treasures(void)
Definition: treasure.c:1596
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:474
unsigned long todtick
Definition: init.c:388
struct mapdef * map
Definition: object.h:297
static void enter_random_template_map(object *pl, object *exit_ob)
Definition: server.c:534
#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:32
void server_main(int argc, char *argv[])
Definition: server.c:1445
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:350
int execute_global_event(int eventcode,...)
Definition: main.c:370
#define EXIT_PATH(xyz)
Definition: define.h:455
uint8_t state
Definition: player.h:118
#define INS_NO_WALK_ON
Definition: object.h:570
static void process_players1(void)
Definition: server.c:853
int16_t last_grace
Definition: object.h:360
static void do_shutdown(void)
Definition: server.c:1316
#define MAP_MAXTIMEOUT
Definition: config.h:406
int8_t direction
Definition: object.h:335
void pets_remove_all(void)
Definition: pets.c:248
#define MAP_ENTER_Y(m)
Definition: map.h:87
static char * unclean_path(const char *src, char *newpath, int size)
Definition: server.c:350
void hiscore_check(object *op, int quiet)
Definition: hiscore.c:301
EXTERN long nroferrors
Definition: global.h:132
#define SIZEOFFREE
Definition: define.h:154
int bRunning
Definition: win32.c:159
uint16_t emergency_x
Definition: global.h:302
#define EXIT_X(xyz)
Definition: define.h:457
volatile sig_atomic_t shutdown_flag
Definition: server.c:53
uint32_t has_hit
Definition: player.h:129
struct pl * contr
Definition: object.h:276
#define FREE_AND_CLEAR_STR(xyz)
Definition: global.h:205
void free_globals(void)
Definition: init.c:308
void process_events(void)
Definition: server.c:993
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:1003
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
void cleanupPlugins(void)
Definition: plugins.c:4819
void fix_luck(void)
Definition: player.c:3957
#define FLAG_WIZ
Definition: define.h:231
void clean_tmp_files(void)
Definition: server.c:1141
#define MAP_MINTIMEOUT
Definition: config.h:408
uint32_t golem_count
Definition: player.h:106
void knowledge_process_incremental(void)
Definition: knowledge.c:1444
#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:402
#define CS_LOGTIME
Definition: config.h:188
void free_all_archs(void)
Definition: arch.c:290
int32_t last_eat
Definition: object.h:357
int Ysize
Definition: random_map.h:70
int handle_newcs_player(object *op)
Definition: player.c:3152
void free_all_artifacts(void)
Definition: artifact.c:140
const char * confdir
Definition: global.h:246
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:1442
void free_all_recipes(void)
Definition: recipe.c:749
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:85
Definition: object.h:107
static char const * crypt_string(char const str[static 1], char const *salt)
Definition: server.c:70
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:343
int set_random_map_variable(RMParms *rp, const char *buf)
#define RANDOM()
Definition: define.h:682
#define PORTAL_DESTINATION_NAME
#define MAP_PLAYER_UNIQUE
Definition: map.h:97
const char * localdir
Definition: global.h:248
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:369
struct archt * arch
Definition: object.h:414
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:339
struct Settings settings
Definition: init.c:39
static void enter_map(object *op, mapstruct *newmap, int x, int y)
Definition: server.c:174
struct regiondef * region
Definition: random_map.h:91
void object_set_enemy(object *op, object *enemy)
Definition: object.c:679
int out_of_map(mapstruct *m, int x, int y)
Definition: map.c:2313
void free_all_readable(void)
Definition: readable.c:2132
#define SIZEOFFREE2
Definition: define.h:153
void apply_auto_fix(mapstruct *m)
Definition: main.c:262
void cftimer_process_timers(void)
Definition: timers.c:44
const char * msg
Definition: object.h:322
int16_t casting_time
Definition: object.h:404
void write_book_archive(void)
Definition: readable.c:2181
uint8_t crypt_mode
Definition: global.h:332
sstring add_string(const char *str)
Definition: shstr.c:124
EXTERN player * first_player
Definition: global.h:115
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:4769
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:1285
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:3290
void query_name(const object *op, char *buf, size_t size)
Definition: item.c:580
char * emergency_mapname
Definition: global.h:301
Definition: map.h:325
void set_map_timeout(mapstruct *oldmap)
Definition: server.c:289
#define ST_GET_NAME
Definition: define.h:584
void free_server(void)
Definition: init.c:1043
#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:2546
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:336
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:1972
player * find_player_partial_name(const char *plname)
Definition: player.c:110
EXTERN mapstruct * first_map
Definition: global.h:116
#define PTICKS_PER_CLOCK
Definition: tod.h:11
void object_update_speed(object *op)
Definition: object.c:1095
sstring followed_player
Definition: player.h:199
const char * name
Definition: object.h:468
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:1587
bool check_password(const char *typed, const char *crypted)
Definition: server.c:109
#define ST_GET_PASSWORD
Definition: define.h:585
static void process_players2(void)
Definition: server.c:963
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
Definition: object.h:224