Crossfire Server, Trunk
server.cpp
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <assert.h>
22 #include <ctype.h>
23 #include <fcntl.h>
24 #include <math.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <time.h>
28 
29 #ifndef WIN32
30 #include <unistd.h>
31 #endif
32 
33 /* FIXME: This is required on certain systems to get crypt(3) to work. */
34 #ifdef HAVE_CRYPT_H
35 #include <crypt.h>
36 #endif
37 
38 #include "object.h"
39 #include "path.h"
40 #include "random_maps/random_map.h"
41 #include "random_maps/rproto.h"
42 #include "sproto.h"
43 #include "tod.h"
44 #include "version.h"
45 #include "server.h"
46 
48 static const int shutdown_warn_times[] = {120, 90, 60, 45, 30, 15, 10, 5, 4, 3, 2, 1};
49 
51 static const char *days[] = {"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
52 
53 volatile sig_atomic_t shutdown_flag;
54 
70 static char const* crypt_string(char const *str, char const* salt) {
71 #if defined(WIN32)
72  // Windows will never attempt to crypt()
73  return str;
74 #else
75 #if (defined(__FreeBSD__))
76  // If legacy mode is enabled, do not crypt() on FreeBSD
77  if (settings.crypt_mode == 0) {
78  return str;
79  }
80 #endif
81  char s[3];
82 
83  if (salt == NULL) {
84  /* Generate a two-character salt for the DES cipher.
85  * We want the salt to be in this character set.
86  */
87  static const char *const c =
88  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
89  s[0] = c[RANDOM()%(int)strlen(c)],
90  s[1] = c[RANDOM()%(int)strlen(c)];
91  } else {
92  s[0] = salt[0],
93  s[1] = salt[1];
94  }
95  s[2] = '\0';
96 
97  return crypt(str, s);
98 #endif
99 }
100 
101 char const* newhash(char const *password) {
102  return crypt_string(password, NULL);
103 }
104 
114 bool check_password(const char *typed, const char *crypted) {
115  // An empty hashed password only matches an empty input password.
116  if (strlen(crypted) == 0) {
117  return strlen(typed) == 0 ? true : false;
118  }
119 
120  const char *typed_hashed = crypt_string(typed, crypted);
121  if (typed_hashed != NULL) {
122  return strcmp(typed_hashed, crypted) == 0;
123  } else {
124  LOG(llevError, "Could not check password with stored hash %s\n", crypted);
125  return false;
126  }
127 }
128 
138 void enter_player_savebed(object *op) {
139  mapstruct *oldmap = op->map;
140  object *tmp;
141 
142  tmp = object_new();
143 
144  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
145  EXIT_X(tmp) = op->contr->bed_x;
146  EXIT_Y(tmp) = op->contr->bed_y;
147  enter_exit(op, tmp);
148  /* If the player has not changed maps and the name does not match
149  * that of the savebed, his savebed map is gone. Lets go back
150  * to the emergency path. Update what the players savebed is
151  * while we're at it.
152  */
153  if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
154  LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
155  settings.emergency_mapname, op->name, op->contr->savebed_map);
156  safe_strncpy(op->contr->savebed_map, settings.emergency_mapname, MAX_BUF);
157  op->contr->bed_x = settings.emergency_x;
158  op->contr->bed_y = settings.emergency_y;
159  free_string(op->contr->savebed_map);
160  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
161  EXIT_X(tmp) = op->contr->bed_x;
162  EXIT_Y(tmp) = op->contr->bed_y;
163  enter_exit(op, tmp);
164  }
166 }
167 
179 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
180  mapstruct *oldmap = op->map;
181 
182  /* Default hp/sp for exits changed to -1 to use enter_x/enter_y values by default, but if one value
183  * is specified, we want the other to default to zero like before the change.
184  */
185  if (x < 0 && y >= 0) x=0;
186  if (y < 0 && x >= 0) y=0;
187 
188  if (out_of_map(newmap, x, y)) {
189  if (x != -1 || y != -1) {
190  LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
191  }
192  /* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
193  if (op->x == x)
194  op->x = MAP_ENTER_X(newmap);
195  if (op->y == y)
196  op->y = MAP_ENTER_Y(newmap);
197  x = MAP_ENTER_X(newmap);
198  y = MAP_ENTER_Y(newmap);
199  if (out_of_map(newmap, x, y)) {
200  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));
202  "The exit is closed");
203  return;
204  }
205  }
206  /* try to find a spot for the player */
207  if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
208  /* We try to find a spot for the player, starting closest in.
209  * We could use object_find_first_free_spot(), but that doesn't randomize it at all,
210  * So for example, if the north space is free, you would always end up there even
211  * if other spaces around are available.
212  * Note that for the second and third calls, we could start at a position other
213  * than one, but then we could end up on the other side of walls and so forth.
214  */
215  int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
216  if (i == -1) {
217  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
218  if (i == -1)
219  i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
220  }
221  if (i != -1) {
222  x += freearr_x[i];
223  y += freearr_y[i];
224  } else {
225  /* not much we can do in this case. */
226  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);
227  }
228  } /* end if looking for free spot */
229 
230  /* If it is a player login, he has yet to be inserted anyplace.
231  * otherwise, we need to deal with removing the playe here.
