Crossfire Server, Trunk
server.cpp
Go to the documentation of this file.
1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <assert.h>
22 #include <ctype.h>
23 #include <fcntl.h>
24 #include <math.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <time.h>
28 
29 #ifndef WIN32
30 #include <unistd.h>
31 #endif
32 
33 /* FIXME: This is required on certain systems to get crypt(3) to work. */
34 #ifdef HAVE_CRYPT_H
35 #include <crypt.h>
36 #endif
37 
38 #include "object.h"
39 #include "path.h"
40 #include "random_maps/random_map.h"
41 #include "random_maps/rproto.h"
42 #include "sproto.h"
43 #include "tod.h"
44 #include "version.h"
45 #include "server.h"
46 
48 static const 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 
301 void set_map_timeout(mapstruct *oldmap) {
302  oldmap->timeout = MAP_MINTIMEOUT;
303 }
304 
318 static char *clean_path(const char *file, char *newpath, int size) {
319  char *cp;
320 
321  strlcpy(newpath, file, size);
322  for (cp = newpath; *cp != '\0'; cp++) {
323  if (*cp == '/')
324  *cp = '_';
325  }
326  return newpath;
327 }
328 
346 static char *unclean_path(const char *src, char *newpath, int size) {
347  char *cp;
348 
349  cp = const_cast<char *>(strrchr(src, '/'));
350  if (cp)
351  strlcpy(newpath, cp+1, size);
352  else
353  strlcpy(newpath, src, size);
354 
355  for (cp = newpath; *cp != '\0'; cp++) {
356  if (*cp == '_')
357  *cp = '/';
358  }
359  return newpath;
360 }
361 
371 static void enter_random_map(object *pl, object *exit_ob) {
372  mapstruct *new_map;
373  char newmap_name[HUGE_BUF], buf[HUGE_BUF], *cp;
374  static int reference_number = 0;
375  RMParms rp;
376 
377  memset(&rp, 0, sizeof(RMParms));
378  rp.Xsize = -1;
379  rp.Ysize = -1;
380  rp.region = get_region_by_map(exit_ob->map);
381  if (exit_ob->msg)
382  set_random_map_variable(&rp, exit_ob->msg);
383  rp.origin_x = exit_ob->x;
384  rp.origin_y = exit_ob->y;
385  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
386 
387  /* If we have a final_map, use it as a base name to give some clue
388  * as where the player is. Otherwise, use the origin map.
389  * Take the last component (after the last slash) to give
390  * shorter names without bogus slashes.
391  */
392  if (rp.final_map[0]) {
393  cp = strrchr(rp.final_map, '/');
394  if (!cp)
395  cp = rp.final_map;
396  } else {
397  cp = strrchr(rp.origin_map, '/');
398  if (!cp)
399  cp = rp.origin_map;
400  /* Need to strip of any trailing digits, if it has them */
401  strlcpy(buf, cp, sizeof(buf));
402  while (isdigit(buf[strlen(buf)-1]))
403  buf[strlen(buf)-1] = 0;
404  cp = buf;
405  }
406 
407  snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
408 
409  /* now to generate the actual map. */
410  new_map = generate_random_map(newmap_name, &rp, NULL, exit_ob->map ? exit_ob->map->reset_group : NULL);
411 
412  /* Update the exit_ob so it now points directly at the newly created
413  * random maps. Not that it is likely to happen, but it does mean that a
414  * exit in a unique map leading to a random map will not work properly.
415  * It also means that if the created random map gets reset before
416  * the exit leading to it, that the exit will no longer work.
417  */
418  if (new_map) {
419  int x, y;
420 
421  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
422  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
423  EXIT_PATH(exit_ob) = add_string(newmap_name);
424  strlcpy(new_map->path, newmap_name, sizeof(new_map->path));
425  enter_map(pl, new_map, x, y);
426 
427  /* Make the initial map part of the same reset group so it doesn't
428  * reset before the random maps */
429  if (exit_ob->map && exit_ob->map->reset_group == NULL && new_map->reset_group && rp.link_source_map) {
430  exit_ob->map->reset_group = add_string(new_map->reset_group);
431  }
432  }
433 }
434 
444 static void enter_fixed_template_map(object *pl, object *exit_ob) {
445  mapstruct *new_map;
446  char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
447  char sourcemap_buf[HUGE_BUF];
448  char new_map_name[MAX_BUF];
449 
450  /* Split the exit path string into two parts, one
451  * for where to store the map, and one for were
452  * to generate the map from.
453  */
454  strlcpy(exitpath, EXIT_PATH(exit_ob)+2, sizeof(exitpath));
455  sourcemap = strchr(exitpath, '!');
456  if (!sourcemap) {
459  "The %s is closed.",
460  exit_ob->name);
461  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);
462  return;
463  }
464  *sourcemap++ = '\0';
465 
466  /* If we are not coming from a template map, we can use relative directories
467  * for the map to generate from.
468  */
469  if (!exit_ob->map->is_template) {
470  /* We can't use exitpath directly, as sourcemap points there. */
471  path_combine_and_normalize(exit_ob->map->path, sourcemap, sourcemap_buf, sizeof(sourcemap_buf));
472  sourcemap = sourcemap_buf;
473  }
474 
475  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
476  * of the exit, and the name of the map the exit is on, respectively.
477  */
478  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
479  replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
480 
481  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
482  strlcpy(tmpstring, resultname, sizeof(tmpstring));
483  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
484 
485  strlcpy(tmpstring, resultname, sizeof(tmpstring));
486  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
487 
488  /* If we are coming from another template map, use reletive paths unless
489  * indicated otherwise.
490  */
491  if (exit_ob->map->is_template && (resultname[0] != '/')) {
492  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
493  } else {
494  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
495  }
496 
497  /* Attempt to load the map, if unable to, then
498  * create the map from the template.
499  */
500  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
501  if (!new_map) {
502  char path[MAX_BUF];
503  create_pathname(sourcemap, path, MAX_BUF);
504  new_map = mapfile_load(path, MAP_PLAYER_UNIQUE);
505  if (!new_map) {
507  MSG_TYPE_COMMAND_FAILURE, "The %s is closed.",
508  exit_ob->name);
509  LOG(llevError,
510  "Template exit in '%s' (%d, %d) does not reference a valid "
511  "template. Make sure a template exists at '%s'.\n",
512  exit_ob->map->path, exit_ob->x, exit_ob->y, path);
513  return;
514  }
515  }
516 
517  assert(new_map);
518  /* set the path of the map to where it should be
519  * so we don't just save over the source map.
520  */
521  strlcpy(new_map->path, new_map_name, sizeof(new_map->path));
522  new_map->is_template = 1;
523  enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
524 }
525 
535 static void enter_random_template_map(object *pl, object *exit_ob) {
536  mapstruct *new_map;
537  char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
538  char new_map_name[MAX_BUF];
539  RMParms rp;
540 
541  /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
542  * of the exit, and the name of the map the exit is on, respectively.
543  */
544  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
545  replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
546 
547  snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
548  strlcpy(tmpstring, resultname, sizeof(tmpstring));
549  replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
550 
551  strlcpy(tmpstring, resultname, sizeof(tmpstring));
552  replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
553 
554  /* If we are coming from another template map, use reletive paths unless
555  * indicated otherwise.
