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 && rp.link_source_map) {
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[2 * HUGE_BUF], path[MAX_BUF];
620  mapstruct *newmap;
621  const char* player = op->name;
622  if (op->contr->followed_player) {
623  player = op->contr->followed_player;
624  }
625 
626  if (EXIT_PATH(exit_ob)[0] == '/') {
627  snprintf(apartment, sizeof(apartment), "~%s/%s", player, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
628  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
629  if (!newmap) {
630  newmap = mapfile_load(EXIT_PATH(exit_ob), 0);
631  }
632  } else { /* relative directory */
633  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
634 
635  if (exit_ob->map->unique) {
636  // Use player's current map path to construct base of relative path in 'src'
637  char* src = strdup(op->map->path);
638  char* slash = strrchr(src, '/');
639  if (slash == NULL) {
640  abort();
641  }
642  *slash = '\0';
643 
644  unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
645 
646  /* Need to copy this over, as clean_path only has one static return buffer */
647  clean_path(reldir, tmpc, sizeof(tmpc));
648  /* Remove final component, if any */
649  if ((cp = strrchr(tmpc, '_')) != NULL)
650  *cp = 0;
651 
652  snprintf(apartment, sizeof(apartment), "%s/%s_%s", src, tmpc, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
653 
654  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
655  if (!newmap) {
656  newmap = mapfile_load(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), 0);
657  }
658  } else {
659  /* The exit is unique, but the map we are coming from is not unique. So
660  * use the basic logic - don't need to demangle the path name
661  */
662  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
663  snprintf(apartment, sizeof(apartment), "~%s/%s", player, clean_path(reldir, path, sizeof(path)));
664  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665  if (!newmap) {
666  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
667  newmap = ready_map_name(reldir, 0);
668  if (newmap)
669  apply_auto_fix(newmap);
670  }
671  }
672  }
673 
674  if (newmap) {
675  strlcpy(newmap->path, apartment, sizeof(newmap->path));
676  newmap->unique = 1;
677  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
678  } else {
681  "The %s is closed.",
682  exit_ob->name);
683  /* Perhaps not critical, but I would think that the unique maps
684  * should be new enough this does not happen. This also creates
685  * a strange situation where some players could perhaps have visited
686  * such a map before it was removed, so they have the private
687  * map, but other players can't get it anymore.
688  */
689  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);
690  }
691 }
692 
693 void enter_player_maplevel(object *op) {
694  assert(op != NULL);
695  int flags = 0, x = op->x, y = op->y;
696  mapstruct *newmap;
697 
698  assert(op->type == PLAYER);
699 
700  /* newmap returns the map (if already loaded), or loads it for us. */
701  newmap = ready_map_name(op->contr->maplevel, flags);
702  if (!newmap) {
706  if (!newmap) {
707  LOG(llevError, "Fatal: Could not load emergency map!\n");
708  abort();
709  }
710 
712  "You find yourself somewhere unexpected...");
713  }
714 
715  /* as a special case, if coordinates are (-1, -1), then the item should
716  * be put at the default location. Used for loginmethod 0 (old clients). */
717  if (x == -1 && y == -1) {
718  x = MAP_ENTER_X(newmap);
719  y = MAP_ENTER_Y(newmap);
720  }
721 
722  enter_map(op, newmap, x, y);
723 }
724 
738 void enter_exit(object *op, object *exit_ob) {
739 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
740  /* It may be nice to support other creatures moving across
741  * exits, but right now a lot of the code looks at op->contr,
742  * so thta is an RFE.
743  */
744  if (op->type != PLAYER)
745  return;
746 
747  assert(exit_ob != NULL);
748  assert(EXIT_PATH(exit_ob) != NULL);
749 
750  /* Don't word-of-recall out of a shop */
751  if ( exit_ob->subtype == SP_WORD_OF_RECALL ) {
752  /* Scan inventory for unpaid objects */
753  object *item = op->inv;
755  if (QUERY_FLAG(item, FLAG_UNPAID)) {
756  char buf[MAX_BUF];
757 
758  ob_describe(item, op, 1, buf, sizeof(buf));
760  "You feel a force fizzling away. You feel a vibration from: %s",buf);
761  return;
762  }
764  }
765 
766  /* Need to remove player from transport */
767  if (op->contr->transport)
768  ob_apply(op->contr->transport, op, AP_UNAPPLY);
769 
770  /* check to see if we make a template map
771  * Template maps have an EXIT_PATH in the form:
772  * /@[!]<MAP_NAME>!<TEMPLATE_PATH>
773  *
774  * <MAP_NAME> is the name of the destination map, which is saved in LOCALDIR/template-maps/.
775  * <TEMPLATE_PATH> is the path to a template map, used when <MAP_NAME> does not exist.