232  */
233  if (!QUERY_FLAG(op, FLAG_REMOVED))
234  object_remove(op);
235  /* object_remove clears these so they must be reset after the object_remove() call */
236  object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
237 
238  object_set_enemy(op, NULL);
239 
240  if (op->contr) {
241  safe_strncpy(op->contr->maplevel, newmap->path,
242  sizeof(op->contr->maplevel));
243  op->contr->count = 0;
244  }
245 
246  /* Update any golems */
247  if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
248  int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
249  object_remove(op->contr->ranges[range_golem]);
250  if (i == -1) {
251  remove_friendly_object(op->contr->ranges[range_golem]);
252  object_free_drop_inventory(op->contr->ranges[range_golem]);
253  op->contr->ranges[range_golem] = NULL;
254  op->contr->golem_count = 0;
255  } else {
256  object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
257  op->contr->ranges[range_golem]->direction = find_dir_2(op->x-op->contr->ranges[range_golem]->x, op->y-op->contr->ranges[range_golem]->y);
258  }
259  }
260  op->direction = 0;
261 
262  /* since the players map is already loaded, we don't need to worry
263  * about pending objects.
264  */
266 
267  /* If the player is changing maps, we need to do some special things
268  * Do this after the player is on the new map - otherwise the force swap of the
269  * old map does not work.
270  */
271  if (oldmap != newmap) {
272  player_map_change_common(op, oldmap, newmap);
273  }
274 
275  map_newmap_cmd(op->contr->socket);
276 }
277 
278 void player_map_change_common(object* op, mapstruct* const oldmap,
279  mapstruct* const newmap) {
280  if (oldmap != NULL) {
282 
283  /* can be less than zero due to errors in tracking this */
284  if (oldmap->players <= 0) {
285  set_map_timeout(oldmap);
286  }
287  }
288 
290  newmap->timeout = 0;
292 }
293 
300 void set_map_timeout(mapstruct *oldmap) {
301 #if MAP_MAXTIMEOUT
302  oldmap->timeout = MAP_TIMEOUT(oldmap);
303  /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
304  * lower than the min value.
305  */
306 #if MAP_MINTIMEOUT
307  if (oldmap->timeout < MAP_MINTIMEOUT) {
308  oldmap->timeout = MAP_MINTIMEOUT;
309  }
310 #endif
311  if (oldmap->timeout > MAP_MAXTIMEOUT) {
312  oldmap->timeout = MAP_MAXTIMEOUT;
313  }
314 #else
315  /* save out the map */
316  swap_map(oldmap);
317 #endif /* MAP_MAXTIMEOUT */
318 }
319 
333 static char *clean_path(const char *file, char *newpath, int size) {
334  char *cp;
335 
336  strlcpy(newpath, file, size);
337  for (cp = newpath; *cp != '\0'; cp++) {
338  if (*cp == '/')
339  *cp = '_';
340  }
341  return newpath;
342 }
343 
361 static char *unclean_path(const char *src, char *newpath, int size) {
362  char *cp;
363 
364  cp = const_cast<char *>(strrchr(src, '/'));
365  if (cp)
366  strlcpy(newpath, cp+1, size);
367  else
368  strlcpy(newpath, src, size);
369 
370  for (cp = newpath; *cp != '\0'; cp++) {
371  if (*cp == '_')
372  *cp = '/';
373  }
374  return newpath;
375 }
376 
386 static void enter_random_map(object *pl, object *exit_ob) {
387  mapstruct *new_map;
388  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
389  static int reference_number = 0;
390  RMParms rp;
391 
392  memset(&rp, 0, sizeof(RMParms));
393  rp.Xsize = -1;
394  rp.Ysize = -1;
395  rp.region = get_region_by_map(exit_ob->map);
396  if (exit_ob->msg)
397  set_random_map_variable(&rp, exit_ob->msg);
398  rp.origin_x = exit_ob->x;
399  rp.origin_y = exit_ob->y;
400  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
401 
402  /* If we have a final_map, use it as a base name to give some clue
403  * as where the player is. Otherwise, use the origin map.
404  * Take the last component (after the last slash) to give
405  * shorter names without bogus slashes.
406  */
407  if (rp.final_map[0]) {
408  cp = strrchr(rp.final_map, '/');
409  if (!cp)
410  cp = rp.final_map;
411  } else {
412  cp = strrchr(rp.origin_map, '/');
413  if (!cp)
414  cp = rp.origin_map;
415  /* Need to strip of any trailing digits, if it has them */
416  strlcpy(buf, cp, sizeof(buf));
417  while (isdigit(buf[strlen(buf)-1]))
418  buf[strlen(buf)-1] = 0;
419  cp = buf;
420  }
421 
422  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
423 
424  /* now to generate the actual map. */
425  new_map = generate_random_map(newmap_name, &rp, NULL, exit_ob->map ? exit_ob->map->reset_group : NULL);
426 
427  /* Update the exit_ob so it now points directly at the newly created
428  * random maps. Not that it is likely to happen, but it does mean that a
429  * exit in a unique map leading to a random map will not work properly.
430  * It also means that if the created random map gets reset before
431  * the exit leading to it, that the exit will no longer work.
