Crossfire Server, Trunk  R21024
server.c
Go to the documentation of this file.
1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <assert.h>
22 #include <ctype.h>
23 #include <fcntl.h>
24 #include <math.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <time.h>
28 
29 #ifndef WIN32
30 #include <unistd.h>
31 #endif
32 
33 /* FIXME: This is required on certain systems to get crypt(3) to work. */
34 #ifdef HAVE_CRYPT_H
35 #include <crypt.h>
36 #endif
37 
38 #include "object.h"
39 #include "path.h"
40 #include "random_maps/random_map.h"
41 #include "random_maps/rproto.h"
42 #include "sproto.h"
43 #include "tod.h"
44 #include "version.h"
45 #include "server.h"
46 
48 static const char *days[] = {"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
49 
65 static char const* crypt_string(char const str[static 1], char const* salt) {
66 #if defined(WIN32) || (defined(__FreeBSD__))
67  // Legacy configuration: use crypt everywhere but on Windows and FreeBSD
68  if (settings.crypt_mode == 0) {
69  return str;
70  }
71 #endif
72  char s[3];
73 
74  if (salt == NULL) {
75  /* Generate a two-character salt for the DES cipher.
76  * We want the salt to be in this character set.
77  */
78  static const char *const c =
79  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
80  s[0] = c[RANDOM()%(int)strlen(c)],
81  s[1] = c[RANDOM()%(int)strlen(c)];
82  } else {
83  s[0] = salt[0],
84  s[1] = salt[1];
85  }
86  s[2] = '\0';
87 
88  return crypt(str, s);
89 }
90 
91 char const* newhash(char const password[static 1]) {
92  return crypt_string(password, NULL);
93 }
94 
104 bool check_password(const char *typed, const char *crypted) {
105  // An empty hashed password only matches an empty input password.
106  if (strlen(crypted) == 0) {
107  return strlen(typed) == 0 ? true : false;
108  }
109 
110  const char *typed_hashed = crypt_string(typed, crypted);
111  if (typed_hashed != NULL) {
112  return strcmp(typed_hashed, crypted) == 0;
113  } else {
114  LOG(llevError, "Could not check password with stored hash %s\n", crypted);
115  return false;
116  }
117 }
118 
128 void enter_player_savebed(object *op) {
129  mapstruct *oldmap = op->map;
130  object *tmp;
131 
132  tmp = object_new();
133 
134  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
135  EXIT_X(tmp) = op->contr->bed_x;
136  EXIT_Y(tmp) = op->contr->bed_y;
137  enter_exit(op, tmp);
138  /* If the player has not changed maps and the name does not match
139  * that of the savebed, his savebed map is gone. Lets go back
140  * to the emergency path. Update what the players savebed is
141  * while we're at it.
142  */
143  if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
144  LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
150  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
151  EXIT_X(tmp) = op->contr->bed_x;
152  EXIT_Y(tmp) = op->contr->bed_y;
153  enter_exit(op, tmp);
154  }
156 }
157 
169 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
170  mapstruct *oldmap = op->map;
171 
172  if (out_of_map(newmap, x, y)) {
173  LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
174  /* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
175  if (op->x == x)
176  op->x = MAP_ENTER_X(newmap);
177  if (op->y == y)
178  op->y = MAP_ENTER_Y(newmap);
179  x = MAP_ENTER_X(newmap);
180  y = MAP_ENTER_Y(newmap);
181  if (out_of_map(newmap, x, y)) {
182  LOG(llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
184  "The exit is closed");
185  return;
186  }
187  }
188  /* try to find a spot for the player */
189  if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
190  /* We try to find a spot for the player, starting closest in.
191  * We could use object_find_first_free_spot(), but that doesn't randomize it at all,
192  * So for example, if the north space is free, you would always end up there even
193  * if other spaces around are available.
194  * Note that for the second and third calls, we could start at a position other
195  * than one, but then we could end up on the other side of walls and so forth.
196  */
197  int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
198  if (i == -1) {
199  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
200  if (i == -1)
201  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
202  }
203  if (i != -1) {
204  x += freearr_x[i];
205  y += freearr_y[i];
206  } else {
207  /* not much we can do in this case. */
208  LOG(llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
209  }
210  } /* end if looking for free spot */
211 
212  /* If it is a player login, he has yet to be inserted anyplace.
213  * otherwise, we need to deal with removing the playe here.
214  */
215  if (!QUERY_FLAG(op, FLAG_REMOVED))
216  object_remove(op);
217  if (op->map != NULL) {
218  /* Lauwenmark : Here we handle the MAPLEAVE global event */
220  }
221  /* object_remove clears these so they must be reset after the object_remove() call */
222  object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
223 
224  /* Lauwenmark : Here we handle the MAPENTER global event */
226 
227  newmap->timeout = 0;
228  object_set_enemy(op, NULL);
229 
230  if (op->contr) {
231  safe_strncpy(op->contr->maplevel, newmap->path,
232  sizeof(op->contr->maplevel));
233  op->contr->count = 0;
234  }
235 
236  /* Update any golems */
237  if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
238  int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
240  if (i == -1) {
243  op->contr->ranges[range_golem] = NULL;
244  op->contr->golem_count = 0;
245  } else {
246  object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
248  }
249  }
250  op->direction = 0;
251 
252  /* since the players map is already loaded, we don't need to worry
253  * about pending objects.
254  */
255  pets_remove_all();
256 
257  /* If the player is changing maps, we need to do some special things
258  * Do this after the player is on the new map - otherwise the force swap of the
259  * old map does not work.
260  */
261  if (oldmap != newmap) {
262  if (oldmap) { /* adjust old map */
263  if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
264  set_map_timeout(oldmap);
265  }
266  }
267  swap_below_max(newmap->path);
268 
269  if (op->type == PLAYER) {
270  map_newmap_cmd(&op->contr->socket);
272  }
273 }
274 
281 void set_map_timeout(mapstruct *oldmap) {
282 #if MAP_MAXTIMEOUT
283  oldmap->timeout = MAP_TIMEOUT(oldmap);
284  /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
285  * lower than the min value.