556  */
557  if (exit_ob->map->is_template && (resultname[0] != '/')) {
558  path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
559  } else {
560  create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
561  }
562 
563  new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
564  if (!new_map) {
565  memset(&rp, 0, sizeof(RMParms));
566  rp.Xsize = -1;
567  rp.Ysize = -1;
568  rp.region = get_region_by_map(exit_ob->map);
569  if (exit_ob->msg)
570  set_random_map_variable(&rp, exit_ob->msg);
571  rp.origin_x = exit_ob->x;
572  rp.origin_y = exit_ob->y;
573  safe_strncpy(rp.origin_map, pl->map->path, sizeof(rp.origin_map));
574 
575  /* now to generate the actual map. */
576  new_map = generate_random_map(new_map_name, &rp, NULL, exit_ob->map ? exit_ob->map->reset_group : NULL);
577  }
578 
579  /* Update the exit_ob so it now points directly at the newly created
580  * random maps. Not that it is likely to happen, but it does mean that a
581  * exit in a unique map leading to a random map will not work properly.
582  * It also means that if the created random map gets reset before
583  * the exit leading to it, that the exit will no longer work.
584  */
585  if (new_map) {
586  int x, y;
587 
588  x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
589  y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
590  new_map->is_template = 1;
591  enter_map(pl, new_map, x, y);
592  }
593 }
594 
603 static void enter_unique_map(object *op, object *exit_ob) {
604  char apartment[2 * HUGE_BUF], path[MAX_BUF];
605  mapstruct *newmap;
606  const char* player = op->name;
607  if (op->contr->followed_player) {
608  player = op->contr->followed_player;
609  }
610 
611  if (EXIT_PATH(exit_ob)[0] == '/') {
612  snprintf(apartment, sizeof(apartment), "~%s/%s", player, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
613  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
614  if (!newmap) {
615  newmap = mapfile_load(EXIT_PATH(exit_ob), 0);
616  }
617  } else { /* relative directory */
618  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
619 
620  if (exit_ob->map->unique) {
621  // Use player's current map path to construct base of relative path in 'src'
622  char* src = strdup(op->map->path);
623  char* slash = strrchr(src, '/');
624  if (slash == NULL) {
625  abort();
626  }
627  *slash = '\0';
628 
629  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
630 
631  /* Need to copy this over, as clean_path only has one static return buffer */
632  clean_path(reldir, tmpc, sizeof(tmpc));
633  /* Remove final component, if any */
634  if ((cp = strrchr(tmpc, '_')) != NULL)
635  *cp = 0;
636 
637  snprintf(apartment, sizeof(apartment), "%s/%s_%s", src, tmpc, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
638 
639  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
640  if (!newmap) {
641  newmap = mapfile_load(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), 0);
642  }
643  } else {
644  /* The exit is unique, but the map we are coming from is not unique. So
645  * use the basic logic - don't need to demangle the path name
646  */
647  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
648  snprintf(apartment, sizeof(apartment), "~%s/%s", player, clean_path(reldir, path, sizeof(path)));
649  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
650  if (!newmap) {
651  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
652  newmap = ready_map_name(reldir, 0);
653  if (newmap)
654  apply_auto_fix(newmap);
655  }
656  }
657  }
658 
659  if (newmap) {
660  strlcpy(newmap->path, apartment, sizeof(newmap->path));
661  newmap->unique = 1;
662  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
663  } else {
666  "The %s is closed.",
667  exit_ob->name);
668  /* Perhaps not critical, but I would think that the unique maps
669  * should be new enough this does not happen. This also creates
670  * a strange situation where some players could perhaps have visited
671  * such a map before it was removed, so they have the private
672  * map, but other players can't get it anymore.
673  */
674  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);
675  }
676 }
677 
678 void enter_player_maplevel(object *op) {
679  assert(op != NULL);
680  int flags = 0, x = op->x, y = op->y;
681  mapstruct *newmap;
682 
683  assert(op->type == PLAYER);
684 
685  /* newmap returns the map (if already loaded), or loads it for us. */
686  newmap = ready_map_name(op->contr->maplevel, flags);
687  if (!newmap) {
691  if (!newmap) {
692  LOG(llevError, "Fatal: Could not load emergency map!\n");
693  abort();
694  }
695 
697  "You find yourself somewhere unexpected...");
698  }
699 
700  /* as a special case, if coordinates are (-1, -1), then the item should
701  * be put at the default location. Used for loginmethod 0 (old clients). */
702  if (x == -1 && y == -1) {
703  x = MAP_ENTER_X(newmap);
704  y = MAP_ENTER_Y(newmap);
705  }
706 
707  enter_map(op, newmap, x, y);
708 }
709 
723 void enter_exit(object *op, object *exit_ob) {
724 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
725  /* It may be nice to support other creatures moving across
726  * exits, but right now a lot of the code looks at op->contr,
727  * so thta is an RFE.
728  */
729  if (op->type != PLAYER)
730  return;
731 
732  assert(exit_ob != NULL);
733  assert(EXIT_PATH(exit_ob) != NULL);
734 
735  /* Don't word-of-recall out of a shop */
736  if ( exit_ob->subtype == SP_WORD_OF_RECALL ) {
737  /* Scan inventory for unpaid objects */
738  object *item = op->inv;
740  if (QUERY_FLAG(item, FLAG_UNPAID)) {
741  char buf[MAX_BUF];
742 
743  ob_describe(item, op, 1, buf, sizeof(buf));
745  "You feel a force fizzling away. You feel a vibration from: %s",buf);
746  return;
747  }
749  }
750 
751  /* Need to remove player from transport */
752  if (op->contr->transport)
753  ob_apply(op->contr->transport, op, AP_UNAPPLY);
754 
755  /* check to see if we make a template map
756  * Template maps have an EXIT_PATH in the form:
757  * /@[!]<MAP_NAME>!<TEMPLATE_PATH>
758  *
759  * <MAP_NAME> is the name of the destination map, which is saved in LOCALDIR/template-maps/.
760  * <TEMPLATE_PATH> is the path to a template map, used when <MAP_NAME> does not exist.
761  */
762  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
763  if (EXIT_PATH(exit_ob)[2] == '!') {
764  /* generate a template map randomly */
765  enter_random_template_map(op, exit_ob);
766  } else {
767  /* generate a template map from a fixed template */
768  enter_fixed_template_map(op, exit_ob);
769  }
770  }
771  /* check to see if we make a randomly generated map */
772  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
773  enter_random_map(op, exit_ob);
774  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
775  enter_unique_map(op, exit_ob);
776  } else {
777  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
778  /* 'Normal' exits that do not do anything special
779  * Simple enough we don't need another routine for it.
780  */
781  mapstruct *newmap;
782  if (exit_ob->map) {
783  char tmp_path[HUGE_BUF];
784 
785  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
786  newmap = ready_map_name(tmp_path, 0);
787  /* Random map was previously generated, but is no longer about. Lets generate a new
788  * map.
789  */
790  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
791  /* Maps that go down have a message set. However, maps that go
792  * up, don't. If the going home has reset, there isn't much
793  * point generating a random map, because it won't match the maps.
794  */
795  if (exit_ob->msg) {
796  enter_random_map(op, exit_ob);
797  } else {
800  "The %s is closed.",
801  exit_ob->name);
802  return;
803  }
804 
805  /* For exits that cause damages (like pits). Don't know if any
806  * random maps use this or not.
807  */
808  if (exit_ob->stats.dam && op->type == PLAYER)
809  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
810  return;
811  }
812  } else {
813  /* For word of recall and other force objects
814  * They contain the full pathname of the map to go back to,
815  * so we don't need to normalize it.