432  */
433  if (new_map) {
434  int x, y;
435 
436  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
437  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
438  EXIT_PATH(exit_ob) = add_string(newmap_name);
439  strlcpy(new_map->path, newmap_name, sizeof(new_map->path));
440  enter_map(pl, new_map, x, y);
441 
442  /* Make the initial map part of the same reset group so it doesn't
443  * reset before the random maps */
444  if (exit_ob->map && exit_ob->map->reset_group == NULL && new_map->reset_group) {
445  exit_ob->map->reset_group = add_string(new_map->reset_group);
446  }
447  }
448 }
449 
459 static void enter_fixed_template_map(object *pl, object *exit_ob) {
460  mapstruct *new_map;
461  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
462  char sourcemap_buf[HUGE_BUF];
463  char new_map_name[MAX_BUF];
464 
465  /* Split the exit path string into two parts, one
466  * for where to store the map, and one for were
467  * to generate the map from.
468  */
469  strlcpy(exitpath, EXIT_PATH(exit_ob)+2, sizeof(exitpath));
470  sourcemap = strchr(exitpath, '!');
471  if (!sourcemap) {
474  "The %s is closed.",
475  exit_ob->name);
476  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);
477  return;
478  }
479  *sourcemap++ = '\0';
480 
481  /* If we are not coming from a template map, we can use relative directories
482  * for the map to generate from.
483  */
484  if (!exit_ob->map->is_template) {
485  /* We can't use exitpath directly, as sourcemap points there. */
486  path_combine_and_normalize(exit_ob->map->path, sourcemap, sourcemap_buf, sizeof(sourcemap_buf));
487  sourcemap = sourcemap_buf;
488  }
489 
490  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
491  * of the exit, and the name of the map the exit is on, respectively.
492  */
493  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
494  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
495 
496  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
497  strlcpy(tmpstring, resultname, sizeof(tmpstring));
498  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
499 
500  strlcpy(tmpstring, resultname, sizeof(tmpstring));
501  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
502 
503  /* If we are coming from another template map, use reletive paths unless
504  * indicated otherwise.
505  */
506  if (exit_ob->map->is_template && (resultname[0] != '/')) {
507  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
508  } else {
509  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
510  }
511 
512  /* Attempt to load the map, if unable to, then
513  * create the map from the template.
514  */
515  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
516  if (!new_map) {
517  char path[MAX_BUF];
518  create_pathname(sourcemap, path, MAX_BUF);
519  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
520  if (!new_map) {
522  MSG_TYPE_COMMAND_FAILURE, "The %s is closed.",
523  exit_ob->name);
524  LOG(llevError,
525  "Template exit in '%s' (%d, %d) does not reference a valid "
526  "template. Make sure a template exists at '%s'.\n",
527  exit_ob->map->path, exit_ob->x, exit_ob->y, path);
528  return;
529  }
530  }
531 
532  assert(new_map);
533  /* set the path of the map to where it should be
534  * so we don't just save over the source map.
535  */
536  strlcpy(new_map->path, new_map_name, sizeof(new_map->path));
537  new_map->is_template = 1;
538  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
539 }
540 
550 static void enter_random_template_map(object *pl, object *exit_ob) {
551  mapstruct *new_map;
552  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
553  char new_map_name[MAX_BUF];
554  RMParms rp;
555 
556  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
557  * of the exit, and the name of the map the exit is on, respectively.
558  */
559  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
560  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
561 
562  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
563  strlcpy(tmpstring, resultname, sizeof(tmpstring));
564  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
565 
566  strlcpy(tmpstring, resultname, sizeof(tmpstring));
567  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
568 
569  /* If we are coming from another template map, use reletive paths unless
570  * indicated otherwise.
571  */
572  if (exit_ob->map->is_template && (resultname[0] != '/')) {
573  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
574  } else {
575  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
576  }
577 
578  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
579  if (!new_map) {
580  memset(&rp, 0, sizeof(RMParms));
581  rp.Xsize = -1;
582  rp.Ysize = -1;
583  rp.region = get_region_by_map(exit_ob->map);
584  if (exit_ob->msg)
585  set_random_map_variable(&rp, exit_ob->msg);
586  rp.origin_x = exit_ob->x;
587  rp.origin_y = exit_ob->y;
588  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
589 
590  /* now to generate the actual map. */
591  new_map = generate_random_map(new_map_name, &rp, NULL, exit_ob->map ? exit_ob->map->reset_group : NULL);
592  }
593 
594  /* Update the exit_ob so it now points directly at the newly created
595  * random maps. Not that it is likely to happen, but it does mean that a
596  * exit in a unique map leading to a random map will not work properly.
597  * It also means that if the created random map gets reset before
598  * the exit leading to it, that the exit will no longer work.
