Crossfire Server, Trunk  R20739
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 
47 static const char *days[] = {"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
48 
64 static char const* crypt_string(char const str[static 1], char const* salt) {
65 #if defined(WIN32) || (defined(__FreeBSD__))
66  // Legacy configuration: use crypt everywhere but on Windows and FreeBSD
67  if (settings.crypt_mode == 0) {
68  return str;
69  }
70 #endif
71  char s[2];
72 
73  if (salt == NULL) {
74  /* Generate a two-character salt for the DES cipher.
75  * We want the salt to be in this character set.
76  */
77  static const char *const c =
78  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
79  s[0] = c[RANDOM()%(int)strlen(c)],
80  s[1] = c[RANDOM()%(int)strlen(c)];
81  } else {
82  s[0] = salt[0],
83  s[1] = salt[1];
84  }
85 
86  return crypt(str, s);
87 }
88 
89 char const* newhash(char const password[static 1]) {
90  return crypt_string(password, NULL);
91 }
92 
102 bool check_password(const char *typed, const char *crypted) {
103  // An empty hashed password only matches an empty input password.
104  if (strlen(crypted) == 0) {
105  return strlen(typed) == 0 ? true : false;
106  }
107 
108  return strcmp(crypt_string(typed, crypted), crypted) == 0;
109 }
110 
120 void enter_player_savebed(object *op) {
121  mapstruct *oldmap = op->map;
122  object *tmp;
123 
124  tmp = object_new();
125 
126  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
127  EXIT_X(tmp) = op->contr->bed_x;
128  EXIT_Y(tmp) = op->contr->bed_y;
129  enter_exit(op, tmp);
130  /* If the player has not changed maps and the name does not match
131  * that of the savebed, his savebed map is gone. Lets go back
132  * to the emergency path. Update what the players savebed is
133  * while we're at it.
134  */
135  if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
136  LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
142  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
143  EXIT_X(tmp) = op->contr->bed_x;
144  EXIT_Y(tmp) = op->contr->bed_y;
145  enter_exit(op, tmp);
146  }
148 }
149 
161 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
162  mapstruct *oldmap = op->map;
163 
164  if (out_of_map(newmap, x, y)) {
165  LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
166  /* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
167  if (op->x == x)
168  op->x = MAP_ENTER_X(newmap);
169  if (op->y == y)
170  op->y = MAP_ENTER_Y(newmap);
171  x = MAP_ENTER_X(newmap);
172  y = MAP_ENTER_Y(newmap);
173  if (out_of_map(newmap, x, y)) {
174  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));
176  "The exit is closed");
177  return;
178  }
179  }
180  /* try to find a spot for the player */
181  if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
182  /* We try to find a spot for the player, starting closest in.
183  * We could use object_find_first_free_spot(), but that doesn't randomize it at all,
184  * So for example, if the north space is free, you would always end up there even
185  * if other spaces around are available.
186  * Note that for the second and third calls, we could start at a position other
187  * than one, but then we could end up on the other side of walls and so forth.
188  */
189  int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
190  if (i == -1) {
191  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
192  if (i == -1)
193  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
194  }
195  if (i != -1) {
196  x += freearr_x[i];
197  y += freearr_y[i];
198  } else {
199  /* not much we can do in this case. */
200  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);
201  }
202  } /* end if looking for free spot */
203 
204  /* If it is a player login, he has yet to be inserted anyplace.
205  * otherwise, we need to deal with removing the playe here.
206  */
207  if (!QUERY_FLAG(op, FLAG_REMOVED))
208  object_remove(op);
209  if (op->map != NULL) {
210  /* Lauwenmark : Here we handle the MAPLEAVE global event */
212  }
213  /* object_remove clears these so they must be reset after the object_remove() call */
214  object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
215 
216  /* Lauwenmark : Here we handle the MAPENTER global event */
218 
219  newmap->timeout = 0;
220  object_set_enemy(op, NULL);
221 
222  if (op->contr) {
223  safe_strncpy(op->contr->maplevel, newmap->path,
224  sizeof(op->contr->maplevel));
225  op->contr->count = 0;
226  }
227 
228  /* Update any golems */
229  if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
230  int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
232  if (i == -1) {
235  op->contr->ranges[range_golem] = NULL;
236  op->contr->golem_count = 0;
237  } else {
238  object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
240  }
241  }
242  op->direction = 0;
243 
244  /* since the players map is already loaded, we don't need to worry
245  * about pending objects.
246  */
247  pets_remove_all();
248 
249  /* If the player is changing maps, we need to do some special things
250  * Do this after the player is on the new map - otherwise the force swap of the
251  * old map does not work.
252  */
253  if (oldmap != newmap) {
254  if (oldmap) { /* adjust old map */
255  if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
256  set_map_timeout(oldmap);
257  }
258  }
259  swap_below_max(newmap->path);
260 
261  if (op->type == PLAYER) {
262  map_newmap_cmd(&op->contr->socket);
264  }
265 }
266 
273 void set_map_timeout(mapstruct *oldmap) {
274 #if MAP_MAXTIMEOUT
275  oldmap->timeout = MAP_TIMEOUT(oldmap);
276  /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
277  * lower than the min value.