816  * But we do need to see if it is unique or not
817  */
818  if (map_path_unique(EXIT_PATH(exit_ob)))
819  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
820  else
821  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
822  }
823  if (!newmap) {
824  if (exit_ob->name)
827  "The %s is closed.",
828  exit_ob->name);
829  /* don't cry to momma if name is not set - as in tmp objects
830  * used by the savebed code and character creation */
831  return;
832  }
833 
834  if (x == -1 && y == -1) {
835  x = MAP_ENTER_X(newmap);
836  y = MAP_ENTER_Y(newmap);
837  }
838 
839  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
840  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
841  object *tmp;
842 
843  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
845  if (tmp) {
848  }
849 
850  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
851  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
852  save_player(op, 1);
853  }
854 
855  enter_map(op, newmap, x, y);
856  }
857 
858  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
859 
860  /* For exits that cause damages (like pits) */
861  if (exit_ob->stats.dam && op->type == PLAYER)
862  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
863 
864  if (op->contr) {
865  object* exit_copy = object_new();
866  object_copy(exit_ob, exit_copy);
867  exit_copy->speed = 0; // Item isn't on map or in inv, but object_copy() may have added it to active list
868  object_update_speed(exit_copy);
869  exit_copy->map = exit_ob->map; // hack to set map without actually inserting
870  if (op->contr->last_exit) {
871  object_free(op->contr->last_exit, FREE_OBJ_NO_DESTROY_CALLBACK);
872  }
873  op->contr->last_exit = exit_copy;
874  }
875 }
876 
882 static int move_towards(object *ob, object *towards, unsigned int mindist) {
883  rv_vector rv;
884  get_rangevector(ob, towards, &rv, 0);
885  if (rv.direction != 0 && rv.distance > mindist && ob->speed_left > 0) {
886  move_player(ob, rv.direction);
887  }
888  return rv.direction;
889 }
890 
895 static bool object_on_exit(object* ob, object* exit) {
896  int x = exit->x;
897  int y = exit->y;
898  int sx, sy, sx2, sy2;
899  object_get_multi_size(exit, &sx, &sy, &sx2, &sy2);
900  return (ob->x >= x+sx2) && (ob->x <= x+sx) && (ob->y >= y+sy2) && (ob->y <= y+sy);
901 }
902 
906 static void do_follow(player *pl) {
907  assert(pl->followed_player != NULL);
908  player *followed = find_player_partial_name(pl->followed_player);
909  if (followed && followed->ob && followed->ob->map) {
910  if (query_flag(pl->ob, FLAG_WIZ)) {
911  rv_vector rv;
912  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
913  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
914  if (space == -1) {
916  space = 0;
917  }
918  object_remove(pl->ob);
919  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
920  map_newmap_cmd(pl->socket);
922  }
923  } else {
924  if (!can_follow(pl->ob, followed)) {
926  "%s stops letting you follow them.", pl->followed_player);
927  FREE_AND_CLEAR_STR(pl->followed_player);
928  return;
929  }
930  if (move_towards(pl->ob, followed->ob, 1)== 0 && followed->ob->contr->last_exit != NULL) {
931  // Move to and apply exit
932  object* exit = followed->ob->contr->last_exit;
933  if (!object_on_exit(pl->ob, exit)) {
934  move_towards(pl->ob, exit, 0);
935  } else {
936  enter_exit(pl->ob, exit);
937  }
938  }
939  }
940  } else {
942  "You stop following %s.", pl->followed_player);
943  FREE_AND_CLEAR_STR(pl->followed_player);
944  }
945 }
946 
952 static void process_players1(void) {
953  int flag;
954  player *pl, *plnext;
955 
956  /* Basically, we keep looping until all the players have done their actions. */
957  for (flag = 1; flag != 0; ) {
958  flag = 0;
959  for (pl = first_player; pl != NULL; pl = plnext) {
960  plnext = pl->next; /* In case a player exits the game in handle_player() */
961 
962  if (pl->ob == NULL)
963  continue;
964 
965  /* Only do this on the first pass - what we are recording
966  * here is the number of ticks the player has been online - not
967  * how many actions/moves the player has done.
968  */
969  if (!flag) pl->ticks_played++;
970 
971  if (pl->followed_player) {
972  do_follow(pl);
973  }
974 
975  if (pl->ob->speed_left > 0) {
976  if (handle_newcs_player(pl->ob))
977  flag = 1;
978  } /* end if player has speed left */
979 
980  /* If the player is not actively playing, don't make a
981  * backup save - nothing to save anyway. Plus, the
982  * map may not longer be valid. This can happen when the
983  * player quits - they exist for purposes of tracking on the map,
984  * but don't actually reside on any actual map.
985  */
986  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
987  continue;
988 
989 #ifdef AUTOSAVE
990  /* check for ST_PLAYING state so that we don't try to save off when
991  * the player is logging in.
992  */
993  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
994  /* Don't save the player on unholy ground. Instead, increase the
995  * tick time so it will be about 10 seconds before we try and save
996  * again.
997  */
998  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
999  pl->last_save_tick += 100;
1000  } else {
1001  save_player(pl->ob, 1);
1002  pl->last_save_tick = pticks;
1003  hiscore_check(pl->ob, 1);
1004  }
1005  }
1006 #endif
1007  } /* end of for loop for all the players */
1008  } /* for flag */
1009  for (pl = first_player; pl != NULL; pl = pl->next) {
1010  int has_action = 1;
1011 
1012  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
1013  if (pl->ob->weapon_speed_left > 1.0)
1014  pl->ob->weapon_speed_left = 1.0;
1015 
1016  pl->socket->sounds_this_tick = 0;
1017 
1018  if (settings.casting_time == TRUE) {
1019  if (pl->ob->casting_time > 0) {
1020  pl->ob->casting_time--;
1021  has_action = 0;
1022  }
1023  }
1024  /* If the character is idle (standing around resting) increase
1025  * regen rates.
1026  */
1027  if (has_action && pl->ob->speed_left > 0) {
1028  pl->ob->last_heal -= 2;
1029  pl->ob->last_sp -= 2;
1030  pl->ob->last_grace -= 2;
1031  pl->ob->last_eat += 2; /* Slow down food consumption */
1032  }
1033  do_some_living(pl->ob);
1034  }
1035 }
1036 
1044 static void process_players2(void) {
1045  player *pl;
1046 
1047  /* Then check if any players should use weapon-speed instead of speed */
1048  for (pl = first_player; pl != NULL; pl = pl->next) {
1049  /* The code that did weapon_sp handling here was out of place -
1050  * this isn't called until after the player has finished there
1051  * actions, and is thus out of place. All we do here is bounds
1052  * checking.