599  */
600  if (new_map) {
601  int x, y;
602 
603  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
604  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
605  new_map->is_template = 1;
606  enter_map(pl, new_map, x, y);
607  }
608 }
609 
618 static void enter_unique_map(object *op, object *exit_ob) {
619  char apartment[HUGE_BUF], path[MAX_BUF];
620  mapstruct *newmap;
621 
622  if (EXIT_PATH(exit_ob)[0] == '/') {
623  snprintf(apartment, sizeof(apartment), "~%s/%s", op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
624  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
625  if (!newmap) {
626  newmap = mapfile_load(EXIT_PATH(exit_ob), 0);
627  }
628  } else { /* relative directory */
629  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
630 
631  if (exit_ob->map->unique) {
632  // Use player's current map path to construct base of relative path in 'src'
633  char* src = strdup(op->map->path);
634  char* slash = strrchr(src, '/');
635  if (slash == NULL) {
636  abort();
637  }
638  *slash = '\0';
639 
640  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
641 
642  /* Need to copy this over, as clean_path only has one static return buffer */
643  clean_path(reldir, tmpc, sizeof(tmpc));
644  /* Remove final component, if any */
645  if ((cp = strrchr(tmpc, '_')) != NULL)
646  *cp = 0;
647 
648  snprintf(apartment, sizeof(apartment), "%s/%s_%s", src, tmpc, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
649 
650  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
651  if (!newmap) {
652  newmap = mapfile_load(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), 0);
653  }
654  } else {
655  /* The exit is unique, but the map we are coming from is not unique. So
656  * use the basic logic - don't need to demangle the path name
657  */
658  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
659  snprintf(apartment, sizeof(apartment), "~%s/%s", op->name, clean_path(reldir, path, sizeof(path)));
660  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
661  if (!newmap) {
662  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
663  newmap = ready_map_name(reldir, 0);
664  if (newmap)
665  apply_auto_fix(newmap);
666  }
667  }
668  }
669 
670  if (newmap) {
671  strlcpy(newmap->path, apartment, sizeof(newmap->path));
672  newmap->unique = 1;
673  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
674  } else {
677  "The %s is closed.",
678  exit_ob->name);
679  /* Perhaps not critical, but I would think that the unique maps
680  * should be new enough this does not happen. This also creates
681  * a strange situation where some players could perhaps have visited
682  * such a map before it was removed, so they have the private
683  * map, but other players can't get it anymore.
684  */
685  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);
686  }
687 }
688 
689 void enter_player_maplevel(object *op) {
690  assert(op != NULL);
691  int flags = 0, x = op->x, y = op->y;
692  mapstruct *newmap;
693 
694  assert(op->type == PLAYER);
695 
696  /* newmap returns the map (if already loaded), or loads it for us. */
697  newmap = ready_map_name(op->contr->maplevel, flags);
698  if (!newmap) {
702  if (!newmap) {
703  LOG(llevError, "Fatal: Could not load emergency map!\n");
704  abort();
705  }
706 
708  "You find yourself somewhere unexpected...");
709  }
710 
711  /* as a special case, if coordinates are (-1, -1), then the item should
712  * be put at the default location. Used for loginmethod 0 (old clients). */
713  if (x == -1 && y == -1) {
714  x = MAP_ENTER_X(newmap);
715  y = MAP_ENTER_Y(newmap);
716  }
717 
718  enter_map(op, newmap, x, y);
719 }
720 
734 void enter_exit(object *op, object *exit_ob) {
735 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
736  /* It may be nice to support other creatures moving across
737  * exits, but right now a lot of the code looks at op->contr,
738  * so thta is an RFE.
739  */
740  if (op->type != PLAYER)
741  return;
742 
743  assert(exit_ob != NULL);
744  assert(EXIT_PATH(exit_ob) != NULL);
745 
746  /* Don't word-of-recall out of a shop */
747  if ( exit_ob->subtype == SP_WORD_OF_RECALL ) {
748  /* Scan inventory for unpaid objects */
749  object *item = op->inv;
751  if (QUERY_FLAG(item, FLAG_UNPAID)) {
752  char buf[MAX_BUF];
753 
754  ob_describe(item, op, 1, buf, sizeof(buf));
756  "You feel a force fizzling away. You feel a vibration from: %s",buf);
757  return;
758  }
760  }
761 
762  /* Need to remove player from transport */
763  if (op->contr->transport)
764  ob_apply(op->contr->transport, op, AP_UNAPPLY);
765 
766  /* check to see if we make a template map
767  * Template maps have an EXIT_PATH in the form:
768  * /@[!]<MAP_NAME>!<TEMPLATE_PATH>
769  *
770  * <MAP_NAME> is the name of the destination map, which is saved in LOCALDIR/template-maps/.
771  * <TEMPLATE_PATH> is the path to a template map, used when <MAP_NAME> does not exist.
772  */
773  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
774  if (EXIT_PATH(exit_ob)[2] == '!') {
775  /* generate a template map randomly */
776  enter_random_template_map(op, exit_ob);
777  } else {
778  /* generate a template map from a fixed template */
779  enter_fixed_template_map(op, exit_ob);
780  }
781  }
782  /* check to see if we make a randomly generated map */
783  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
784  enter_random_map(op, exit_ob);
785  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
786  enter_unique_map(op, exit_ob);
787  } else {
788  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
789  /* 'Normal' exits that do not do anything special
790  * Simple enough we don't need another routine for it.
791  */
792  mapstruct *newmap;
793  if (exit_ob->map) {
794  char tmp_path[HUGE_BUF];
795 
796  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
797  newmap = ready_map_name(tmp_path, 0);
798  /* Random map was previously generated, but is no longer about. Lets generate a new
799  * map.
800  */
801  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
802  /* Maps that go down have a message set. However, maps that go
803  * up, don't. If the going home has reset, there isn't much
804  * point generating a random map, because it won't match the maps.
805  */
806  if (exit_ob->msg) {
807  enter_random_map(op, exit_ob);
808  } else {
811  "The %s is closed.",
812  exit_ob->name);
813  return;
814  }
815 
816  /* For exits that cause damages (like pits). Don't know if any
817  * random maps use this or not.
818  */
819  if (exit_ob->stats.dam && op->type == PLAYER)
820  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
821  return;
822  }
823  } else {
824  /* For word of recall and other force objects
825  * They contain the full pathname of the map to go back to,
826  * so we don't need to normalize it.