278  */
279 #if MAP_MINTIMEOUT
280  if (oldmap->timeout < MAP_MINTIMEOUT) {
281  oldmap->timeout = MAP_MINTIMEOUT;
282  }
283 #endif
284  if (oldmap->timeout > MAP_MAXTIMEOUT) {
285  oldmap->timeout = MAP_MAXTIMEOUT;
286  }
287 #else
288  /* save out the map */
289  swap_map(oldmap);
290 #endif /* MAP_MAXTIMEOUT */
291 }
292 
306 static char *clean_path(const char *file, char *newpath, int size) {
307  char *cp;
308 
309  snprintf(newpath, size, "%s", file);
310  for (cp = newpath; *cp != '\0'; cp++) {
311  if (*cp == '/')
312  *cp = '_';
313  }
314  return newpath;
315 }
316 
334 static char *unclean_path(const char *src, char *newpath, int size) {
335  char *cp;
336 
337  cp = strrchr(src, '/');
338  if (cp)
339  snprintf(newpath, size, "%s", cp+1);
340  else
341  snprintf(newpath, size, "%s", src);
342 
343  for (cp = newpath; *cp != '\0'; cp++) {
344  if (*cp == '_')
345  *cp = '/';
346  }
347  return newpath;
348 }
349 
350 
360 static void enter_random_map(object *pl, object *exit_ob) {
361  mapstruct *new_map;
362  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
363  static int reference_number = 0;
364  RMParms rp;
365 
366  memset(&rp, 0, sizeof(RMParms));
367  rp.Xsize = -1;
368  rp.Ysize = -1;
369  rp.region = get_region_by_map(exit_ob->map);
370  if (exit_ob->msg)
371  set_random_map_variable(&rp, exit_ob->msg);
372  rp.origin_x = exit_ob->x;
373  rp.origin_y = exit_ob->y;
374  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
375 
376  /* If we have a final_map, use it as a base name to give some clue
377  * as where the player is. Otherwise, use the origin map.
378  * Take the last component (after the last slash) to give
379  * shorter names without bogus slashes.
380  */
381  if (rp.final_map[0]) {
382  cp = strrchr(rp.final_map, '/');
383  if (!cp)
384  cp = rp.final_map;
385  } else {
386  cp = strrchr(rp.origin_map, '/');
387  if (!cp)
388  cp = rp.origin_map;
389  /* Need to strip of any trailing digits, if it has them */
390  snprintf(buf, sizeof(buf), "%s", cp);
391  while (isdigit(buf[strlen(buf)-1]))
392  buf[strlen(buf)-1] = 0;
393  cp = buf;
394  }
395 
396  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
397 
398  /* now to generate the actual map. */
399  new_map = generate_random_map(newmap_name, &rp, NULL);
400 
401  /* Update the exit_ob so it now points directly at the newly created
402  * random maps. Not that it is likely to happen, but it does mean that a
403  * exit in a unique map leading to a random map will not work properly.
404  * It also means that if the created random map gets reset before
405  * the exit leading to it, that the exit will no longer work.
406  */
407  if (new_map) {
408  int x, y;
409 
410  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
411  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
412  EXIT_PATH(exit_ob) = add_string(newmap_name);
413  snprintf(new_map->path, sizeof(new_map->path), "%s", newmap_name);
414  enter_map(pl, new_map, x, y);
415  }
416 }
417 
427 static void enter_fixed_template_map(object *pl, object *exit_ob) {
428  mapstruct *new_map;
429  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
430  char new_map_name[MAX_BUF];
431 
432  /* Split the exit path string into two parts, one
433  * for where to store the map, and one for were
434  * to generate the map from.
435  */
436  snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
437  sourcemap = strchr(exitpath, '!');
438  if (!sourcemap) {
441  "The %s is closed.",
442  exit_ob->name);
443  /* Should only occur when no source map is set.
444  */
445  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);
446  return;
447  }
448  *sourcemap++ = '\0';
449 
450  /* If we are not coming from a template map, we can use relative directories
451  * for the map to generate from.
452  */
453  if (!exit_ob->map->is_template) {
454  /* We can't use exitpath directly, as sourcemap points there. */
455  path_combine_and_normalize(exit_ob->map->path, sourcemap, tmpstring, sizeof(tmpstring));
456  snprintf(exitpath, sizeof(exitpath), "%s", tmpstring);
457  sourcemap = exitpath;
458  }
459 
460  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
461  * of the exit, and the name of the map the exit is on, respectively.
462  */
463  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
464  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
465 
466  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
467  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
468  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
469 
470  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
471  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
472 
473  /* If we are coming from another template map, use reletive paths unless
474  * indicated otherwise.
475  */
476  if (exit_ob->map->is_template && (resultname[0] != '/')) {
477  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
478  } else {
479  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
480  }
481 
482  /* Attempt to load the map, if unable to, then
483  * create the map from the template.