286  */
287 #if MAP_MINTIMEOUT
288  if (oldmap->timeout < MAP_MINTIMEOUT) {
289  oldmap->timeout = MAP_MINTIMEOUT;
290  }
291 #endif
292  if (oldmap->timeout > MAP_MAXTIMEOUT) {
293  oldmap->timeout = MAP_MAXTIMEOUT;
294  }
295 #else
296  /* save out the map */
297  swap_map(oldmap);
298 #endif /* MAP_MAXTIMEOUT */
299 }
300 
314 static char *clean_path(const char *file, char *newpath, int size) {
315  char *cp;
316 
317  snprintf(newpath, size, "%s", file);
318  for (cp = newpath; *cp != '\0'; cp++) {
319  if (*cp == '/')
320  *cp = '_';
321  }
322  return newpath;
323 }
324 
342 static char *unclean_path(const char *src, char *newpath, int size) {
343  char *cp;
344 
345  cp = strrchr(src, '/');
346  if (cp)
347  snprintf(newpath, size, "%s", cp+1);
348  else
349  snprintf(newpath, size, "%s", src);
350 
351  for (cp = newpath; *cp != '\0'; cp++) {
352  if (*cp == '_')
353  *cp = '/';
354  }
355  return newpath;
356 }
357 
358 
368 static void enter_random_map(object *pl, object *exit_ob) {
369  mapstruct *new_map;
370  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
371  static int reference_number = 0;
372  RMParms rp;
373 
374  memset(&rp, 0, sizeof(RMParms));
375  rp.Xsize = -1;
376  rp.Ysize = -1;
377  rp.region = get_region_by_map(exit_ob->map);
378  if (exit_ob->msg)
379  set_random_map_variable(&rp, exit_ob->msg);
380  rp.origin_x = exit_ob->x;
381  rp.origin_y = exit_ob->y;
382  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
383 
384  /* If we have a final_map, use it as a base name to give some clue
385  * as where the player is. Otherwise, use the origin map.
386  * Take the last component (after the last slash) to give
387  * shorter names without bogus slashes.
388  */
389  if (rp.final_map[0]) {
390  cp = strrchr(rp.final_map, '/');
391  if (!cp)
392  cp = rp.final_map;
393  } else {
394  cp = strrchr(rp.origin_map, '/');
395  if (!cp)
396  cp = rp.origin_map;
397  /* Need to strip of any trailing digits, if it has them */
398  snprintf(buf, sizeof(buf), "%s", cp);
399  while (isdigit(buf[strlen(buf)-1]))
400  buf[strlen(buf)-1] = 0;
401  cp = buf;
402  }
403 
404  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
405 
406  /* now to generate the actual map. */
407  new_map = generate_random_map(newmap_name, &rp, NULL);
408 
409  /* Update the exit_ob so it now points directly at the newly created
410  * random maps. Not that it is likely to happen, but it does mean that a
411  * exit in a unique map leading to a random map will not work properly.
412  * It also means that if the created random map gets reset before
413  * the exit leading to it, that the exit will no longer work.
414  */
415  if (new_map) {
416  int x, y;
417 
418  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
419  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
420  EXIT_PATH(exit_ob) = add_string(newmap_name);
421  snprintf(new_map->path, sizeof(new_map->path), "%s", newmap_name);
422  enter_map(pl, new_map, x, y);
423  }
424 }
425 
435 static void enter_fixed_template_map(object *pl, object *exit_ob) {
436  mapstruct *new_map;
437  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
438  char new_map_name[MAX_BUF];
439 
440  /* Split the exit path string into two parts, one
441  * for where to store the map, and one for were
442  * to generate the map from.
443  */
444  snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
445  sourcemap = strchr(exitpath, '!');
446  if (!sourcemap) {
449  "The %s is closed.",
450  exit_ob->name);
451  /* Should only occur when no source map is set.
452  */
453  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);
454  return;
455  }
456  *sourcemap++ = '\0';
457 
458  /* If we are not coming from a template map, we can use relative directories
459  * for the map to generate from.
460  */
461  if (!exit_ob->map->is_template) {
462  /* We can't use exitpath directly, as sourcemap points there. */
463  path_combine_and_normalize(exit_ob->map->path, sourcemap, tmpstring, sizeof(tmpstring));
464  snprintf(exitpath, sizeof(exitpath), "%s", tmpstring);
465  sourcemap = exitpath;
466  }
467 
468  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
469  * of the exit, and the name of the map the exit is on, respectively.
470  */
471  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
472  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
473 
474  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
475  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
476  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
477 
478  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
479  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
480 
481  /* If we are coming from another template map, use reletive paths unless
482  * indicated otherwise.
483  */
484  if (exit_ob->map->is_template && (resultname[0] != '/')) {
485  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
486  } else {
487  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
488  }
489 
490  /* Attempt to load the map, if unable to, then
491  * create the map from the template.
492  */
493  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
494  if (!new_map) {
495  char path[MAX_BUF];
496 
497  create_pathname(sourcemap, path, MAX_BUF);
498  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
499  }
500 
501  if (new_map) {
502  /* set the path of the map to where it should be
503  * so we don't just save over the source map.
504  */
505  snprintf(new_map->path, sizeof(new_map->path), "%s", new_map_name);
506  new_map->is_template = 1;
507  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
508  } else {
511  "The %s is closed.",
512  exit_ob->name);
513  /* Should only occur when an invalid source map is set.
514  */
515  LOG(llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
516  }
517 }
518 
528 static void enter_random_template_map(object *pl, object *exit_ob) {
529  mapstruct *new_map;
530  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
531  char new_map_name[MAX_BUF];
532  RMParms rp;
533 
534  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
535  * of the exit, and the name of the map the exit is on, respectively.
536  */
537  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
538  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
539 
540  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
541  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
542  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
543 
544  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
545  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
546 
547  /* If we are coming from another template map, use reletive paths unless
548  * indicated otherwise.