827  * But we do need to see if it is unique or not
828  */
829  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
830  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
831  else
832  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
833  }
834  if (!newmap) {
835  if (exit_ob->name)
838  "The %s is closed.",
839  exit_ob->name);
840  /* don't cry to momma if name is not set - as in tmp objects
841  * used by the savebed code and character creation */
842  return;
843  }
844 
845  if (x == -1 && y == -1) {
846  x = MAP_ENTER_X(newmap);
847  y = MAP_ENTER_Y(newmap);
848  }
849 
850  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
851  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
852  object *tmp;
853 
854  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
856  if (tmp) {
859  }
860 
861  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
862  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
863  save_player(op, 1);
864  }
865 
866  enter_map(op, newmap, x, y);
867  }
868 
869  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
870 
871  /* For exits that cause damages (like pits) */
872  if (exit_ob->stats.dam && op->type == PLAYER)
873  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
874 
875  if (op->contr) {
876  object* exit_copy = object_new();
877  object_copy(exit_ob, exit_copy);
878  exit_copy->speed = 0; // Item isn't on map or in inv, but object_copy() may have added it to active list
879  object_update_speed(exit_copy);
880  exit_copy->map = exit_ob->map; // hack to set map without actually inserting
881  if (op->contr->last_exit) {
882  object_free(op->contr->last_exit, FREE_OBJ_NO_DESTROY_CALLBACK);
883  }
884  op->contr->last_exit = exit_copy;
885  }
886 }
887 
893 static int move_towards(object *ob, object *towards, unsigned int mindist) {
894  rv_vector rv;
895  get_rangevector(ob, towards, &rv, 0);
896  if (rv.direction != 0 && rv.distance > mindist && ob->speed_left > 0) {
897  move_player(ob, rv.direction);
898  }
899  return rv.direction;
900 }
901 
906 static bool object_on_exit(object* ob, object* exit) {
907  int x = exit->x;
908  int y = exit->y;
909  int sx, sy, sx2, sy2;
910  object_get_multi_size(exit, &sx, &sy, &sx2, &sy2);
911  return (ob->x >= x+sx2) && (ob->x <= x+sx) && (ob->y >= y+sy2) && (ob->y <= y+sy);
912 }
913 
917 static void do_follow(player *pl) {
918  assert(pl->followed_player != NULL);
919  player *followed = find_player_partial_name(pl->followed_player);
920  if (followed && followed->ob && followed->ob->map) {
921  if (query_flag(pl->ob, FLAG_WIZ)) {
922  rv_vector rv;
923  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
924  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
925  if (space == -1) {
927  space = 0;
928  }
929  object_remove(pl->ob);
930  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
931  map_newmap_cmd(pl->socket);
933  }
934  } else {
935  if (!can_follow(pl->ob, followed)) {
937  "%s stops letting you follow them.", pl->followed_player);
938  FREE_AND_CLEAR_STR(pl->followed_player);
939  return;
940  }
941  if (move_towards(pl->ob, followed->ob, 1)== 0 && followed->ob->contr->last_exit != NULL) {
942  // Move to and apply exit
943  object* exit = followed->ob->contr->last_exit;
944  if (!object_on_exit(pl->ob, exit)) {
945  move_towards(pl->ob, exit, 0);
946  } else {
947  enter_exit(pl->ob, exit);
948  }
949  }
950  }
951  } else {
953  "You stop following %s.", pl->followed_player);
954  FREE_AND_CLEAR_STR(pl->followed_player);
955  }
956 }
957 
963 static void process_players1(void) {
964  int flag;
965  player *pl, *plnext;
966 
967  /* Basically, we keep looping until all the players have done their actions. */
968  for (flag = 1; flag != 0; ) {
969  flag = 0;
970  for (pl = first_player; pl != NULL; pl = plnext) {
971  plnext = pl->next; /* In case a player exits the game in handle_player() */
972 
973  if (pl->ob == NULL)
974  continue;
975 
976  /* Only do this on the first pass - what we are recording
977  * here is the number of ticks the player has been online - not
978  * how many actions/moves the player has done.
979  */
980  if (!flag) pl->ticks_played++;
981 
982  if (pl->followed_player) {
983  do_follow(pl);
984  }
985 
986  if (pl->ob->speed_left > 0) {
987  if (handle_newcs_player(pl->ob))
988  flag = 1;
989  } /* end if player has speed left */
990 
991  /* If the player is not actively playing, don't make a
992  * backup save - nothing to save anyway. Plus, the
993  * map may not longer be valid. This can happen when the
994  * player quits - they exist for purposes of tracking on the map,
995  * but don't actually reside on any actual map.
996  */
997  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
998  continue;
999 
1000 #ifdef AUTOSAVE
1001  /* check for ST_PLAYING state so that we don't try to save off when
1002  * the player is logging in.
1003  */
1004  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
1005  /* Don't save the player on unholy ground. Instead, increase the
1006  * tick time so it will be about 10 seconds before we try and save
1007  * again.
1008  */
1009  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
1010  pl->last_save_tick += 100;
1011  } else {
1012  save_player(pl->ob, 1);
1013  pl->last_save_tick = pticks;
1014  hiscore_check(pl->ob, 1);
1015  }
1016  }
1017 #endif
1018  } /* end of for loop for all the players */
1019  } /* for flag */
1020  for (pl = first_player; pl != NULL; pl = pl->next) {
1021  int has_action = 1;
1022 
1023  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
1024  if (pl->ob->weapon_speed_left > 1.0)
1025  pl->ob->weapon_speed_left = 1.0;
1026 
1027  pl->socket->sounds_this_tick = 0;
1028 
1029  if (settings.casting_time == TRUE) {
1030  if (pl->ob->casting_time > 0) {
1031  pl->ob->casting_time--;
1032  has_action = 0;
1033  }
1034  }
1035  /* If the character is idle (standing around resting) increase
1036  * regen rates.