484  */
485  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
486  if (!new_map) {
487  char path[MAX_BUF];
488 
489  create_pathname(sourcemap, path, MAX_BUF);
490  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
491  }
492 
493  if (new_map) {
494  /* set the path of the map to where it should be
495  * so we don't just save over the source map.
496  */
497  snprintf(new_map->path, sizeof(new_map->path), "%s", new_map_name);
498  new_map->is_template = 1;
499  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
500  } else {
503  "The %s is closed.",
504  exit_ob->name);
505  /* Should only occur when an invalid source map is set.
506  */
507  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);
508  }
509 }
510 
520 static void enter_random_template_map(object *pl, object *exit_ob) {
521  mapstruct *new_map;
522  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
523  char new_map_name[MAX_BUF];
524  RMParms rp;
525 
526  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
527  * of the exit, and the name of the map the exit is on, respectively.
528  */
529  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
530  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
531 
532  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
533  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
534  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
535 
536  snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
537  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
538 
539  /* If we are coming from another template map, use reletive paths unless
540  * indicated otherwise.
541  */
542  if (exit_ob->map->is_template && (resultname[0] != '/')) {
543  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
544  } else {
545  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
546  }
547 
548  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
549  if (!new_map) {
550  memset(&rp, 0, sizeof(RMParms));
551  rp.Xsize = -1;
552  rp.Ysize = -1;
553  rp.region = get_region_by_map(exit_ob->map);
554  if (exit_ob->msg)
555  set_random_map_variable(&rp, exit_ob->msg);
556  rp.origin_x = exit_ob->x;
557  rp.origin_y = exit_ob->y;
558  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
559 
560  /* now to generate the actual map. */
561  new_map = generate_random_map(new_map_name, &rp, NULL);
562  }
563 
564  /* Update the exit_ob so it now points directly at the newly created
565  * random maps. Not that it is likely to happen, but it does mean that a
566  * exit in a unique map leading to a random map will not work properly.
567  * It also means that if the created random map gets reset before
568  * the exit leading to it, that the exit will no longer work.
569  */
570  if (new_map) {
571  int x, y;
572 
573  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
574  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
575  new_map->is_template = 1;
576  enter_map(pl, new_map, x, y);
577  }
578 }
579 
588 static void enter_unique_map(object *op, object *exit_ob) {
589  char apartment[HUGE_BUF], path[MAX_BUF];
590  mapstruct *newmap;
591 
592  if (EXIT_PATH(exit_ob)[0] == '/') {
593  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
594  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
595  if (!newmap) {
596  create_pathname(EXIT_PATH(exit_ob), path, sizeof(path));
597  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
598  }
599  } else { /* relative directory */
600  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
601 
602  if (exit_ob->map->unique) {
603  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
604 
605  /* Need to copy this over, as clean_path only has one static return buffer */
606  clean_path(reldir, tmpc, sizeof(tmpc));
607  /* Remove final component, if any */
608  if ((cp = strrchr(tmpc, '_')) != NULL)
609  *cp = 0;
610 
611  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)));
612 
613  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
614  if (!newmap) {
615  create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), path, sizeof(path));
616  newmap = mapfile_load(path, MAP_PLAYER_UNIQUE);
617  }
618  } else {
619  /* The exit is unique, but the map we are coming from is not unique. So
620  * use the basic logic - don't need to demangle the path name
621  */
622  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
623  snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(reldir, path, sizeof(path)));
624  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
625  if (!newmap) {
626  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
627  newmap = ready_map_name(reldir, 0);
628  if (newmap)
629  apply_auto_fix(newmap);
630  }
631  }
632  }
633 
634  if (newmap) {
635  snprintf(newmap->path, sizeof(newmap->path), "%s", apartment);
636  newmap->unique = 1;
637  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
638  } else {
641  "The %s is closed.",
642  exit_ob->name);
643  /* Perhaps not critical, but I would think that the unique maps
644  * should be new enough this does not happen. This also creates
645  * a strange situation where some players could perhaps have visited
646  * such a map before it was removed, so they have the private
647  * map, but other players can't get it anymore.
648  */
649  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);
650  }
651 }
652 
653 void enter_player_maplevel(object *op) {
654  int flags = 0, x = op->x, y = op->y;
655  mapstruct *newmap;
656 
657  assert(op != NULL);
658  assert(op->type == PLAYER);
659 
660  /* Hypothetically, I guess its possible that a standard map matches
661  * the localdir, but that seems pretty unlikely - unlikely enough that
662  * I'm not going to attempt to try to deal with that possibility.
663  * We use the fact that when a player saves on a unique map, it prepends
664  * the localdir to that name. So its an easy way to see of the map is
665  * unique or not.