1053  */
1054  if (pl->has_hit) {
1055  /* This needs to be here - if the player is running, we need to
1056  * clear this each tick, but new commands are not being received
1057  * so execute_newserver_command() is never called
1058  */
1059  pl->has_hit = 0;
1060  } else if (pl->ob->speed_left > pl->ob->speed)
1061  pl->ob->speed_left = pl->ob->speed;
1062  }
1063 }
1064 
1065 #define SPEED_DEBUG
1066 
1067 static bool object_in_icecube(object *op) {
1068  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
1069 }
1070 
1074 void process_events(void) {
1075  object *op;
1076  object marker;
1077  tag_t tag;
1078 
1079  process_players1();
1080 
1081  memset(&marker, 0, sizeof(object));
1082  /* Put marker object at beginning of active list */
1083  marker.active_next = active_objects;
1084 
1085  if (marker.active_next)
1086  marker.active_next->active_prev = &marker;
1087  marker.active_prev = NULL;
1088  active_objects = &marker;
1089 
1090  while (marker.active_next) {
1091  op = marker.active_next;
1092  tag = op->count;
1093 
1094  /* Move marker forward - swap op and marker */
1095  op->active_prev = marker.active_prev;
1096 
1097  if (op->active_prev)
1098  op->active_prev->active_next = op;
1099  else
1100  active_objects = op;
1101 
1102  marker.active_next = op->active_next;
1103 
1104  if (marker.active_next)
1105  marker.active_next->active_prev = &marker;
1106  marker.active_prev = op;
1107  op->active_next = &marker;
1108 
1109  /* Now process op */
1110  if (QUERY_FLAG(op, FLAG_FREED)) {
1111  LOG(llevError, "BUG: process_events(): Free object on list\n");
1112  op->speed = 0;
1114  continue;
1115  }
1116 
1117  /* I've seen occasional crashes due to this - the object is removed,
1118  * and thus the map it points to (last map it was on) may be bogus
1119  * The real bug is to try to find out the cause of this - someone
1120  * is probably calling object_remove() without either an insert_ob or
1121  * object_free_drop_inventory() afterwards, leaving an object dangling.
1122  * But I'd rather log this and continue on instead of crashing.
1123  * Don't remove players - when a player quits, the object is in
1124  * sort of a limbo, of removed, but something we want to keep
1125  * around.
1126  */
1127  if (QUERY_FLAG(op, FLAG_REMOVED)
1128  && op->type != PLAYER
1129  && op->map
1130  && op->map->in_memory != MAP_IN_MEMORY) {
1131  StringBuffer *sb;
1132  char *diff;
1133 
1134  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1135  sb = stringbuffer_new();
1136  object_dump(op, sb);
1137  diff = stringbuffer_finish(sb);
1138  LOG(llevError, "%s\n", diff);
1139  free(diff);
1141  continue;
1142  }
1143 
1144  if (!op->speed) {
1145  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1147  continue;
1148  }
1149 
1150  if (op->map == NULL
1151  && op->env == NULL
1152  && op->name
1153  && op->type != MAP) {
1154  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1155  op->speed = 0;
1157  continue;
1158  }
1159 
1160  /* Seen some cases where process_object() is crashing because
1161  * the object is on a swapped out map. But can't be sure if
1162  * something in the chain of events caused the object to
1163  * change maps or was just never removed - this will
1164  * give some clue as to its state before call to
1165  * process_object
1166  */
1167  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1168  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1169  }
1170 
1171  /* Animate the object. Bug of feature that andim_speed
1172  * is based on ticks, and not the creatures speed?
1173  */
1174  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1175  || (op->temp_animation && op->last_anim >= op->temp_anim_speed)) {
1176  op->state++;
1177  if ((op->type == PLAYER) || (op->type == MONSTER))
1178  animate_object(op, op->facing);
1179  else
1180  animate_object(op, op->direction);
1181  op->last_anim = 1;
1182  } else {
1183  op->last_anim++;
1184  }
1185 
1186  if (op->speed_left > 0) {
1187  // Players are special because their speed_left has already been
1188  // reduced in do_server(). Players effectively process every tick
1189  // so long they have non-zero speed left.
1190  if (op->type != PLAYER) {
1191  // Objects in icecubes decay at a slower rate
1192  if (object_in_icecube(op)) {
1193  op->speed_left -= 10;
1194  } else {
1195  op->speed_left -= 1;
1196  }
1197  }
1198  process_object(op);
1199  if (object_was_destroyed(op, tag))
1200  continue;
1201  } else {
1202  // Custom-made creatures for random maps can still have negative speeds, so catch that with FABS().
1203  op->speed_left += FABS(op->speed);
1204  }
1205  if (settings.casting_time == TRUE && op->casting_time > 0)
1206  op->casting_time--;
1207  }
1208 
1209  /* Remove marker object from active list */
1210  if (marker.active_prev != NULL)
1211  marker.active_prev->active_next = NULL;
1212  else
1213  active_objects = NULL;
1214 
1215  process_players2();
1216 }
1217 
1222 void clean_tmp_files(void) {
1223  mapstruct *m, *next;
1224  for (m = first_map; m != NULL; m = next) {
1225  next = m->next;
1226  if (m->in_memory == MAP_IN_MEMORY) {
1227  // Save all maps currently in memory, because they might contain
1228  // unique tiles that have not been written to disk.
1229  if (settings.recycle_tmp_maps) {
1230  // swap_map() also updates the write log.
1231  swap_map(m);
1232  } else {
1234  // FIXME: Unfortunately, save_map() also unnecessarily saves
1235  // non-unique tiles to a new temporary file, so we have to
1236  // get rid of it here.
1237  clean_tmp_map(m);
1238  }
1239  } else {
1240  // Remove the swap file.
1241  clean_tmp_map(m);
1242  }
1243  }
1244  write_todclock(); /* lets just write the clock here */
1245 }
1246 
1248 void cleanup(void) {
1249  metaserver2_exit();
1250  LOG(llevInfo, "Cleaning up...\n");
1251  clean_tmp_files();
1253  accounts_save();
1254 
1255  close_modules();
1256 
1257 #ifdef MEMORY_DEBUG
1258  free_all_maps();
1259  free_style_maps();
1260 #endif
1261  cleanupPlugins();
1262  commands_clear();
1263 #ifdef MEMORY_DEBUG
1264  free_all_archs();
1266  free_all_images();
1268  free_all_recipes();
1270  free_all_god();
1271  free_all_anim();
1272  i18n_free();
1273  free_loader();
1274  free_globals();
1275  free_server();
1277  free_knowledge();
1278  free_quest();
1280  /* See what the string data that is out there that hasn't been freed. */
1281  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1282 #endif
1283  exit(0);
1284 }
1285 
1294 void leave(player *pl, int draw_exit) {
1295  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1296  pets_terminate_all(pl->ob);
1297  object_remove(pl->ob);
1298  }
1299 
1300  pl->socket->status = Ns_Dead;
1301  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket->host);
1302 
1303  strcpy(pl->ob->contr->killer, "left");
1304  hiscore_check(pl->ob, 1);
1305 
1306  /* If this player is the captain of the transport, need to do
1307  * some extra work. By the time we get here, object_remove()
1308  * should have already been called.
1309  */
1310  if (pl->transport && pl->transport->contr == pl) {
1311  /* If inv is a non player, inv->contr will be NULL, but that
1312  * is OK.