549  */
550  if (exit_ob->map->is_template && (resultname[0] != '/')) {
551  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
552  } else {
553  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
554  }
555 
556  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
557  if (!new_map) {
558  memset(&rp, 0, sizeof(RMParms));
559  rp.Xsize = -1;
560  rp.Ysize = -1;
561  rp.region = get_region_by_map(exit_ob->map);
562  if (exit_ob->msg)
563  set_random_map_variable(&rp, exit_ob->msg);
564  rp.origin_x = exit_ob->x;
565  rp.origin_y = exit_ob->y;
566  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
567 
568  /* now to generate the actual map. */
569  new_map = generate_random_map(new_map_name, &rp, NULL);
570  }
571 
572  /* Update the exit_ob so it now points directly at the newly created
573  * random maps. Not that it is likely to happen, but it does mean that a
574  * exit in a unique map leading to a random map will not work properly.
575  * It also means that if the created random map gets reset before
576  * the exit leading to it, that the exit will no longer work.
577  */
578  if (new_map) {
579  int x, y;
580 
581  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
582  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
583  new_map->is_template = 1;
584  enter_map(pl, new_map, x, y);
585  }
586 }
587 
596 static void enter_unique_map(object *op, object *exit_ob) {
597  char apartment[HUGE_BUF], path[MAX_BUF];
598  mapstruct *newmap;
599 
600  if (EXIT_PATH(exit_ob)[0] == '/') {
601  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
602  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
603  if (!newmap) {
604  create_pathname(EXIT_PATH(exit_ob), path, sizeof(path));
605  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
606  }
607  } else { /* relative directory */
608  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
609 
610  if (exit_ob->map->unique) {
611  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
612 
613  /* Need to copy this over, as clean_path only has one static return buffer */
614  clean_path(reldir, tmpc, sizeof(tmpc));
615  /* Remove final component, if any */
616  if ((cp = strrchr(tmpc, '_')) != NULL)
617  *cp = 0;
618 
619  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)));
620 
621  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
622  if (!newmap) {
623  create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), path, sizeof(path));
624  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
625  }
626  } else {
627  /* The exit is unique, but the map we are coming from is not unique. So
628  * use the basic logic - don't need to demangle the path name
629  */
630  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
631  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(reldir, path, sizeof(path)));
632  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
633  if (!newmap) {
634  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
635  newmap = ready_map_name(reldir, 0);
636  if (newmap)
637  apply_auto_fix(newmap);
638  }
639  }
640  }
641 
642  if (newmap) {
643  snprintf(newmap->path, sizeof(newmap->path), "%s", apartment);
644  newmap->unique = 1;
645  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
646  } else {
649  "The %s is closed.",
650  exit_ob->name);
651  /* Perhaps not critical, but I would think that the unique maps
652  * should be new enough this does not happen. This also creates
653  * a strange situation where some players could perhaps have visited
654  * such a map before it was removed, so they have the private
655  * map, but other players can't get it anymore.
656  */
657  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);
658  }
659 }
660 
661 void enter_player_maplevel(object *op) {
662  int flags = 0, x = op->x, y = op->y;
663  mapstruct *newmap;
664 
665  assert(op != NULL);
666  assert(op->type == PLAYER);
667 
668  /* Hypothetically, I guess its possible that a standard map matches
669  * the localdir, but that seems pretty unlikely - unlikely enough that
670  * I'm not going to attempt to try to deal with that possibility.
671  * We use the fact that when a player saves on a unique map, it prepends
672  * the localdir to that name. So its an easy way to see of the map is
673  * unique or not.
674  */
675  if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
676  flags = MAP_PLAYER_UNIQUE;
677 
678  /* newmap returns the map (if already loaded), or loads it for us. */
679  newmap = ready_map_name(op->contr->maplevel, flags);
680  if (!newmap) {
682  x = settings.emergency_x;
683  y = settings.emergency_y;
684  if (!newmap) {
685  LOG(llevError, "Fatal: Could not load emergency map!\n");
686  abort();
687  }
688 
690  "You find yourself somewhere unexpected...");
691  }
692 
693  /* as a special case, if coordinates are (-1, -1), then the item should
694  * be put at the default location. Used for loginmethod 0 (old clients). */
695  if (x == -1 && y == -1) {
696  x = MAP_ENTER_X(newmap);
697  y = MAP_ENTER_Y(newmap);
698  }
699 
700  enter_map(op, newmap, x, y);
701 }
702 
716 void enter_exit(object *op, object *exit_ob) {
717 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
718  /* It may be nice to support other creatures moving across
719  * exits, but right now a lot of the code looks at op->contr,
720  * so thta is an RFE.
721  */
722  if (op->type != PLAYER)
723  return;
724 
725  /* Need to remove player from transport */
726  if (op->contr->transport)
727  ob_apply(op->contr->transport, op, AP_UNAPPLY);
728 
729  assert(exit_ob != NULL);
730  assert(EXIT_PATH(exit_ob) != NULL);
731 
732  /* check to see if we make a template map */
733  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
734  if (EXIT_PATH(exit_ob)[2] == '!') {
735  /* generate a template map randomly */
736  enter_random_template_map(op, exit_ob);
737  } else {
738  /* generate a template map from a fixed template */
739  enter_fixed_template_map(op, exit_ob);
740  }
741  }
742  /* check to see if we make a randomly generated map */
743  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
744  enter_random_map(op, exit_ob);
745  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
746  enter_unique_map(op, exit_ob);
747  } else {
748  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
749  /* 'Normal' exits that do not do anything special
750  * Simple enough we don't need another routine for it.
751  */
752  mapstruct *newmap;
753  if (exit_ob->map) {
754  char tmp_path[HUGE_BUF];
755 
756  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
757  newmap = ready_map_name(tmp_path, 0);
758  /* Random map was previously generated, but is no longer about. Lets generate a new
759  * map.
760  */
761  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
762  /* Maps that go down have a message set. However, maps that go
763  * up, don't. If the going home has reset, there isn't much
764  * point generating a random map, because it won't match the maps.