666  */
667  if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
668  flags = MAP_PLAYER_UNIQUE;
669 
670  /* newmap returns the map (if already loaded), or loads it for us. */
671  newmap = ready_map_name(op->contr->maplevel, flags);
672  if (!newmap) {
674  x = settings.emergency_x;
675  y = settings.emergency_y;
676  if (!newmap) {
677  LOG(llevError, "Fatal: Could not load emergency map!\n");
678  abort();
679  }
680 
682  "You find yourself somewhere unexpected...");
683  }
684 
685  /* as a special case, if coordinates are (-1, -1), then the item should
686  * be put at the default location. Used for loginmethod 0 (old clients). */
687  if (x == -1 && y == -1) {
688  x = MAP_ENTER_X(newmap);
689  y = MAP_ENTER_Y(newmap);
690  }
691 
692  enter_map(op, newmap, x, y);
693 }
694 
708 void enter_exit(object *op, object *exit_ob) {
709 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
710  /* It may be nice to support other creatures moving across
711  * exits, but right now a lot of the code looks at op->contr,
712  * so thta is an RFE.
713  */
714  if (op->type != PLAYER)
715  return;
716 
717  /* Need to remove player from transport */
718  if (op->contr->transport)
719  ob_apply(op->contr->transport, op, AP_UNAPPLY);
720 
721  assert(exit_ob != NULL);
722  assert(EXIT_PATH(exit_ob) != NULL);
723 
724  /* check to see if we make a template map */
725  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
726  if (EXIT_PATH(exit_ob)[2] == '!') {
727  /* generate a template map randomly */
728  enter_random_template_map(op, exit_ob);
729  } else {
730  /* generate a template map from a fixed template */
731  enter_fixed_template_map(op, exit_ob);
732  }
733  }
734  /* check to see if we make a randomly generated map */
735  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
736  enter_random_map(op, exit_ob);
737  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
738  enter_unique_map(op, exit_ob);
739  } else {
740  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
741  /* 'Normal' exits that do not do anything special
742  * Simple enough we don't need another routine for it.
743  */
744  mapstruct *newmap;
745  if (exit_ob->map) {
746  char tmp_path[HUGE_BUF];
747 
748  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
749  newmap = ready_map_name(tmp_path, 0);
750  /* Random map was previously generated, but is no longer about. Lets generate a new
751  * map.
752  */
753  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
754  /* Maps that go down have a message set. However, maps that go
755  * up, don't. If the going home has reset, there isn't much
756  * point generating a random map, because it won't match the maps.
757  */
758  if (exit_ob->msg) {
759  enter_random_map(op, exit_ob);
760  } else {
763  "The %s is closed.",
764  exit_ob->name);
765  return;
766  }
767 
768  /* For exits that cause damages (like pits). Don't know if any
769  * random maps use this or not.
770  */
771  if (exit_ob->stats.dam && op->type == PLAYER)
772  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
773  return;
774  }
775  } else {
776  /* For word of recall and other force objects
777  * They contain the full pathname of the map to go back to,
778  * so we don't need to normalize it.
779  * But we do need to see if it is unique or not
780  */
781  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
782  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
783  else
784  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
785  }
786  if (!newmap) {
787  if (exit_ob->name)
790  "The %s is closed.",
791  exit_ob->name);
792  /* don't cry to momma if name is not set - as in tmp objects
793  * used by the savebed code and character creation */
794  return;
795  }
796 
797  if (x == -1 && y == -1) {
798  x = MAP_ENTER_X(newmap);
799  y = MAP_ENTER_Y(newmap);
800  }
801 
802  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
803  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
804  object *tmp;
805 
806  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
808  if (tmp) {
809  object_remove(tmp);
811  }
812 
813  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
814  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
815  save_player(op, 1);
816  }
817 
818  enter_map(op, newmap, x, y);
819  }
820 
821  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
822 
823  /* For exits that cause damages (like pits) */
824  if (exit_ob->stats.dam && op->type == PLAYER)
825  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
826 }
827 
833 static void process_players1(void) {
834  int flag;
835  player *pl, *plnext;
836 
837  /* Basically, we keep looping until all the players have done their actions. */
838  for (flag = 1; flag != 0; ) {
839  flag = 0;
840  for (pl = first_player; pl != NULL; pl = plnext) {
841  plnext = pl->next; /* In case a player exits the game in handle_player() */
842 
843  if (pl->ob == NULL)
844  continue;
845 
846  /* Only do this on the first pass - what we are recording
847  * here is the number of ticks the player has been online - not
848  * how many actions/moves the player has done.
849  */
850  if (!flag) pl->ticks_played++;
851 
853  if (pl->followed_player) {
855  if (followed && followed->ob && followed->ob->map) {
856  rv_vector rv;
857 
858  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
859  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
860  if (space == -1)
862  space = 0;
863  object_remove(pl->ob);
864  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
865  map_newmap_cmd(&pl->socket);
867  }
868  } else {
869  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);
871  }
872  }
874  if (pl->ob->speed_left > 0) {
875  if (handle_newcs_player(pl->ob))
876  flag = 1;
877  } /* end if player has speed left */
878 
879  /* If the player is not actively playing, don't make a
880  * backup save - nothing to save anyway. Plus, the
881  * map may not longer be valid. This can happen when the
882  * player quits - they exist for purposes of tracking on the map,
883  * but don't actually reside on any actual map.