1037  */
1038  if (has_action && pl->ob->speed_left > 0) {
1039  pl->ob->last_heal -= 2;
1040  pl->ob->last_sp -= 2;
1041  pl->ob->last_grace -= 2;
1042  pl->ob->last_eat += 2; /* Slow down food consumption */
1043  }
1044  do_some_living(pl->ob);
1045  }
1046 }
1047 
1055 static void process_players2(void) {
1056  player *pl;
1057 
1058  /* Then check if any players should use weapon-speed instead of speed */
1059  for (pl = first_player; pl != NULL; pl = pl->next) {
1060  /* The code that did weapon_sp handling here was out of place -
1061  * this isn't called until after the player has finished there
1062  * actions, and is thus out of place. All we do here is bounds
1063  * checking.
1064  */
1065  if (pl->has_hit) {
1066  /* This needs to be here - if the player is running, we need to
1067  * clear this each tick, but new commands are not being received
1068  * so execute_newserver_command() is never called
1069  */
1070  pl->has_hit = 0;
1071  } else if (pl->ob->speed_left > pl->ob->speed)
1072  pl->ob->speed_left = pl->ob->speed;
1073  }
1074 }
1075 
1076 #define SPEED_DEBUG
1077 
1078 static bool object_in_icecube(object *op) {
1079  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
1080 }
1081 
1085 void process_events(void) {
1086  object *op;
1087  object marker;
1088  tag_t tag;
1089 
1090  process_players1();
1091 
1092  memset(&marker, 0, sizeof(object));
1093  /* Put marker object at beginning of active list */
1094  marker.active_next = active_objects;
1095 
1096  if (marker.active_next)
1097  marker.active_next->active_prev = &marker;
1098  marker.active_prev = NULL;
1099  active_objects = &marker;
1100 
1101  while (marker.active_next) {
1102  op = marker.active_next;
1103  tag = op->count;
1104 
1105  /* Move marker forward - swap op and marker */
1106  op->active_prev = marker.active_prev;
1107 
1108  if (op->active_prev)
1109  op->active_prev->active_next = op;
1110  else
1111  active_objects = op;
1112 
1113  marker.active_next = op->active_next;
1114 
1115  if (marker.active_next)
1116  marker.active_next->active_prev = &marker;
1117  marker.active_prev = op;
1118  op->active_next = &marker;
1119 
1120  /* Now process op */
1121  if (QUERY_FLAG(op, FLAG_FREED)) {
1122  LOG(llevError, "BUG: process_events(): Free object on list\n");
1123  op->speed = 0;
1125  continue;
1126  }
1127 
1128  /* I've seen occasional crashes due to this - the object is removed,
1129  * and thus the map it points to (last map it was on) may be bogus
1130  * The real bug is to try to find out the cause of this - someone
1131  * is probably calling object_remove() without either an insert_ob or
1132  * object_free_drop_inventory() afterwards, leaving an object dangling.
1133  * But I'd rather log this and continue on instead of crashing.
1134  * Don't remove players - when a player quits, the object is in
1135  * sort of a limbo, of removed, but something we want to keep
1136  * around.
1137  */
1138  if (QUERY_FLAG(op, FLAG_REMOVED)
1139  && op->type != PLAYER
1140  && op->map
1141  && op->map->in_memory != MAP_IN_MEMORY) {
1142  StringBuffer *sb;
1143  char *diff;
1144 
1145  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1146  sb = stringbuffer_new();
1147  object_dump(op, sb);
1148  diff = stringbuffer_finish(sb);
1149  LOG(llevError, "%s\n", diff);
1150  free(diff);
1152  continue;
1153  }
1154 
1155  if (!op->speed) {
1156  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1158  continue;
1159  }
1160 
1161  if (op->map == NULL
1162  && op->env == NULL
1163  && op->name
1164  && op->type != MAP) {
1165  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1166  op->speed = 0;
1168  continue;
1169  }
1170 
1171  /* Seen some cases where process_object() is crashing because
1172  * the object is on a swapped out map. But can't be sure if
1173  * something in the chain of events caused the object to
1174  * change maps or was just never removed - this will
1175  * give some clue as to its state before call to
1176  * process_object
1177  */
1178  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1179  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1180  }
1181 
1182  /* Animate the object. Bug of feature that andim_speed
1183  * is based on ticks, and not the creatures speed?
1184  */
1185  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1186  || (op->temp_animation && op->last_anim >= op->temp_anim_speed)) {
1187  op->state++;
1188  if ((op->type == PLAYER) || (op->type == MONSTER))
1189  animate_object(op, op->facing);
1190  else
1191  animate_object(op, op->direction);
1192  op->last_anim = 1;
1193  } else {
1194  op->last_anim++;
1195  }
1196 
1197  if (op->speed_left > 0) {
1198  // Players are special because their speed_left has already been
1199  // reduced in do_server(). Players effectively process every tick
1200  // so long they have non-zero speed left.