765  */
766  if (exit_ob->msg) {
767  enter_random_map(op, exit_ob);
768  } else {
771  "The %s is closed.",
772  exit_ob->name);
773  return;
774  }
775 
776  /* For exits that cause damages (like pits). Don't know if any
777  * random maps use this or not.
778  */
779  if (exit_ob->stats.dam && op->type == PLAYER)
780  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
781  return;
782  }
783  } else {
784  /* For word of recall and other force objects
785  * They contain the full pathname of the map to go back to,
786  * so we don't need to normalize it.
787  * But we do need to see if it is unique or not
788  */
789  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
790  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
791  else
792  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
793  }
794  if (!newmap) {
795  if (exit_ob->name)
798  "The %s is closed.",
799  exit_ob->name);
800  /* don't cry to momma if name is not set - as in tmp objects
801  * used by the savebed code and character creation */
802  return;
803  }
804 
805  if (x == -1 && y == -1) {
806  x = MAP_ENTER_X(newmap);
807  y = MAP_ENTER_Y(newmap);
808  }
809 
810  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
811  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
812  object *tmp;
813 
814  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
816  if (tmp) {
817  object_remove(tmp);
819  }
820 
821  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
822  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
823  save_player(op, 1);
824  }
825 
826  enter_map(op, newmap, x, y);
827  }
828 
829  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
830 
831  /* For exits that cause damages (like pits) */
832  if (exit_ob->stats.dam && op->type == PLAYER)
833  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
834 }
835 
841 static void process_players1(void) {
842  int flag;
843  player *pl, *plnext;
844 
845  /* Basically, we keep looping until all the players have done their actions. */
846  for (flag = 1; flag != 0; ) {
847  flag = 0;
848  for (pl = first_player; pl != NULL; pl = plnext) {
849  plnext = pl->next; /* In case a player exits the game in handle_player() */
850 
851  if (pl->ob == NULL)
852  continue;
853 
854  /* Only do this on the first pass - what we are recording
855  * here is the number of ticks the player has been online - not
856  * how many actions/moves the player has done.
857  */
858  if (!flag) pl->ticks_played++;
859 
861  if (pl->followed_player) {
863  if (followed && followed->ob && followed->ob->map) {
864  rv_vector rv;
865 
866  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
867  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
868  if (space == -1)
870  space = 0;
871  object_remove(pl->ob);
872  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
873  map_newmap_cmd(&pl->socket);
875  }
876  } else {
877  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);
879  }
880  }
882  if (pl->ob->speed_left > 0) {
883  if (handle_newcs_player(pl->ob))
884  flag = 1;
885  } /* end if player has speed left */
886 
887  /* If the player is not actively playing, don't make a
888  * backup save - nothing to save anyway. Plus, the
889  * map may not longer be valid. This can happen when the
890  * player quits - they exist for purposes of tracking on the map,
891  * but don't actually reside on any actual map.
892  */
893  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
894  continue;
895 
896 #ifdef AUTOSAVE
897  /* check for ST_PLAYING state so that we don't try to save off when
898  * the player is logging in.
899  */
900  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
901  /* Don't save the player on unholy ground. Instead, increase the
902  * tick time so it will be about 10 seconds before we try and save
903  * again.
904  */
905  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
906  pl->last_save_tick += 100;
907  } else {
908  save_player(pl->ob, 1);
909  pl->last_save_tick = pticks;
910  hiscore_check(pl->ob, 1);
911  }
912  }
913 #endif
914  } /* end of for loop for all the players */
915  } /* for flag */
916  for (pl = first_player; pl != NULL; pl = pl->next) {
917  int has_action = 1;
918 
919  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
920  if (pl->ob->weapon_speed_left > 1.0)
921  pl->ob->weapon_speed_left = 1.0;
922 
923  pl->socket.sounds_this_tick = 0;
924 
925  if (settings.casting_time == TRUE) {
926  if (pl->ob->casting_time > 0) {
927  pl->ob->casting_time--;
928  has_action = 0;
929  }
930  }
931  /* If the character is idle (standing around resting) increase
932  * regen rates.
933  */
934  if (has_action && pl->ob->speed_left > 0) {
935  pl->ob->last_heal -= 2;
936  pl->ob->last_sp -= 2;
937  pl->ob->last_grace -= 2;
938  pl->ob->last_eat += 2; /* Slow down food consumption */
939  }
940  do_some_living(pl->ob);
941  }
942 }
943 
951 static void process_players2(void) {
952  player *pl;
953 
954  /* Then check if any players should use weapon-speed instead of speed */
955  for (pl = first_player; pl != NULL; pl = pl->next) {
956  /* The code that did weapon_sp handling here was out of place -
957  * this isn't called until after the player has finished there
958  * actions, and is thus out of place. All we do here is bounds
959  * checking.
960  */
961  if (pl->has_hit) {
962  /* This needs to be here - if the player is running, we need to
963  * clear this each tick, but new commands are not being received
964  * so execute_newserver_command() is never called
965  */
966  pl->has_hit = 0;
967  } else if (pl->ob->speed_left > pl->ob->speed)
968  pl->ob->speed_left = pl->ob->speed;
969  }
970 }
971 
972 #define SPEED_DEBUG
973 
974 static bool object_in_icecube(object *op) {
975  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
976 }
977 
981 void process_events(void) {
982  object *op;
983  object marker;
984  tag_t tag;
985 
987 
988  memset(&marker, 0, sizeof(object));
989  /* Put marker object at beginning of active list */
990  marker.active_next = active_objects;
991 
992  if (marker.active_next)
993  marker.active_next->active_prev = &marker;
994  marker.active_prev = NULL;
995  active_objects = &marker;
996 
997  while (marker.active_next) {
998  op = marker.active_next;
999  tag = op->count;
1000 
1001  /* Move marker forward - swap op and marker */
1002  op->active_prev = marker.active_prev;
1003 
1004  if (op->active_prev)
1005  op->active_prev->active_next = op;
1006  else
1007  active_objects = op;
1008 
1009  marker.active_next = op->active_next;
1010 
1011  if (marker.active_next)
1012  marker.active_next->active_prev = &marker;
1013  marker.active_prev = op;
1014  op->active_next = &marker;
1015 
1016  /* Now process op */
1017  if (QUERY_FLAG(op, FLAG_FREED)) {
1018  LOG(llevError, "BUG: process_events(): Free object on list\n");
1019  op->speed = 0;
1020  object_update_speed(op);
1021  continue;
1022  }
1023 
1024  /* I've seen occasional crashes due to this - the object is removed,
1025  * and thus the map it points to (last map it was on) may be bogus
1026  * The real bug is to try to find out the cause of this - someone
1027  * is probably calling object_remove() without either an insert_ob or
1028  * object_free_drop_inventory() afterwards, leaving an object dangling.