884  */
885  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
886  continue;
887 
888 #ifdef AUTOSAVE
889  /* check for ST_PLAYING state so that we don't try to save off when
890  * the player is logging in.
891  */
892  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
893  /* Don't save the player on unholy ground. Instead, increase the
894  * tick time so it will be about 10 seconds before we try and save
895  * again.
896  */
897  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
898  pl->last_save_tick += 100;
899  } else {
900  save_player(pl->ob, 1);
901  pl->last_save_tick = pticks;
902  hiscore_check(pl->ob, 1);
903  }
904  }
905 #endif
906  } /* end of for loop for all the players */
907  } /* for flag */
908  for (pl = first_player; pl != NULL; pl = pl->next) {
909  int has_action = 1;
910 
911  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
912  if (pl->ob->weapon_speed_left > 1.0)
913  pl->ob->weapon_speed_left = 1.0;
914 
915  pl->socket.sounds_this_tick = 0;
916 
917  if (settings.casting_time == TRUE) {
918  if (pl->ob->casting_time > 0) {
919  pl->ob->casting_time--;
920  has_action = 0;
921  }
922  }
923  /* If the character is idle (standing around resting) increase
924  * regen rates.
925  */
926  if (has_action && pl->ob->speed_left > 0) {
927  pl->ob->last_heal -= 2;
928  pl->ob->last_sp -= 2;
929  pl->ob->last_grace -= 2;
930  pl->ob->last_eat += 2; /* Slow down food consumption */
931  }
932  do_some_living(pl->ob);
933  }
934 }
935 
943 static void process_players2(void) {
944  player *pl;
945 
946  /* Then check if any players should use weapon-speed instead of speed */
947  for (pl = first_player; pl != NULL; pl = pl->next) {
948  /* The code that did weapon_sp handling here was out of place -
949  * this isn't called until after the player has finished there
950  * actions, and is thus out of place. All we do here is bounds
951  * checking.
952  */
953  if (pl->has_hit) {
954  /* This needs to be here - if the player is running, we need to
955  * clear this each tick, but new commands are not being received
956  * so execute_newserver_command() is never called
957  */
958  pl->has_hit = 0;
959  } else if (pl->ob->speed_left > pl->ob->speed)
960  pl->ob->speed_left = pl->ob->speed;
961  }
962 }
963 
964 #define SPEED_DEBUG
965 
969 void process_events(void) {
970  object *op;
971  object marker;
972  tag_t tag;
973 
975 
976  memset(&marker, 0, sizeof(object));
977  /* Put marker object at beginning of active list */
978  marker.active_next = active_objects;
979 
980  if (marker.active_next)
981  marker.active_next->active_prev = &marker;
982  marker.active_prev = NULL;
983  active_objects = &marker;
984 
985  while (marker.active_next) {
986  op = marker.active_next;
987  tag = op->count;
988 
989  /* Move marker forward - swap op and marker */
990  op->active_prev = marker.active_prev;
991 
992  if (op->active_prev)
993  op->active_prev->active_next = op;
994  else
995  active_objects = op;
996 
997  marker.active_next = op->active_next;
998 
999  if (marker.active_next)
1000  marker.active_next->active_prev = &marker;
1001  marker.active_prev = op;
1002  op->active_next = &marker;
1003 
1004  /* Now process op */
1005  if (QUERY_FLAG(op, FLAG_FREED)) {
1006  LOG(llevError, "BUG: process_events(): Free object on list\n");
1007  op->speed = 0;
1008  object_update_speed(op);
1009  continue;
1010  }
1011 
1012  /* I've seen occasional crashes due to this - the object is removed,
1013  * and thus the map it points to (last map it was on) may be bogus
1014  * The real bug is to try to find out the cause of this - someone
1015  * is probably calling object_remove() without either an insert_ob or
1016  * object_free_drop_inventory() afterwards, leaving an object dangling.
1017  * But I'd rather log this and continue on instead of crashing.
1018  * Don't remove players - when a player quits, the object is in
1019  * sort of a limbo, of removed, but something we want to keep
1020  * around.
1021  */
1022  if (QUERY_FLAG(op, FLAG_REMOVED)
1023  && op->type != PLAYER
1024  && op->map
1025  && op->map->in_memory != MAP_IN_MEMORY) {
1026  StringBuffer *sb;
1027  char *diff;
1028 
1029  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1030  sb = stringbuffer_new();
1031  object_dump(op, sb);
1032  diff = stringbuffer_finish(sb);
1033  LOG(llevError, "%s\n", diff);
1034  free(diff);
1036  continue;
1037  }
1038 
1039  if (!op->speed) {
1040  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1041  object_update_speed(op);
1042  continue;
1043  }
1044 
1045  if (op->map == NULL
1046  && op->env == NULL
1047  && op->name
1048  && op->type != MAP) {
1049  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1050  op->speed = 0;
1051  object_update_speed(op);
1052  continue;
1053  }
1054 
1055  /* Seen some cases where process_object() is crashing because
1056  * the object is on a swapped out map. But can't be sure if
1057  * something in the chain of events caused the object to
1058  * change maps or was just never removed - this will
1059  * give some clue as to its state before call to
1060  * process_object
1061  */
1062  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1063  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1064  }
1065 
1066  /* Animate the object. Bug of feature that andim_speed
1067  * is based on ticks, and not the creatures speed?