1313  */
1314  if (pl->transport->inv)
1315  pl->transport->contr = pl->transport->inv->contr;
1316  else
1317  pl->transport->contr = NULL;
1318 
1319  if (pl->transport->contr) {
1320  char name[MAX_BUF];
1321 
1322  query_name(pl->transport, name, MAX_BUF);
1323  draw_ext_info_format(NDI_UNIQUE, 0, pl->transport->contr->ob,
1325  "%s has left. You are now the captain of %s",
1326  pl->ob->name, name);
1327  }
1328  }
1329 
1330  if (pl->ob->map) {
1331  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1332  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1333  pl->ob->map = NULL;
1334  }
1335  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1336  party_leave(pl->ob);
1337  /* If a hidden dm dropped connection do not create
1338  * inconsistencies by showing that they have left the game
1339  */
1340  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1341  && (draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1344  "%s left the game.",
1345  pl->ob->name);
1346 }
1347 
1355 int forbid_play(void) {
1356 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1357  char buf[MAX_BUF], day[MAX_BUF];
1358  FILE *fp;
1359  time_t clock;
1360  struct tm *tm;
1361  int i, start, stop, forbit = 0;
1362 
1363  clock = time(NULL);
1364  tm = (struct tm *)localtime(&clock);
1365 
1366  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1367  if ((fp = fopen(buf, "r")) == NULL)
1368  return 0;
1369 
1370  while (fgets(buf, sizeof(buf), fp)) {
1371  if (buf[0] == '#')
1372  continue;
1373  if (!strncmp(buf, "msg", 3)) {
1374  if (forbit)
1375  while (fgets(buf, sizeof(buf), fp)) /* print message */
1376  fputs(buf, logfile);
1377  break;
1378  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1379  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1380  continue;
1381  }
1382 
1383  for (i = 0; i < 7; i++) {
1384  if (!strncmp(buf, days[i], 3)
1385  && (tm->tm_wday == i)
1386  && (tm->tm_hour >= start)
1387  && (tm->tm_hour < stop))
1388  forbit = 1;
1389  }
1390  }
1391 
1392  fclose(fp);
1393 
1394  return forbit;
1395 #else
1396  return 0;
1397 #endif
1398 }
1399 
1400 static void save_and_kick_all_players(void) {
1401  for (player *pl = first_player; pl != NULL; ) {
1402  player *npl = pl->next;
1403  save_player(pl->ob, 0);
1404  leave(pl, 0);
1406  pl = npl;
1407  }
1408 }
1409 
1410 static void do_shutdown(void) {
1412  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1414 
1415  // Maps are saved out in clean_tmp_files(), called by cleanup().
1416  cleanup();
1417 }
1418 
1422 static bool check_shutdown(void) {
1423  if (shutdown_flag == 1) {
1424  LOG(llevInfo, "Received SIGINT; shutting down...\n");
1425  return true;
1426  }
1427 
1429  return false;
1430  }
1431 
1433  if (count_players() == 0) {
1434  if (shutdown_state.time == 0) {
1435  // Start idle countdown
1436  shutdown_state.time = time(NULL);
1437  return false;
1438  } else {
1439  time_t diff = time(NULL) - shutdown_state.time;
1440  if (diff > 60) {
1441  LOG(llevInfo, "No active players in the last %ld seconds, shutting down...\n", diff);
1442  return true;
1443  } else {
1444  return false;
1445  }
1446  }
1447  } else {
1448  // Reset idle time, since there are players
1449  shutdown_state.time = 0;
1450  }
1451  return false;
1452  }
1453 
1454  assert(shutdown_state.type == SHUTDOWN_TIME);
1455 
1456  /* If a timed shutdown is coming, remind players periodically. */
1457  time_t time_left = shutdown_state.time - time(NULL);
1458 
1459  for (unsigned int i = shutdown_state.next_warn; i < sizeof(shutdown_warn_times) / sizeof(int); i++) {
1460  if (shutdown_warn_times[i] == (int)ceil(time_left / 60.0)) {
1463  "Server shutting down in %d minutes.", shutdown_warn_times[i]);
1464  shutdown_state.next_warn = i + 1;
1465  return false;
1466  }
1467  }
1468 
1469  if (time_left <= 0) {
1470  return true;
1471  }
1472  return false;
1473 }
1474 
1479 void login_check_shutdown(object* const op) {
1481  return;
1482  }
1483 
1487  "This server will shut down when all players leave.");
1488  return;
1489  }
1490 
1491  assert(shutdown_state.type == SHUTDOWN_TIME);
1492 
1493  time_t time_left = shutdown_state.time - time(NULL);
1494  if (time_left <= 60*shutdown_warn_times[0]) {
1497  "This server will shut down in %lu minutes.", time_left / 60);
1498  }
1499 }
1500 
1515 static void do_specials(void) {
1516  if (check_shutdown()) {
1517  do_shutdown();
1518  }
1519 
1520 #ifdef CS_LOGSTATS
1521  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME) {
1522  write_cs_stats();
1523  }
1524 #endif
1525 
1526  if (!(pticks%10))
1528 
1529 #ifdef WATCHDOG
1530  if (!(pticks%503))
1531  watchdog();
1532 #endif
1533 
1534  if (!(pticks%PTICKS_PER_CLOCK))
1535  tick_the_clock();
1536 
1537  if (!(pticks%509))
1538  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1539 
1540  if (!(pticks%2503))
1541  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1542 
1543  if (!(pticks%2521))
1544  metaserver_update(); /* 2500 ticks is about 5 minutes */
1545 
1546  if (!(pticks%2531))
1547  accounts_save();
1548 
1549  if (!(pticks%5003))
1551 
1552  if (!(pticks%5009))
1554 
1555  if (!(pticks%5011))
1557 
1558  if (!(pticks%12503))
1559  fix_luck();
1560 }
1561 
1570 void server_main(int argc, char *argv[]) {
1571  PROFILE_BEGIN();
1572 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1573  _fmode = _O_BINARY;
1574 #endif
1575 
1576 #ifndef WIN32
1577  /* Here we check that we aren't root or suid */
1578  if (getuid() == 0 || geteuid() == 0) {
1579  fprintf(stderr,
1580  "Running crossfire-server as root is a bad idea; aborting!\n"
1581  "Please run it again as a normal, unprivileged user.\n");
1582  exit(EXIT_FAILURE);
1583  }
1584 #endif
1585 
1586 #ifdef DEBUG_MALLOC_LEVEL
1587  malloc_debug(DEBUG_MALLOC_LEVEL);
1588 #endif
1589 
1590  init(argc, argv);
1591  initPlugins(); /* GROS - Init the Plugins */
1592  // Give feedback that loading is complete. This prevents confusion on when it is done loading.