1029  * But I'd rather log this and continue on instead of crashing.
1030  * Don't remove players - when a player quits, the object is in
1031  * sort of a limbo, of removed, but something we want to keep
1032  * around.
1033  */
1034  if (QUERY_FLAG(op, FLAG_REMOVED)
1035  && op->type != PLAYER
1036  && op->map
1037  && op->map->in_memory != MAP_IN_MEMORY) {
1038  StringBuffer *sb;
1039  char *diff;
1040 
1041  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1042  sb = stringbuffer_new();
1043  object_dump(op, sb);
1044  diff = stringbuffer_finish(sb);
1045  LOG(llevError, "%s\n", diff);
1046  free(diff);
1048  continue;
1049  }
1050 
1051  if (!op->speed) {
1052  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1053  object_update_speed(op);
1054  continue;
1055  }
1056 
1057  if (op->map == NULL
1058  && op->env == NULL
1059  && op->name
1060  && op->type != MAP) {
1061  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1062  op->speed = 0;
1063  object_update_speed(op);
1064  continue;
1065  }
1066 
1067  /* Seen some cases where process_object() is crashing because
1068  * the object is on a swapped out map. But can't be sure if
1069  * something in the chain of events caused the object to
1070  * change maps or was just never removed - this will
1071  * give some clue as to its state before call to
1072  * process_object
1073  */
1074  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1075  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1076  }
1077 
1078  /* Animate the object. Bug of feature that andim_speed
1079  * is based on ticks, and not the creatures speed?
1080  */
1081  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1082  || (op->temp_animation_id && op->last_anim >= op->temp_anim_speed)) {
1083  op->state++;
1084  if ((op->type == PLAYER) || (op->type == MONSTER))
1085  animate_object(op, op->facing);
1086  else
1087  animate_object(op, op->direction);
1088  op->last_anim = 1;
1089  } else {
1090  op->last_anim++;
1091  }
1092 
1093  if (op->speed_left > 0) {
1094  // Players are special because their speed_left has already been
1095  // reduced in do_server(). Players effectively process every tick
1096  // so long they have non-zero speed left.
1097  if (op->type != PLAYER) {
1098  // Objects in icecubes decay at a slower rate
1099  if (object_in_icecube(op)) {
1100  op->speed_left -= 10;
1101  } else {
1102  op->speed_left -= 1;
1103  }
1104  }
1105  process_object(op);
1106  if (object_was_destroyed(op, tag))
1107  continue;
1108  } else {
1109  op->speed_left += FABS(op->speed);
1110  }
1111  if (settings.casting_time == TRUE && op->casting_time > 0)
1112  op->casting_time--;
1113  }
1114 
1115  /* Remove marker object from active list */
1116  if (marker.active_prev != NULL)
1117  marker.active_prev->active_next = NULL;
1118  else
1119  active_objects = NULL;
1120 
1121  process_players2();
1122 }
1123 
1128 void clean_tmp_files(void) {
1129  mapstruct *m, *next;
1130  for (m = first_map; m != NULL; m = next) {
1131  next = m->next;
1132  if (m->in_memory == MAP_IN_MEMORY) {
1133  // Save all maps currently in memory, because they might contain
1134  // unique tiles that have not been written to disk.
1135  if (settings.recycle_tmp_maps) {
1136  // swap_map() also updates the write log.
1137  swap_map(m);
1138  } else {
1140  // FIXME: Unfortunately, save_map() also unnecessarily saves
1141  // non-unique tiles to a new temporary file, so we have to
1142  // get rid of it here.
1143  clean_tmp_map(m);
1144  }
1145  } else {
1146  // Remove the swap file.
1147  clean_tmp_map(m);
1148  }
1149  }
1150  write_todclock(); /* lets just write the clock here */
1151 }
1152 
1154 void cleanup(void) {
1155  LOG(llevInfo, "Cleaning up...\n");
1156  clean_tmp_files();
1158  accounts_save();
1159 
1160 #ifdef MEMORY_DEBUG
1161  free_all_maps();
1162  free_style_maps();
1163 #endif
1164  cleanupPlugins();
1165 #ifdef MEMORY_DEBUG
1166  free_all_archs();
1169  free_all_images();
1171  free_all_recipes();
1173  free_all_god();
1174  free_all_anim();
1175  i18n_free();
1176  free_loader();
1177  free_globals();
1178  free_server();
1180  free_knowledge();
1181  free_quest();
1183  /* See what the string data that is out there that hasn't been freed. */
1184  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1185 #endif
1186  exit(0);
1187 }
1188 
1197 void leave(player *pl, int draw_exit) {
1198  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1199  pets_terminate_all(pl->ob);
1200  object_remove(pl->ob);
1201  }
1202 
1203  pl->socket.status = Ns_Dead;
1204  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket.host);
1205 
1206  strcpy(pl->ob->contr->killer, "left");
1207  hiscore_check(pl->ob, 1);
1208 
1209  /* If this player is the captain of the transport, need to do
1210  * some extra work. By the time we get here, object_remove()
1211  * should have already been called.
1212  */
1213  if (pl->transport && pl->transport->contr == pl) {
1214  /* If inv is a non player, inv->contr will be NULL, but that
1215  * is OK.