1068  */
1069  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1070  || (op->temp_animation_id && op->last_anim >= op->temp_anim_speed)) {
1071  op->state++;
1072  if ((op->type == PLAYER) || (op->type == MONSTER))
1073  animate_object(op, op->facing);
1074  else
1075  animate_object(op, op->direction);
1076  op->last_anim = 1;
1077  } else {
1078  op->last_anim++;
1079  }
1080 
1081  if (op->speed_left > 0) {
1082  --op->speed_left;
1083  process_object(op);
1084  if (object_was_destroyed(op, tag))
1085  continue;
1086  }
1087  if (settings.casting_time == TRUE && op->casting_time > 0)
1088  op->casting_time--;
1089  if (op->speed_left <= 0)
1090  op->speed_left += FABS(op->speed);
1091  }
1092 
1093  /* Remove marker object from active list */
1094  if (marker.active_prev != NULL)
1095  marker.active_prev->active_next = NULL;
1096  else
1097  active_objects = NULL;
1098 
1099  process_players2();
1100 }
1101 
1107 void clean_tmp_files(void) {
1108  mapstruct *m, *next;
1109 
1110  LOG(llevInfo, "Cleaning up...\n");
1111 
1112  /* We save the maps - it may not be intuitive why, but if there are unique
1113  * items, we need to save the map so they get saved off. Perhaps we should
1114  * just make a special function that only saves the unique items.
1115  */
1116  for (m = first_map; m != NULL; m = next) {
1117  next = m->next;
1118  if (m->in_memory == MAP_IN_MEMORY) {
1119  /* If we want to reuse the temp maps, swap it out (note that will also
1120  * update the log file. Otherwise, save the map (mostly for unique item
1121  * stuff). Note that the clean_tmp_map is called after the end of
1122  * the for loop but is in the #else bracket. IF we are recycling the maps,
1123  * we certainly don't want the temp maps removed.
1124  */
1125 
1126  /* XXX The above comment is dead wrong */
1128  swap_map(m);
1129  else {
1130  save_map(m, SAVE_MODE_NORMAL); /* note we save here into a overlay map */
1131  clean_tmp_map(m);
1132  }
1133  }
1134  }
1135  write_todclock(); /* lets just write the clock here */
1136 }
1137 
1139 void cleanup(void) {
1140  LOG(llevDebug, "Cleanup called. freeing data.\n");
1141  clean_tmp_files();
1143  accounts_save();
1144 
1145 #ifdef MEMORY_DEBUG
1146  free_all_maps();
1147  free_style_maps();
1148 #endif
1149  cleanupPlugins();
1150 #ifdef MEMORY_DEBUG
1151  free_all_archs();
1154  free_all_images();
1156  free_all_recipes();
1158  free_all_god();
1159  free_all_anim();
1160  i18n_free();
1161  free_loader();
1162  free_globals();
1163  free_server();
1165  free_knowledge();
1166  free_quest();
1168  /* See what the string data that is out there that hasn't been freed. */
1169  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1170 #endif
1171  exit(0);
1172 }
1173 
1182 void leave(player *pl, int draw_exit) {
1183  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1184  pets_terminate_all(pl->ob);
1185  object_remove(pl->ob);
1186  }
1187 
1188  pl->socket.status = Ns_Dead;
1189  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket.host);
1190 
1191  strcpy(pl->ob->contr->killer, "left");
1192  hiscore_check(pl->ob, 1);
1193 
1194  /* If this player is the captain of the transport, need to do
1195  * some extra work. By the time we get here, object_remove()
1196  * should have already been called.
1197  */
1198  if (pl->transport && pl->transport->contr == pl) {
1199  /* If inv is a non player, inv->contr will be NULL, but that
1200  * is OK.