1593  PROFILE_END(diff, LOG(llevInfo, "Initialization complete (%ld ms). Waiting for connections.\n", diff/1000));
1594 #ifdef WIN32
1595  while (bRunning) {
1596 #else
1597  while (TRUE) {
1598 #endif
1599  nroferrors = 0;
1600 
1601  tick_game_time();
1602  do_server();
1603  process_events(); /* "do" something with objects with speed */
1604  cftimer_process_timers(); /* Process the crossfire Timers */
1606  check_active_maps(); /* Removes unused maps after a certain timeout */
1607  do_specials(); /* Routines called from time to time. */
1608  update_players();
1609  }
1610 
1611  /* This is unreachable. */
1612  abort();
1613 }
write_book_archive
void write_book_archive(void)
Definition: readable.cpp:2005
object_was_destroyed
#define object_was_destroyed(op, old_tag)
Definition: object.h:70
Settings::casting_time
uint8_t casting_time
Definition: global.h:270
fix_weight
void fix_weight(void)
Definition: player.cpp:3890
check_shutdown
static bool check_shutdown(void)
Definition: server.cpp:1422
give.next
def next
Definition: give.py:44
handle_newcs_player
int handle_newcs_player(object *op)
Definition: player.cpp:3086
PLAYER
@ PLAYER
Definition: object.h:112
path.h
global.h
FREE_OBJ_NO_DESTROY_CALLBACK
#define FREE_OBJ_NO_DESTROY_CALLBACK
Definition: object.h:545
i18n_free
void i18n_free(void)
Definition: languages.cpp:209
first_player
player * first_player
Definition: init.cpp:106
clean_tmp_files
void clean_tmp_files(void)
Definition: server.cpp:1222
settings
struct Settings settings
Definition: init.cpp:139
INS_NO_WALK_ON
#define INS_NO_WALK_ON
Definition: object.h:582
random_map.h
tick_the_clock
void tick_the_clock(void)
Definition: weather.cpp:94
safe_strncpy
#define safe_strncpy
Definition: compat.h:27
MAP
@ MAP
Definition: object.h:130
remove_friendly_object
void remove_friendly_object(object *op)
Definition: friend.cpp:52
pets_terminate_all
void pets_terminate_all(object *owner)
Definition: pets.cpp:225
enter_player_savebed
void enter_player_savebed(object *op)
Definition: server.cpp:138
ST_GET_PASSWORD
#define ST_GET_PASSWORD
Definition: define.h:547
MONSTER
@ MONSTER
Definition: object.h:205
Settings::recycle_tmp_maps
uint8_t recycle_tmp_maps
Definition: global.h:272
Settings::emergency_y
uint16_t emergency_y
Definition: global.h:300
llevError
@ llevError
Definition: logger.h:11
RMParms::origin_map
char origin_map[RM_SIZE]
Definition: random_map.h:55
FABS
#define FABS(x)
Definition: define.h:22
MSG_TYPE_ADMIN_PLAYER
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:499
LOG
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.cpp:58
SHUTDOWN_IDLE
@ SHUTDOWN_IDLE
Definition: commands.h:44
PTICKS_PER_CLOCK
#define PTICKS_PER_CLOCK
Definition: tod.h:12
free_all_readable
void free_all_readable(void)
Definition: readable.cpp:1974
player
Definition: player.h:105
object_free_all_data
void object_free_all_data(void)
Definition: object.cpp:767
enter_map
static void enter_map(object *op, mapstruct *newmap, int x, int y)
Definition: server.cpp:179
diamondslots.x
x
Definition: diamondslots.py:15
ready_map_name
mapstruct * ready_map_name(const char *name, int flags)
Definition: map.cpp:1768
SIZEOFFREE1
#define SIZEOFFREE1
Definition: define.h:153
QUERY_FLAG
#define QUERY_FLAG(xyz, p)
Definition: define.h:226
flush_old_maps
void flush_old_maps(void)
Definition: swap.cpp:291
ST_GET_NAME
#define ST_GET_NAME
Definition: define.h:546
set_map_timeout
void set_map_timeout(mapstruct *oldmap)
Definition: server.cpp:301
Settings::crypt_mode
uint8_t crypt_mode
Definition: global.h:330
c
static event_registration c
Definition: citylife.cpp:425
stringbuffer_new
StringBuffer * stringbuffer_new(void)
Definition: stringbuffer.cpp:57
mapstruct::players
int16_t players
Definition: map.h:332
object::speed
float speed
Definition: object.h:337
object_set_enemy
void object_set_enemy(object *op, object *enemy)
Definition: object.cpp:915
FLAG_UNIQUE
#define FLAG_UNIQUE
Definition: define.h:287
accounts_save
void accounts_save(void)
Definition: account.cpp:256
EXIT_PATH
#define EXIT_PATH(xyz)
Definition: define.h:439
object::x
int16_t x
Definition: object.h:335
player::ob
object * ob
Definition: player.h:177
do_server
void do_server(void)
Definition: loop.cpp:535
RMParms::Ysize
int Ysize
Definition: random_map.h:75
do_follow
static void do_follow(player *pl)
Definition: server.cpp:906
object::map
struct mapstruct * map
Definition: object.h:305
set_random_map_variable
int set_random_map_variable(RMParms *rp, const char *buf)
Definition: reader.cpp:2526
guildjoin.ob
ob
Definition: guildjoin.py:42
enter_random_map
static void enter_random_map(object *pl, object *exit_ob)
Definition: server.cpp:371
draw_ext_info_format
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
mad_mage_user.file
file
Definition: mad_mage_user.py:15
move_player
int move_player(object *op, int dir)
Definition: player.cpp:2948
free_all_newserver
void free_all_newserver(void)
Definition: init.cpp:401
flags
static const flag_definition flags[]
Definition: gridarta-types-convert.cpp:101
object_copy
void object_copy(const object *src_ob, object *dest_ob)
Definition: object.cpp:1192
MAP_PLAYER_UNIQUE
#define MAP_PLAYER_UNIQUE
Definition: map.h:92
PROFILE_BEGIN
#define PROFILE_BEGIN(expr)
Definition: global.h:373
RMParms::origin_y
int origin_y
Definition: random_map.h:88
Ice.tmp
int tmp
Definition: Ice.py:207
free_knowledge
void free_knowledge(void)
Definition: knowledge.cpp:1280
Settings::emergency_x
uint16_t emergency_x
Definition: global.h:300
generate_random_map
mapstruct * generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout, sstring reset_group)
Definition: random_map.cpp:75
cleanupPlugins
void cleanupPlugins(void)
Definition: plugins.cpp:4612
mapstruct::is_template
uint32_t is_template
Definition: map.h:327
range_golem
@ range_golem
Definition: player.h:34
enter_player_maplevel
void enter_player_maplevel(object *op)
Definition: server.cpp:678
mapstruct::path
char path[HUGE_BUF]
Definition: map.h:353
MSG_TYPE_MISC
#define MSG_TYPE_MISC
Definition: newclient.h:416
party_obsolete_parties
void party_obsolete_parties(void)
Definition: party.cpp:215
free_all_maps
void free_all_maps(void)
Definition: map.cpp:1962
pticks
uint32_t pticks
Definition: time.cpp:47
buf
StringBuffer * buf
Definition: readable.cpp:1565
active_objects
object * active_objects
Definition: object.cpp:296
initPlugins
void initPlugins(void)
Definition: plugins.cpp:4564
hiscore_check
void hiscore_check(object *op, int quiet)
Definition: hiscore.cpp:348
version.h
RMParms
Definition: random_map.h:14
HUGE_BUF
#define HUGE_BUF
Definition: define.h:37
query_flag
static int query_flag(const object *op, int flag)
Definition: object.h:505
MSG_TYPE_COMMAND
#define MSG_TYPE_COMMAND
Definition: newclient.h:407
move_towards
static int move_towards(object *ob, object *towards, unsigned int mindist)
Definition: server.cpp:882
Ns_Dead
@ Ns_Dead
Definition: newserver.h:67
MSG_TYPE_ADMIN_DM
#define MSG_TYPE_ADMIN_DM
Definition: newclient.h:500