1216  */
1217  if (pl->transport->inv)
1218  pl->transport->contr = pl->transport->inv->contr;
1219  else
1220  pl->transport->contr = NULL;
1221 
1222  if (pl->transport->contr) {
1223  char name[MAX_BUF];
1224 
1225  query_name(pl->transport, name, MAX_BUF);
1228  "%s has left. You are now the captain of %s",
1229  pl->ob->name, name);
1230  }
1231  }
1232 
1233  if (pl->ob->map) {
1234  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1235  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1236  pl->ob->map = NULL;
1237  }
1238  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1239  party_leave(pl->ob);
1240  /* If a hidden dm dropped connection do not create
1241  * inconsistencies by showing that they have left the game
1242  */
1243  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1244  && (pl != NULL && draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1247  "%s left the game.",
1248  pl->ob->name);
1249 }
1250 
1258 int forbid_play(void) {
1259 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1260  char buf[MAX_BUF], day[MAX_BUF];
1261  FILE *fp;
1262  time_t clock;
1263  struct tm *tm;
1264  int i, start, stop, forbit = 0;
1265 
1266  clock = time(NULL);
1267  tm = (struct tm *)localtime(&clock);
1268 
1269  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1270  if ((fp = fopen(buf, "r")) == NULL)
1271  return 0;
1272 
1273  while (fgets(buf, sizeof(buf), fp)) {
1274  if (buf[0] == '#')
1275  continue;
1276  if (!strncmp(buf, "msg", 3)) {
1277  if (forbit)
1278  while (fgets(buf, sizeof(buf), fp)) /* print message */
1279  fputs(buf, logfile);
1280  break;
1281  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1282  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1283  continue;
1284  }
1285 
1286  for (i = 0; i < 7; i++) {
1287  if (!strncmp(buf, days[i], 3)
1288  && (tm->tm_wday == i)
1289  && (tm->tm_hour >= start)
1290  && (tm->tm_hour < stop))
1291  forbit = 1;
1292  }
1293  }
1294 
1295  fclose(fp);
1296 
1297  return forbit;
1298 #else
1299  return 0;
1300 #endif
1301 }
1302 
1306 static void server_check_shutdown(void) {
1307  /* When to remind players of an imminent apocalypse. */
1308  const int warn_times[] = {120, 60, 30, 15, 10, 5, 3, 2, 1};
1309  static int next_warn = 0;
1310 
1311  time_t time_left;
1312  unsigned int i;
1313 
1314  /* Zero means that no shutdown is pending. */
1315  if (cmd_shutdown_time == 0) {
1316  return;
1317  }
1318 
1319  /* Remind players about the upcoming shutdown. */
1320  time_left = cmd_shutdown_time - time(NULL);
1321 
1322  for (i = next_warn; i < sizeof(warn_times) / sizeof(int); i++) {
1323  if (warn_times[i] == (int)ceil(time_left / 60.0)) {
1326  "Server shutting down in %d minutes.", warn_times[i]);
1327  next_warn = i + 1;
1328  break;
1329  }
1330  }
1331 
1332  /* Shutdown time has arrived; bring server down. */
1333  if (time_left <= 0) {
1335  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1336 
1337  /* TODO: Kick everyone out and save player files? */
1338  cleanup();
1339  }
1340 }
1341 
1342 extern unsigned long todtick;
1343 
1358 static void do_specials(void) {
1359  if (shutdown_flag == 1) {
1360  LOG(llevInfo, "Shutting down...\n");
1361  shutdown_flag += 1;
1362  cmd_shutdown_time = time(NULL);
1363  }
1364 
1365 #ifdef CS_LOGSTATS
1366  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME)
1367  write_cs_stats();
1368 #endif
1369 
1370  if (!(pticks%10))
1372 
1373  if (pticks % 51 == 0) {
1375  }
1376 
1377 #ifdef WATCHDOG
1378  if (!(pticks%503))
1379  watchdog();
1380 #endif
1381 
1382  if (!(pticks%PTICKS_PER_CLOCK))
1383  tick_the_clock();
1384 
1385  if (!(pticks%509))
1386  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1387 
1388  if (!(pticks%2503))
1389  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1390 
1391  if (!(pticks%2521))
1392  metaserver_update(); /* 2500 ticks is about 5 minutes */
1393 
1394  if (!(pticks%2531))
1395  accounts_save();
1396 
1397  if (!(pticks%5003))
1399 
1400  if (!(pticks%5009))
1402 
1403  if (!(pticks%5011))
1405 
1406  if (!(pticks%12503))
1407  fix_luck();
1408 }
1409 
1418 void server_main(int argc, char *argv[]) {
1419 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1420  _fmode = _O_BINARY;
1421  bRunning = 1;
1422 #endif
1423 
1424 #ifndef WIN32
1425  /* Here we check that we aren't root or suid */
1426  if (getuid() == 0 || geteuid() == 0) {
1427  fprintf(stderr,
1428  "Running crossfire-server as root is a bad idea; aborting!\n"
1429  "Please run it again as a normal, unprivileged user.\n");
1430  exit(EXIT_FAILURE);
1431  }
1432 #endif
1433 
1434 #ifdef DEBUG_MALLOC_LEVEL
1435  malloc_debug(DEBUG_MALLOC_LEVEL);
1436 #endif
1437 
1438  init(argc, argv);
1439  initPlugins(); /* GROS - Init the Plugins */
1440 #ifdef WIN32
1441  while (bRunning) {
1442 #else
1443  while (TRUE) {
1444 #endif
1445  nroferrors = 0;
1446 
1447  tick_game_time();
1448  do_server();
1449  process_events(); /* "do" something with objects with speed */
1450  cftimer_process_timers(); /* Process the crossfire Timers */
1451  /* Lauwenmark : Here we handle the CLOCK global event */
1453  check_active_maps(); /* Removes unused maps after a certain timeout */
1454  do_specials(); /* Routines called from time to time. */
1455  update_players();
1456  }
1457 
1458  /* This is unreachable. */
1459  abort();
1460 }
void enter_exit(object *op, object *exit_ob)
Definition: server.c:716
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:3615
void free_all_maps(void)
Definition: map.c:1975
char const * newhash(char const password[static 1])
Definition: server.c:91
void leave(player *pl, int draw_exit)
Definition: server.c:1197
#define MSG_TYPE_MISC
Definition: newclient.h:389