1201  */
1202  if (pl->transport->inv)
1203  pl->transport->contr = pl->transport->inv->contr;
1204  else
1205  pl->transport->contr = NULL;
1206 
1207  if (pl->transport->contr) {
1208  char name[MAX_BUF];
1209 
1210  query_name(pl->transport, name, MAX_BUF);
1213  "%s has left. You are now the captain of %s",
1214  pl->ob->name, name);
1215  }
1216  }
1217 
1218  if (pl->ob->map) {
1219  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1220  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1221  pl->ob->map = NULL;
1222  }
1223  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1224  party_leave(pl->ob);
1225  /* If a hidden dm dropped connection do not create
1226  * inconsistencies by showing that they have left the game
1227  */
1228  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1229  && (pl != NULL && draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1232  "%s left the game.",
1233  pl->ob->name);
1234 }
1235 
1243 int forbid_play(void) {
1244 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1245  char buf[MAX_BUF], day[MAX_BUF];
1246  FILE *fp;
1247  time_t clock;
1248  struct tm *tm;
1249  int i, start, stop, forbit = 0;
1250 
1251  clock = time(NULL);
1252  tm = (struct tm *)localtime(&clock);
1253 
1254  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1255  if ((fp = fopen(buf, "r")) == NULL)
1256  return 0;
1257 
1258  while (fgets(buf, sizeof(buf), fp)) {
1259  if (buf[0] == '#')
1260  continue;
1261  if (!strncmp(buf, "msg", 3)) {
1262  if (forbit)
1263  while (fgets(buf, sizeof(buf), fp)) /* print message */
1264  fputs(buf, logfile);
1265  break;
1266  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1267  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1268  continue;
1269  }
1270 
1271  for (i = 0; i < 7; i++) {
1272  if (!strncmp(buf, days[i], 3)
1273  && (tm->tm_wday == i)
1274  && (tm->tm_hour >= start)
1275  && (tm->tm_hour < stop))
1276  forbit = 1;
1277  }
1278  }
1279 
1280  fclose(fp);
1281 
1282  return forbit;
1283 #else
1284  return 0;
1285 #endif
1286 }
1287 
1291 static void server_check_shutdown(void) {
1292  /* When to remind players of an imminent apocalypse. */
1293  const int warn_times[] = {120, 60, 30, 15, 10, 5, 3, 2, 1};
1294  static int next_warn = 0;
1295 
1296  time_t time_left;
1297  unsigned int i;
1298 
1299  /* Zero means that no shutdown is pending. */
1300  if (cmd_shutdown_time == 0) {
1301  return;
1302  }
1303 
1304  /* Remind players about the upcoming shutdown. */
1305  time_left = cmd_shutdown_time - time(NULL);
1306 
1307  for (i = next_warn; i < sizeof(warn_times) / sizeof(int); i++) {
1308  if (warn_times[i] == (int)ceil(time_left / 60.0)) {
1311  "Server shutting down in %d minutes.", warn_times[i]);
1312  next_warn = i + 1;
1313  break;
1314  }
1315  }
1316 
1317  /* Shutdown time has arrived; bring server down. */
1318  if (time_left <= 0) {
1320  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1321 
1322  /* TODO: Kick everyone out and save player files? */
1323  cleanup();
1324  }
1325 }
1326 
1327 extern unsigned long todtick;
1328 
1343 static void do_specials(void) {
1344  if (!(pticks%10))
1346 
1347  if (pticks % 51 == 0) {
1349  }
1350 
1351 #ifdef WATCHDOG
1352  if (!(pticks%503))
1353  watchdog();
1354 #endif
1355 
1356  if (!(pticks%PTICKS_PER_CLOCK))
1357  tick_the_clock();
1358 
1359  if (!(pticks%509))
1360  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1361 
1362  if (!(pticks%2503))
1363  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1364 
1365  if (!(pticks%2521))
1366  metaserver_update(); /* 2500 ticks is about 5 minutes */
1367 
1368  if (!(pticks%2531))
1369  accounts_save();
1370 
1371  if (!(pticks%5003))
1373 
1374  if (!(pticks%5009))
1376 
1377  if (!(pticks%5011))
1379 
1380  if (!(pticks%12503))
1381  fix_luck();
1382 }
1383 
1392 void server_main(int argc, char *argv[]) {
1393 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1394  _fmode = _O_BINARY;
1395  bRunning = 1;
1396 #endif
1397 
1398 #ifndef WIN32
1399  /* Here we check that we aren't root or suid */
1400  if (getuid() == 0 || geteuid() == 0) {
1401  fprintf(stderr,
1402  "Running crossfire-server as root is a bad idea; aborting!\n"
1403  "Please run it again as a normal, unprivileged user.\n");
1404  exit(EXIT_FAILURE);
1405  }
1406 #endif
1407 
1408 #ifdef DEBUG_MALLOC_LEVEL
1409  malloc_debug(DEBUG_MALLOC_LEVEL);
1410 #endif
1411 
1412  init(argc, argv);
1413  initPlugins(); /* GROS - Init the Plugins */
1414 #ifdef WIN32
1415  while (bRunning) {
1416 #else
1417  while (TRUE) {
1418 #endif
1419  nroferrors = 0;
1420 
1421  do_server();
1422  process_events(); /* "do" something with objects with speed */
1423  cftimer_process_timers(); /* Process the crossfire Timers */
1424  /* Lauwenmark : Here we handle the CLOCK global event */
1426  check_active_maps(); /* Removes unused maps after a certain timeout */
1427  do_specials(); /* Routines called from time to time. */
1428 
1429  sleep_delta(); /* Sleep proper amount of time before next tick */
1430  }
1431 
1432  /* This is unreachable. */
1433  abort();
1434 }
void enter_exit(object *op, object *exit_ob)
Definition: server.c:708
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:611
char path[HUGE_BUF]
Definition: map.h:365
int find_dir_2(int x, int y)
Definition: object.c:3600
void free_all_maps(void)
Definition: map.c:1977
char const * newhash(char const password[static 1])
Definition: server.c:89
void leave(player *pl, int draw_exit)
Definition: server.c:1182
#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:1237
mapstruct * generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout)
Definition: random_map.c:74
void do_server(void)
Definition: loop.c:501