free_loader
void free_loader(void)
Definition: loader.cpp:39074
CS_Stats::time_start
time_t time_start
Definition: newclient.h:701
PROFILE_END
#define PROFILE_END(var, expr)
Definition: global.h:378
RMParms::origin_x
int origin_x
Definition: random_map.h:89
object::y
int16_t y
Definition: object.h:335
m
static event_registration m
Definition: citylife.cpp:425
MAP_IN_MEMORY
#define MAP_IN_MEMORY
Definition: map.h:126
stringbuffer_finish
char * stringbuffer_finish(StringBuffer *sb)
Definition: stringbuffer.cpp:76
apply_auto_fix
void apply_auto_fix(mapstruct *m)
Definition: main.cpp:258
login_check_shutdown
void login_check_shutdown(object *const op)
Definition: server.cpp:1479
object_free_drop_inventory
void object_free_drop_inventory(object *ob)
Definition: object.cpp:1560
shutdown_s::time
time_t time
Definition: commands.h:49
object::contr
struct player * contr
Definition: object.h:284
forbid_play
int forbid_play(void)
Definition: server.cpp:1355
MAP_MINTIMEOUT
#define MAP_MINTIMEOUT
Definition: config.h:409
write_todclock
void write_todclock(void)
Definition: init.cpp:519
final_free_player
void final_free_player(player *pl)
Definition: init.cpp:453
object::subtype
uint8_t subtype
Definition: object.h:349
EVENT_CLOCK
#define EVENT_CLOCK
Definition: events.h:40
freearr_y
short freearr_y[SIZEOFFREE]
Definition: object.cpp:305
clean_path
static char * clean_path(const char *file, char *newpath, int size)
Definition: server.cpp:318
query_name
void query_name(const object *op, char *buf, size_t size)
Definition: item.cpp:588
path_combine_and_normalize
char * path_combine_and_normalize(const char *src, const char *dst, char *path, size_t size)
Definition: path.cpp:172
free_all_artifacts
void free_all_artifacts(void)
Definition: artifact.cpp:117
clean_friendly_list
void clean_friendly_list(void)
Definition: friend.cpp:80
RMParms::final_map
char final_map[RM_SIZE]
Definition: random_map.h:57
object_dump
void object_dump(const object *op, StringBuffer *sb)
Definition: object.cpp:645
party_leave
void party_leave(object *op)
Definition: party.cpp:123
add_string
sstring add_string(const char *str)
Definition: shstr.cpp:124
EVENT_MAPENTER
#define EVENT_MAPENTER
Definition: events.h:46
first_map
mapstruct * first_map
Definition: init.cpp:107
FOR_OB_AND_BELOW_FINISH
#define FOR_OB_AND_BELOW_FINISH()
Definition: define.h:754
object_get_multi_size
void object_get_multi_size(const object *ob, int *sx, int *sy, int *hx, int *hy)
Definition: object.cpp:4740
clean_tmp_map
void clean_tmp_map(mapstruct *m)
Definition: map.cpp:1953
free_quest
void free_quest(void)
Definition: quest.cpp:891
shutdown_s::type
enum shutdown_type type
Definition: commands.h:48
make_face_from_files.str
str
Definition: make_face_from_files.py:30
process_events
void process_events(void)
Definition: server.cpp:1074
python_init.path
path
Definition: python_init.py:8
FLAG_FREED
#define FLAG_FREED
Definition: define.h:233
server_main
void server_main(int argc, char *argv[])
Definition: server.cpp:1570
out_of_map
int out_of_map(mapstruct *m, int x, int y)
Definition: map.cpp:2297
do_specials
static void do_specials(void)
Definition: server.cpp:1515
PORTAL_DESTINATION_NAME
#define PORTAL_DESTINATION_NAME
nroferrors
long nroferrors
Definition: init.cpp:112
ob_describe
char * ob_describe(const object *op, const object *observer, int use_media_tags, char *buf, size_t size)
Definition: ob_methods.cpp:91
object_update_speed
void object_update_speed(object *op)
Definition: object.cpp:1349
object_on_exit
static bool object_on_exit(object *ob, object *exit)
Definition: server.cpp:895
enter_exit
void enter_exit(object *op, object *exit_ob)
Definition: server.cpp:723
newhash
char const * newhash(char const *password)
Definition: server.cpp:101
FLAG_DAMNED
#define FLAG_DAMNED
Definition: define.h:317
living::dam
int16_t dam
Definition: living.h:46
object::active_prev
object * active_prev
Definition: object.h:291
CFweardisguise.tag
tag
Definition: CFweardisguise.py:25
object_free
void object_free(object *ob, int flags)
Definition: object.cpp:1592
tag_t
uint32_t tag_t
Definition: object.h:14
mapstruct::reset_group
sstring reset_group
Definition: map.h:325
rproto.h
Settings::confdir
const char * confdir
Definition: global.h:247
sproto.h
logfile
FILE * logfile
Definition: init.cpp:114
FOR_OB_AND_BELOW_PREPARE
#define FOR_OB_AND_BELOW_PREPARE(op_)
Definition: define.h:750
process_players1
static void process_players1(void)
Definition: server.cpp:952
MSG_TYPE_SPELL
#define MSG_TYPE_SPELL
Definition: newclient.h:414
cftimer_process_timers
void cftimer_process_timers(void)
Definition: timers.cpp:44
object_in_icecube
static bool object_in_icecube(object *op)
Definition: server.cpp:1067
SHUTDOWN_NONE
@ SHUTDOWN_NONE
Definition: commands.h:42
ob_blocked
int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y)
Definition: map.cpp:479
object_insert_in_map_at
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Definition: object.cpp:2100
MAP_WIDTH
#define MAP_WIDTH(m)
Definition: map.h:73
SIZEOFFREE
#define SIZEOFFREE
Definition: define.h:155
create_template_pathname
void create_template_pathname(const char *name, char *buf, size_t size)
Definition: map.cpp:145
EXIT_X
#define EXIT_X(xyz)
Definition: define.h:441
shutdown_flag
volatile sig_atomic_t shutdown_flag
Definition: server.cpp:53
MAX_BUF
#define MAX_BUF
Definition: define.h:35
free_all_recipes
void free_all_recipes(void)
Definition: recipe.cpp:811
strlcpy
size_t strlcpy(char *dst, const char *src, size_t size)
Definition: porting.cpp:222
object_new
object * object_new(void)
Definition: object.cpp:1273
free_all_god
void free_all_god(void)
Definition: holy.cpp:327
PERM_FILE
#define PERM_FILE
Definition: config.h:454
free_string
void free_string(sstring str)
Definition: shstr.cpp:280
SAVE_MODE_NORMAL
#define SAVE_MODE_NORMAL
Definition: map.h:116
RANDOM
#define RANDOM()
Definition: define.h:644
metaserver2_exit
void metaserver2_exit()
Definition: metaserver.cpp:493
StringBuffer
Definition: stringbuffer.cpp:25
FREE_AND_CLEAR_STR
#define FREE_AND_CLEAR_STR(xyz)
Definition: global.h:198
free_quest_definitions
void free_quest_definitions(void)
bRunning
int bRunning
enter_unique_map
static void enter_unique_map(object *op, object *exit_ob)
Definition: server.cpp:603
MSG_TYPE_COMMAND_FAILURE
#define MSG_TYPE_COMMAND_FAILURE
Definition: newclient.h:534
can_follow
bool can_follow(object *, player *)
Definition: c_wiz.cpp:2796
player_map_change_common
void player_map_change_common(object *op, mapstruct *const oldmap, mapstruct *const newmap)
Definition: server.cpp:278
ST_PLAYING
#define ST_PLAYING
Definition: define.h:541
find_dir_2
int find_dir_2(int x, int y)
Definition: object.cpp:3673
pets_attempt_follow
void pets_attempt_follow(object *for_owner, int force)
Definition: pets.cpp:249
replace
void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
Definition: utils.cpp:327
FLAG_REMOVED
#define FLAG_REMOVED
Definition: define.h:232
object_find_by_type_and_slaying