Definition: player.h:92
#define FLAG_DAMNED
Definition: define.h:318
mapstruct * mapfile_load(const char *map, int flags)
Definition: map.c:1235
mapstruct * generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout)
Definition: random_map.c:74
void do_server(void)
Definition: loop.c:528
Definition: map.h:380
Definition: object.h:125
void enter_player_savebed(object *op)
Definition: server.c:128
void free_quest_definitions(void)
Definition: quest.c:1307
void cleanup(void)
Definition: server.c:1154
static void enter_random_map(object *pl, object *exit_ob)
Definition: server.c:368
static void do_specials(void)
Definition: server.c:1358
#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:3282
uint8_t anim_speed
Definition: object.h:417
void metaserver_update(void)
Definition: metaserver.c:49
uint8_t last_anim
Definition: object.h:418
int16_t players
Definition: map.h:344
char final_map[RM_SIZE]
Definition: random_map.h:52
char * create_pathname(const char *name, char *buf, size_t size)
Definition: map.c:102
int save_player(object *op, int flag)
Definition: login.c:211
StringBuffer * stringbuffer_new(void)
Definition: stringbuffer.c:57
uint32_t in_memory
Definition: map.h:345
mapstruct * ready_map_name(const char *name, int flags)
Definition: map.c:1815
const char * playerdir
Definition: global.h:244
int32_t last_heal
Definition: object.h:357
#define MAP_ENTER_X(m)
Definition: map.h:85
void free_string(sstring str)
Definition: shstr.c:280
#define HUGE_BUF
Definition: define.h:37
#define EVENT_MAPLEAVE
Definition: plugin.h:91
uint32_t is_template
Definition: map.h:338
uint32_t pticks
Definition: time.c:45
#define MAP_HEIGHT(m)
Definition: map.h:80
socket_struct socket
Definition: player.h:94
short freearr_x[SIZEOFFREE]
Definition: object.c:65
#define ST_CONFIRM_PASSWORD
Definition: define.h:586
region * get_region_by_map(mapstruct *m)
Definition: region.c:74
void update_players(void)
Definition: loop.c:666
int32_t last_sp
Definition: object.h:358
object * ranges[range_size]
Definition: player.h:103
#define FREE_OBJ_NO_DESTROY_CALLBACK
Definition: object.h:531
#define AUTOSAVE
Definition: config.h:638
int8_t sounds_this_tick
Definition: newserver.h:121
void swap_below_max(const char *except_level)
Definition: swap.c:237
object * object_find_by_type_and_slaying(const object *who, int type, const char *slaying)
Definition: object.c:4067
enum Sock_Status status
Definition: newserver.h:90
#define object_was_destroyed(op, old_tag)
Definition: object.h:68
#define TRUE
Definition: compat.h:10
void party_leave(object *op)
Definition: party.c:104
#define PERM_FILE
Definition: config.h:494
#define SAVE_MODE_NORMAL
Definition: map.h:120
void remove_friendly_object(object *op)
Definition: friend.c:56
static bool object_in_icecube(object *op)
Definition: server.c:974
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.c:42
void fix_weight(void)
Definition: player.c:3871
void enter_player_maplevel(object *op)
Definition: server.c:661
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:596
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
#define NDI_DK_ORANGE
Definition: newclient.h:227
char * host
Definition: newserver.h:100
uint16_t temp_animation_id
Definition: object.h:419
uint8_t casting_time
Definition: global.h:266
uint8_t recycle_tmp_maps
Definition: global.h:268
uint16_t emergency_y
Definition: global.h:297
#define FLAG_REMOVED
Definition: define.h:232
void check_active_maps(void)
Definition: swap.c:192
short freearr_y[SIZEOFFREE]
Definition: object.c:71
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:615
int forbid_play(void)
Definition: server.c:1258
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:1936
static void server_check_shutdown(void)
Definition: server.c:1306
void flush_old_maps(void)
Definition: swap.c:289
void free_loader(void)
#define MSG_TYPE_COMMAND
Definition: newclient.h:379
void object_dump(const object *op, StringBuffer *sb)
Definition: object.c:425
#define EVENT_MAPENTER
Definition: plugin.h:90
void write_todclock(void)
Definition: init.c:413
object * object_new(void)
Definition: object.c:1068
static char * clean_path(const char *file, char *newpath, int size)
Definition: server.c:314
void accounts_save(void)
Definition: account.c:267
CS_Stats cst_lst
float speed_left
Definition: object.h:329
static void enter_fixed_template_map(object *pl, object *exit_ob)
Definition: server.c:435
uint32_t unique
Definition: map.h:337
void free_all_treasures(void)
Definition: treasure.c:1597
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:474
unsigned long todtick
Definition: init.c:407
struct mapdef * map
Definition: object.h:297
static void enter_random_template_map(object *pl, object *exit_ob)
Definition: server.c:528
#define snprintf
Definition: win32.h:46
struct obj * active_prev
Definition: object.h:283
int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y)
Definition: map.c:487
void free_all_anim(void)
Definition: anim.c:30
void server_main(int argc, char *argv[])
Definition: server.c:1418
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:841
int16_t last_grace
Definition: object.h:359
#define MAP_MAXTIMEOUT
Definition: config.h:408
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:342
void hiscore_check(object *op, int quiet)
Definition: hiscore.c:303
EXTERN long nroferrors
Definition: global.h:134
#define SIZEOFFREE
Definition: define.h:154
int bRunning
Definition: win32.c:159
uint16_t emergency_x
Definition: global.h:297
#define EXIT_X(xyz)
Definition: define.h:457
uint32_t has_hit
Definition: player.h:129
struct pl * contr
Definition: object.h:276
#define FREE_AND_CLEAR_STR(xyz)
Definition: global.h:206
void free_globals(void)
Definition: init.c:327