Definition: map.h:380
Definition: object.h:125
void enter_player_savebed(object *op)
Definition: server.c:120
void free_quest_definitions(void)
Definition: quest.c:1307
void cleanup(void)
Definition: server.c:1139
static void enter_random_map(object *pl, object *exit_ob)
Definition: server.c:360
static void do_specials(void)
Definition: server.c:1343
#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:522
#define MSG_TYPE_COMMAND_FAILURE
Definition: newclient.h:511
void do_some_living(object *op)
Definition: player.c:3290
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:104
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:1817
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:584
region * get_region_by_map(mapstruct *m)
Definition: region.c:74
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:533
#define AUTOSAVE
Definition: config.h:648
int8_t sounds_this_tick
Definition: newserver.h:133
void swap_below_max(const char *except_level)
Definition: swap.c:242
object * object_find_by_type_and_slaying(const object *who, int type, const char *slaying)
Definition: object.c:4052
enum Sock_Status status
Definition: newserver.h:100
#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:500
#define SAVE_MODE_NORMAL
Definition: map.h:120
void remove_friendly_object(object *op)
Definition: friend.c:56
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.c:42
void fix_weight(void)
Definition: player.c:3879
void enter_player_maplevel(object *op)
Definition: server.c:653
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:588
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:577
char savebed_map[MAX_BUF]
Definition: player.h:97
#define NDI_DK_ORANGE
Definition: newclient.h:227
char * host
Definition: newserver.h:110
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:195
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:1243
char * name
Definition: map.h:328
#define MAP_IN_MEMORY
Definition: map.h:130
void object_free_drop_inventory(object *ob)
Definition: object.c:1368
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:1921
static void server_check_shutdown(void)
Definition: server.c:1291
void flush_old_maps(void)
Definition: swap.c:294
void free_loader(void)
#define MSG_TYPE_COMMAND
Definition: newclient.h:379
void object_dump(const object *op, StringBuffer *sb)
Definition: object.c:394
#define EVENT_MAPENTER
Definition: plugin.h:90
void write_todclock(void)
Definition: init.c:447
object * object_new(void)
Definition: object.c:1037
static char * clean_path(const char *file, char *newpath, int size)
Definition: server.c:306
void accounts_save(void)
Definition: account.c:267
float speed_left
Definition: object.h:329
static void enter_fixed_template_map(object *pl, object *exit_ob)
Definition: server.c:427
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:441
struct mapdef * map
Definition: object.h:297
static void enter_random_template_map(object *pl, object *exit_ob)
Definition: server.c:520
#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:489
void free_all_anim(void)
Definition: anim.c:30
void server_main(int argc, char *argv[])
Definition: server.c:1392
object * transport
Definition: player.h:195
#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:45
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:570
static void process_players1(void)
Definition: server.c:833
int16_t last_grace
Definition: object.h:359
#define MAP_MAXTIMEOUT
Definition: config.h:409
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:334
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:969
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:4778
void fix_luck(void)
Definition: player.c:3895
#define FLAG_WIZ
Definition: define.h:231
void clean_tmp_files(void)
Definition: server.c:1107
#define MAP_MINTIMEOUT
Definition: config.h:411
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
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:1442
void free_all_recipes(void)
Definition: recipe.c:727
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:64
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:679
void sleep_delta(void)
Definition: time.c:180
#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
#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:161
struct regiondef * region
Definition: random_map.h:91
void object_set_enemy(object *op, object *enemy)
Definition: object.c:679
void object_free2(object *ob, int flags)
Definition: object.c:1391
int out_of_map(mapstruct *m, int x, int y)
Definition: map.c:2308
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
struct pl * next
Definition: player.h:93
static const char * days[]
Definition: server.c:47
void initPlugins(void)
Definition: plugins.c:4728
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:302
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:3415
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:273
#define ST_GET_NAME
Definition: define.h:582
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:1869
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
Definition: map.c:2541
int origin_x
Definition: random_map.h:84
void create_template_pathname(const char *name, char *buf, size_t size)
Definition: map.c:145
int8_t facing
Definition: object.h:335
float weapon_speed
Definition: object.h:330
void clean_tmp_map(mapstruct *m)
Definition: map.c:1968
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:1129
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:1654
bool check_password(const char *typed, const char *crypted)
Definition: server.c:102
#define ST_GET_PASSWORD
Definition: define.h:583
static void process_players2(void)
Definition: server.c:943
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
Definition: object.h:224