object * object_find_by_type_and_slaying(const object *who, int type, const char *slaying)
Definition: object.cpp:4154
FLAG_WIZ
#define FLAG_WIZ
Definition: define.h:231
swap_map
int swap_map(mapstruct *map)
Definition: swap.cpp:136
Settings::emergency_mapname
char * emergency_mapname
Definition: global.h:299
llevInfo
@ llevInfo
Definition: logger.h:12
NDI_UNIQUE
#define NDI_UNIQUE
Definition: newclient.h:265
roll-o-matic.stop
def stop()
Definition: roll-o-matic.py:78
object::name
sstring name
Definition: object.h:319
MSG_TYPE_SPELL_FAILURE
#define MSG_TYPE_SPELL_FAILURE
Definition: newclient.h:636
SIZEOFFREE2
#define SIZEOFFREE2
Definition: define.h:154
free_style_maps
void free_style_maps(void)
Definition: style.cpp:312
check_password
bool check_password(const char *typed, const char *crypted)
Definition: server.cpp:114
shutdown_warn_times
static const int shutdown_warn_times[]
Definition: server.cpp:48
ST_CONFIRM_PASSWORD
#define ST_CONFIRM_PASSWORD
Definition: define.h:548
metaserver_update
void metaserver_update(void)
Definition: metaserver.cpp:81
get_map_flags
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.cpp:300
save_and_kick_all_players
static void save_and_kick_all_players(void)
Definition: server.cpp:1400
item
Definition: item.py:1
mapstruct
Definition: map.h:313
create_pathname
char * create_pathname(const char *name, char *buf, size_t size)
Definition: map.cpp:104
write_cs_stats
void write_cs_stats(void)
SHUTDOWN_TIME
@ SHUTDOWN_TIME
Definition: commands.h:43
give.op
op
Definition: give.py:33
NDI_ALL
#define NDI_ALL
Definition: newclient.h:266
animate_object
void animate_object(object *op, int dir)
Definition: anim.cpp:44
update_players
void update_players(void)
Definition: loop.cpp:681
mapstruct::name
char * name
Definition: map.h:316
object_find_free_spot
int object_find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop)
Definition: object.cpp:3555
EVENT_MAPLEAVE
#define EVENT_MAPLEAVE
Definition: events.h:47
enter_random_template_map
static void enter_random_template_map(object *pl, object *exit_ob)
Definition: server.cpp:535
object::msg
sstring msg
Definition: object.h:330
rv_vector
Definition: map.h:368
init
void init(int argc, char **argv)
Definition: init.cpp:1087
hit_player
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Definition: attack.cpp:1903
EXIT_Y
#define EXIT_Y(xyz)
Definition: define.h:442
diamondslots.y
y
Definition: diamondslots.py:16
free_globals
void free_globals(void)
Definition: init.cpp:440
map_path_unique
bool map_path_unique(const char *path)
Definition: map.cpp:2732
free_server
void free_server(void)
Definition: init.cpp:1127
ob_apply
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.cpp:44
mapstruct::timeout
int32_t timeout
Definition: map.h:330
MAP_HEIGHT
#define MAP_HEIGHT(m)
Definition: map.h:75
MAP_ENTER_Y
#define MAP_ENTER_Y(m)
Definition: map.h:82
NDI_DK_ORANGE
#define NDI_DK_ORANGE
Definition: newclient.h:251
find_player_partial_name
player * find_player_partial_name(const char *plname)
Definition: player.cpp:114
watchdog
void watchdog(void)
map_newmap_cmd
void map_newmap_cmd(socket_struct *ns)
Definition: request.cpp:687
get_rangevector
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
Definition: map.cpp:2541
DEAD_OBJECT
@ DEAD_OBJECT
Definition: object.h:161
make_face_from_files.int
int
Definition: make_face_from_files.py:32
get_region_by_map
region * get_region_by_map(mapstruct *m)
Definition: region.cpp:72
save_player
int save_player(object *op, int flag)
Definition: login.cpp:230
draw_ext_info
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Definition: main.cpp:308
MAP_ENTER_X
#define MAP_ENTER_X(m)
Definition: map.h:80
process_object
void process_object(object *op)
Definition: time.cpp:796
object::active_next
object * active_next
Definition: object.h:287
object_remove
void object_remove(object *op)
Definition: object.cpp:1833
shutdown_state
struct shutdown_s shutdown_state
Definition: c_wiz.cpp:44
cleanup
void cleanup(void)
Definition: server.cpp:1248
leave
void leave(player *pl, int draw_exit)
Definition: server.cpp:1294
FLAG_UNPAID
#define FLAG_UNPAID
Definition: define.h:236
do_some_living
void do_some_living(object *op)
Definition: player.cpp:3272
P_NO_CLERIC
#define P_NO_CLERIC
Definition: map.h:236
mapstruct::unique
uint32_t unique
Definition: map.h:326
save_map
int save_map(mapstruct *m, int flag)
Definition: map.cpp:1395
shutdown_s::next_warn
int next_warn
Definition: commands.h:51
fix_luck
void fix_luck(void)
Definition: player.cpp:3906
check_active_maps
void check_active_maps(void)
Definition: swap.cpp:201
object::stats
living stats
Definition: object.h:378
commands_clear
void commands_clear()
Definition: commands.cpp:346
count_players
int count_players(void)
Definition: metaserver.cpp:49
AP_UNAPPLY
#define AP_UNAPPLY
Definition: define.h:575
server.h
close_modules
void close_modules()
Definition: init.cpp:80
freearr_x
short freearr_x[SIZEOFFREE]
Definition: object.cpp:299
tod.h
player::last_exit
object * last_exit
Definition: player.h:208
MAP_TIMEOUT
#define MAP_TIMEOUT(m)
Definition: map.h:66
days
static const char * days[]
Definition: server.cpp:51
TRUE
#define TRUE
Definition: compat.h:11
do_shutdown
static void do_shutdown(void)
Definition: server.cpp:1410
CS_LOGTIME
#define CS_LOGTIME
Definition: config.h:188
cst_lst
CS_Stats cst_lst
Definition: newclient.h:712
mapfile_load
mapstruct * mapfile_load(const char *map, int flags)
Definition: map.cpp:1216
object::attacktype
uint32_t attacktype
Definition: object.h:352
rv_vector::direction
int direction
Definition: map.h:372
altar_valkyrie.pl
pl
Definition: altar_valkyrie.py:28
MSG_TYPE_ADMIN
#define MSG_TYPE_ADMIN
Definition: newclient.h:405
RMParms::region
struct region * region
Definition: random_map.h:96
rv_vector::distance
unsigned int distance
Definition: map.h:369
RMParms::Xsize
int Xsize
Definition: random_map.h:74
FORCE
@ FORCE
Definition: object.h:229
enter_fixed_template_map
static void enter_fixed_template_map(object *pl, object *exit_ob)
Definition: server.cpp:444
knowledge_process_incremental
void knowledge_process_incremental(void)
Definition: knowledge.cpp:1439
object.h
tick_game_time
void tick_game_time()
Definition: time.cpp:184
events_execute_global_event
void events_execute_global_event(int eventcode,...)
Definition: events.cpp:32
RMParms::link_source_map
bool link_source_map
Definition: random_map.h:104
llevDebug
@ llevDebug
Definition: logger.h:13
SP_WORD_OF_RECALL
#define SP_WORD_OF_RECALL
Definition: spells.h:92
process_players2
static void process_players2(void)
Definition: server.cpp:1044
AUTOSAVE
#define AUTOSAVE
Definition: config.h:594
give.name
name
Definition: give.py:27
player_update_bg_music
void player_update_bg_music(object *player)
Definition: sounds.cpp:170
unclean_path
static char * unclean_path(const char *src, char *newpath, int size)
Definition: server.cpp:346
crypt_string
static char const * crypt_string(char const *str, char const *salt)
Definition: server.cpp:70