1201  if (op->type != PLAYER) {
1202  // Objects in icecubes decay at a slower rate
1203  if (object_in_icecube(op)) {
1204  op->speed_left -= 10;
1205  } else {
1206  op->speed_left -= 1;
1207  }
1208  }
1209  process_object(op);
1210  if (object_was_destroyed(op, tag))
1211  continue;
1212  } else {
1213  // Custom-made creatures for random maps can still have negative speeds, so catch that with FABS().
1214  op->speed_left += FABS(op->speed);
1215  }
1216  if (settings.casting_time == TRUE && op->casting_time > 0)
1217  op->casting_time--;
1218  }
1219 
1220  /* Remove marker object from active list */
1221  if (marker.active_prev != NULL)
1222  marker.active_prev->active_next = NULL;
1223  else
1224  active_objects = NULL;
1225 
1226  process_players2();
1227 }
1228 
1233 void clean_tmp_files(void) {
1234  mapstruct *m, *next;
1235  for (m = first_map; m != NULL; m = next) {
1236  next = m->next;
1237  if (m->in_memory == MAP_IN_MEMORY) {
1238  // Save all maps currently in memory, because they might contain
1239  // unique tiles that have not been written to disk.
1240  if (settings.recycle_tmp_maps) {
1241  // swap_map() also updates the write log.
1242  swap_map(m);
1243  } else {
1245  // FIXME: Unfortunately, save_map() also unnecessarily saves
1246  // non-unique tiles to a new temporary file, so we have to
1247  // get rid of it here.
1248  clean_tmp_map(m);
1249  }
1250  } else {
1251  // Remove the swap file.
1252  clean_tmp_map(m);
1253  }
1254  }
1255  write_todclock(); /* lets just write the clock here */
1256 }
1257 
1259 void cleanup(void) {
1260  metaserver2_exit();
1261  LOG(llevInfo, "Cleaning up...\n");
1262  clean_tmp_files();
1264  accounts_save();
1265 
1266  close_modules();
1267 
1268 #ifdef MEMORY_DEBUG
1269  free_all_maps();
1270  free_style_maps();
1271 #endif
1272  cleanupPlugins();
1273  commands_clear();
1274 #ifdef MEMORY_DEBUG
1275  free_all_archs();
1277  free_all_images();
1279  free_all_recipes();
1281  free_all_god();
1282  free_all_anim();
1283  i18n_free();
1284  free_loader();
1285  free_globals();
1286  free_server();
1288  free_knowledge();
1289  free_quest();
1291  /* See what the string data that is out there that hasn't been freed. */
1292  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1293 #endif
1294  exit(0);
1295 }
1296 
1305 void leave(player *pl, int draw_exit) {
1306  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1307  pets_terminate_all(pl->ob);
1308  object_remove(pl->ob);
1309  }
1310 
1311  pl->socket->status = Ns_Dead;
1312  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket->host);
1313 
1314  strcpy(pl->ob->contr->killer, "left");
1315  hiscore_check(pl->ob, 1);
1316 
1317  /* If this player is the captain of the transport, need to do
1318  * some extra work. By the time we get here, object_remove()
1319  * should have already been called.
1320  */
1321  if (pl->transport && pl->transport->contr == pl) {
1322  /* If inv is a non player, inv->contr will be NULL, but that
1323  * is OK.
1324  */
1325  if (pl->transport->inv)
1326  pl->transport->contr = pl->transport->inv->contr;
1327  else
1328  pl->transport->contr = NULL;
1329 
1330  if (pl->transport->contr) {
1331  char name[MAX_BUF];
1332 
1333  query_name(pl->transport, name, MAX_BUF);
1334  draw_ext_info_format(NDI_UNIQUE, 0, pl->transport->contr->ob,
1336  "%s has left. You are now the captain of %s",
1337  pl->ob->name, name);
1338  }
1339  }
1340 
1341  if (pl->ob->map) {
1342  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1343  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1344  pl->ob->map = NULL;
1345  }
1346  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1347  party_leave(pl->ob);
1348  /* If a hidden dm dropped connection do not create
1349  * inconsistencies by showing that they have left the game
1350  */
1351  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1352  && (draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1355  "%s left the game.",
1356  pl->ob->name);
1357 }
1358 
1366 int forbid_play(void) {
1367 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1368  char buf[MAX_BUF], day[MAX_BUF];
1369  FILE *fp;
1370  time_t clock;
1371  struct tm *tm;
1372  int i, start, stop, forbit = 0;
1373 
1374  clock = time(NULL);
1375  tm = (struct tm *)localtime(&clock);
1376 
1377  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1378  if ((fp = fopen(buf, "r")) == NULL)
1379  return 0;
1380 
1381  while (fgets(buf, sizeof(buf), fp)) {
1382  if (buf[0] == '#')
1383  continue;
1384  if (!strncmp(buf, "msg", 3)) {
1385  if (forbit)
1386  while (fgets(buf, sizeof(buf), fp)) /* print message */
1387  fputs(buf, logfile);
1388  break;
1389  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1390  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1391  continue;
1392  }
1393 
1394  for (i = 0; i < 7; i++) {
1395  if (!strncmp(buf, days[i], 3)
1396  && (tm->tm_wday == i)
1397  && (tm->tm_hour >= start)
1398  && (tm->tm_hour < stop))
1399  forbit = 1;
1400  }
1401  }
1402 
1403  fclose(fp);
1404 
1405  return forbit;
1406 #else
1407  return 0;
1408 #endif
1409 }
1410 
1411 static void save_and_kick_all_players(void) {
1412  for (player *pl = first_player; pl != NULL; ) {
1413  player *npl = pl->next;
1414  save_player(pl->ob, 0);
1415  leave(pl, 0);
1417  pl = npl;
1418  }
1419 }
1420 
1421 static void do_shutdown(void) {
1423  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1425 
1426  // Maps are saved out in clean_tmp_files(), called by cleanup().