void process_events(void)
Definition: server.c:981
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:4782
volatile sig_atomic_t shutdown_flag
Definition: server.h:6
void fix_luck(void)
Definition: player.c:3887
#define FLAG_WIZ
Definition: define.h:231
void clean_tmp_files(void)
Definition: server.c:1128
#define MAP_MINTIMEOUT
Definition: config.h:410
uint32_t golem_count
Definition: player.h:106
void knowledge_process_incremental(void)
Definition: knowledge.c:1447
#define EXIT_Y(xyz)
Definition: define.h:458
#define MAX_BUF
Definition: define.h:35
struct obj * active_next
Definition: object.h:279
#define MSG_TYPE_ADMIN
Definition: newclient.h:377
int16_t x
Definition: object.h:326
void free_all_images(void)
Definition: image.c:396
#define CS_LOGTIME
Definition: config.h:188
void free_all_archs(void)
Definition: arch.c:287
int32_t last_eat
Definition: object.h:356
int Ysize
Definition: random_map.h:70
int handle_newcs_player(object *op)
Definition: player.c:3096
void free_all_artifacts(void)
Definition: artifact.c:140
const char * confdir
Definition: global.h:241
static const flag_definition flags[]
int Xsize
Definition: random_map.h:69
void animate_object(object *op, int dir)
Definition: anim.c:212
int save_map(mapstruct *m, int flag)
Definition: map.c:1440
void free_all_recipes(void)
Definition: recipe.c:748
object * ob
Definition: player.h:158
int32_t timeout
Definition: map.h:341
char origin_map[RM_SIZE]
Definition: random_map.h:50
#define EVENT_CLOCK
Definition: plugin.h:84
Definition: object.h:107
static char const * crypt_string(char const str[static 1], char const *salt)
Definition: server.c:65
char killer[BIG_NAME]
Definition: player.h:171
void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
Definition: utils.c:354
uint32_t attacktype
Definition: object.h:342
int set_random_map_variable(RMParms *rp, const char *buf)
#define RANDOM()
Definition: define.h:681
#define PORTAL_DESTINATION_NAME
#define MAP_PLAYER_UNIQUE
Definition: map.h:97
const char * localdir
Definition: global.h:243
void party_obsolete_parties(void)
Definition: party.c:236
int origin_y
Definition: random_map.h:83
tag_t count
Definition: object.h:299
living stats
Definition: object.h:368
struct archt * arch
Definition: object.h:412
void write_cs_stats(void)
#define MAP_WIDTH(m)
Definition: map.h:78
unsigned int distance
Definition: map.h:381
uint8_t type
Definition: object.h:338
struct Settings settings
Definition: init.c:40
static void enter_map(object *op, mapstruct *newmap, int x, int y)
Definition: server.c:169
struct regiondef * region
Definition: random_map.h:91
void object_set_enemy(object *op, object *enemy)
Definition: object.c:710
void object_free2(object *ob, int flags)
Definition: object.c:1412
int out_of_map(mapstruct *m, int x, int y)
Definition: map.c:2306
void free_all_readable(void)
Definition: readable.c:2123
#define SIZEOFFREE2
Definition: define.h:153
void apply_auto_fix(mapstruct *m)
Definition: main.c:261
void cftimer_process_timers(void)
Definition: timers.c:44
const char * msg
Definition: object.h:322
int16_t casting_time
Definition: object.h:402
void write_book_archive(void)
Definition: readable.c:2172
uint8_t crypt_mode
Definition: global.h:327
sstring add_string(const char *str)
Definition: shstr.c:124
EXTERN player * first_player
Definition: global.h:117
time_t time_start
Definition: newclient.h:697
struct pl * next
Definition: player.h:93
static const char * days[]
Definition: server.c:48
void initPlugins(void)
Definition: plugins.c:4732
void free_style_maps(void)
Definition: style.c:312
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.c:300
struct obj * inv
Definition: object.h:290
#define NDI_UNIQUE
Definition: newclient.h:245
#define SIZEOFFREE1
Definition: define.h:152
void watchdog(void)
char maplevel[MAX_BUF]
Definition: player.h:96
void player_update_bg_music(object *player)
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.c:51
void free_all_god(void)
Definition: holy.c:337
void free_knowledge(void)
Definition: knowledge.c:1288
struct mapdef * next
Definition: map.h:326
int object_find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop)
Definition: object.c:3430
void query_name(const object *op, char *buf, size_t size)
Definition: item.c:626
char * emergency_mapname
Definition: global.h:296
Definition: map.h:325
void set_map_timeout(mapstruct *oldmap)
Definition: server.c:281
#define ST_GET_NAME
Definition: define.h:584
void free_server(void)
Definition: init.c:1035
#define FLAG_UNIQUE
Definition: define.h:288
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Definition: attack.c:1871
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
Definition: map.c:2539
int origin_x
Definition: random_map.h:84
void create_template_pathname(const char *name, char *buf, size_t size)
Definition: map.c:143
int8_t facing
Definition: object.h:335
float weapon_speed
Definition: object.h:330
void clean_tmp_map(mapstruct *m)
Definition: map.c:1966
player * find_player_partial_name(const char *plname)
Definition: player.c:109
EXTERN mapstruct * first_map
Definition: global.h:118
#define PTICKS_PER_CLOCK
Definition: tod.h:11
void object_update_speed(object *op)
Definition: object.c:1150
sstring followed_player
Definition: player.h:199
const char * name
Definition: object.h:466
char * stringbuffer_finish(StringBuffer *sb)
Definition: stringbuffer.c:76
#define P_NO_CLERIC
Definition: map.h:238
void object_remove(object *op)
Definition: object.c:1669
bool check_password(const char *typed, const char *crypted)
Definition: server.c:104
#define ST_GET_PASSWORD
Definition: define.h:585
static void process_players2(void)
Definition: server.c:951
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
Definition: object.h:224