1427  cleanup();
1428 }
1429 
1433 static bool check_shutdown(void) {
1434  if (shutdown_flag == 1) {
1435  LOG(llevInfo, "Received SIGINT; shutting down...\n");
1436  return true;
1437  }
1438 
1440  return false;
1441  }
1442 
1444  if (count_players() == 0) {
1445  if (shutdown_state.time == 0) {
1446  // Start idle countdown
1447  shutdown_state.time = time(NULL);
1448  return false;
1449  } else {
1450  time_t diff = time(NULL) - shutdown_state.time;
1451  if (diff > 60) {
1452  LOG(llevInfo, "No active players in the last %ld seconds, shutting down...\n", diff);
1453  return true;
1454  } else {
1455  return false;
1456  }
1457  }
1458  } else {
1459  // Reset idle time, since there are players
1460  shutdown_state.time = 0;
1461  }
1462  return false;
1463  }
1464 
1465  assert(shutdown_state.type == SHUTDOWN_TIME);
1466 
1467  /* If a timed shutdown is coming, remind players periodically. */
1468  time_t time_left = shutdown_state.time - time(NULL);
1469 
1470  for (unsigned int i = shutdown_state.next_warn; i < sizeof(shutdown_warn_times) / sizeof(int); i++) {
1471  if (shutdown_warn_times[i] == (int)ceil(time_left / 60.0)) {
1474  "Server shutting down in %d minutes.", shutdown_warn_times[i]);
1475  shutdown_state.next_warn = i + 1;
1476  return false;
1477  }
1478  }
1479 
1480  if (time_left <= 0) {
1481  return true;
1482  }
1483  return false;
1484 }
1485 
1490 void login_check_shutdown(object* const op) {
1492  return;
1493  }
1494 
1498  "This server will shut down when all players leave.");
1499  return;
1500  }
1501 
1502  assert(shutdown_state.type == SHUTDOWN_TIME);
1503 
1504  time_t time_left = shutdown_state.time - time(NULL);
1505  if (time_left <= 60*shutdown_warn_times[0]) {
1508  "This server will shut down in %lu minutes.", time_left / 60);
1509  }
1510 }
1511 
1526 static void do_specials(void) {
1527  if (check_shutdown()) {
1528  do_shutdown();
1529  }
1530 
1531 #ifdef CS_LOGSTATS
1532  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME) {
1533  write_cs_stats();
1534  }
1535 #endif
1536 
1537  if (!(pticks%10))
1539 
1540 #ifdef WATCHDOG
1541  if (!(pticks%503))
1542  watchdog();
1543 #endif
1544 
1545  if (!(pticks%PTICKS_PER_CLOCK))
1546  tick_the_clock();
1547 
1548  if (!(pticks%509))
1549  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1550 
1551  if (!(pticks%2503))
1552  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1553 
1554  if (!(pticks%2521))
1555  metaserver_update(); /* 2500 ticks is about 5 minutes */
1556 
1557  if (!(pticks%2531))
1558  accounts_save();
1559 
1560  if (!(pticks%5003))
1562 
1563  if (!(pticks%5009))
1565 
1566  if (!(pticks%5011))
1568 
1569  if (!(pticks%12503))
1570  fix_luck();
1571 }
1572 
1581 void server_main(int argc, char *argv[]) {
1582  PROFILE_BEGIN();
1583 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1584  _fmode = _O_BINARY;
1585 #endif
1586 
1587 #ifndef WIN32
1588  /* Here we check that we aren't root or suid */
1589  if (getuid() == 0 || geteuid() == 0) {
1590  fprintf(stderr,
1591  "Running crossfire-server as root is a bad idea; aborting!\n"
1592  "Please run it again as a normal, unprivileged user.\n");
1593  exit(EXIT_FAILURE);
1594  }
1595 #endif
1596 
1597 #ifdef DEBUG_MALLOC_LEVEL
1598  malloc_debug(DEBUG_MALLOC_LEVEL);
1599 #endif
1600 
1601  init(argc, argv);
1602  initPlugins(); /* GROS - Init the Plugins */
1603  // Give feedback that loading is complete. This prevents confusion on when it is done loading.
1604  PROFILE_END(diff, LOG(llevInfo, "Initialization complete (%ld ms). Waiting for connections.\n", diff/1000));
1605 #ifdef WIN32
1606  while (bRunning) {
1607 #else
1608  while (TRUE) {
1609 #endif
1610  nroferrors = 0;
1611 
1612  tick_game_time();
1613  do_server();
1614  process_events(); /* "do" something with objects with speed */
1615  cftimer_process_timers(); /* Process the crossfire Timers */
1617  check_active_maps(); /* Removes unused maps after a certain timeout */
1618  do_specials(); /* Routines called from time to time. */
1619  update_players();
1620  }
1621 
1622  /* This is unreachable. */
1623  abort();
1624 }
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def next
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@ PLAYER
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@ SHUTDOWN_NONE
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@ llevInfo
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@ SHUTDOWN_TIME
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@ FORCE
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Definition: knowledge.cpp:1436
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Definition: logger.h:13
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