776  */
777  if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
778  if (EXIT_PATH(exit_ob)[2] == '!') {
779  /* generate a template map randomly */
780  enter_random_template_map(op, exit_ob);
781  } else {
782  /* generate a template map from a fixed template */
783  enter_fixed_template_map(op, exit_ob);
784  }
785  }
786  /* check to see if we make a randomly generated map */
787  else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
788  enter_random_map(op, exit_ob);
789  } else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
790  enter_unique_map(op, exit_ob);
791  } else {
792  int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
793  /* 'Normal' exits that do not do anything special
794  * Simple enough we don't need another routine for it.
795  */
796  mapstruct *newmap;
797  if (exit_ob->map) {
798  char tmp_path[HUGE_BUF];
799 
800  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
801  newmap = ready_map_name(tmp_path, 0);
802  /* Random map was previously generated, but is no longer about. Lets generate a new
803  * map.
804  */
805  if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
806  /* Maps that go down have a message set. However, maps that go
807  * up, don't. If the going home has reset, there isn't much
808  * point generating a random map, because it won't match the maps.
809  */
810  if (exit_ob->msg) {
811  enter_random_map(op, exit_ob);
812  } else {
815  "The %s is closed.",
816  exit_ob->name);
817  return;
818  }
819 
820  /* For exits that cause damages (like pits). Don't know if any
821  * random maps use this or not.
822  */
823  if (exit_ob->stats.dam && op->type == PLAYER)
824  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
825  return;
826  }
827  } else {
828  /* For word of recall and other force objects
829  * They contain the full pathname of the map to go back to,
830  * so we don't need to normalize it.
831  * But we do need to see if it is unique or not
832  */
833  if (map_path_unique(EXIT_PATH(exit_ob)))
834  newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
835  else
836  newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
837  }
838  if (!newmap) {
839  if (exit_ob->name)
842  "The %s is closed.",
843  exit_ob->name);
844  /* don't cry to momma if name is not set - as in tmp objects
845  * used by the savebed code and character creation */
846  return;
847  }
848 
849  if (x == -1 && y == -1) {
850  x = MAP_ENTER_X(newmap);
851  y = MAP_ENTER_Y(newmap);
852  }
853 
854  /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
855  if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
856  object *tmp;
857 
858  /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
860  if (tmp) {
863  }
864 
865  path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
866  op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
867  save_player(op, 1);
868  }
869 
870  enter_map(op, newmap, x, y);
871  }
872 
873  LOG(llevDebug, "%s enters %s\n", op->name, EXIT_PATH(exit_ob));
874 
875  /* For exits that cause damages (like pits) */
876  if (exit_ob->stats.dam && op->type == PLAYER)
877  hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
878 
879  if (op->contr) {
880  object* exit_copy = object_new();
881  object_copy(exit_ob, exit_copy);
882  exit_copy->speed = 0; // Item isn't on map or in inv, but object_copy() may have added it to active list
883  object_update_speed(exit_copy);
884  exit_copy->map = exit_ob->map; // hack to set map without actually inserting
885  if (op->contr->last_exit) {
886  object_free(op->contr->last_exit, FREE_OBJ_NO_DESTROY_CALLBACK);
887  }
888  op->contr->last_exit = exit_copy;
889  }
890 }
891 
897 static int move_towards(object *ob, object *towards, unsigned int mindist) {
898  rv_vector rv;
899  get_rangevector(ob, towards, &rv, 0);
900  if (rv.direction != 0 && rv.distance > mindist && ob->speed_left > 0) {
901  move_player(ob, rv.direction);
902  }
903  return rv.direction;
904 }
905 
910 static bool object_on_exit(object* ob, object* exit) {
911  int x = exit->x;
912  int y = exit->y;
913  int sx, sy, sx2, sy2;
914  object_get_multi_size(exit, &sx, &sy, &sx2, &sy2);
915  return (ob->x >= x+sx2) && (ob->x <= x+sx) && (ob->y >= y+sy2) && (ob->y <= y+sy);
916 }
917 
921 static void do_follow(player *pl) {
922  assert(pl->followed_player != NULL);
923  player *followed = find_player_partial_name(pl->followed_player);
924  if (followed && followed->ob && followed->ob->map) {
925  if (query_flag(pl->ob, FLAG_WIZ)) {
926  rv_vector rv;
927  if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
928  int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
929  if (space == -1) {
931  space = 0;
932  }
933  object_remove(pl->ob);
934  object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
935  map_newmap_cmd(pl->socket);
937  }
938  } else {
939  if (!can_follow(pl->ob, followed)) {
941  "%s stops letting you follow them.", pl->followed_player);
942  FREE_AND_CLEAR_STR(pl->followed_player);
943  return;
944  }
945  if (move_towards(pl->ob, followed->ob, 1)== 0 && followed->ob->contr->last_exit != NULL) {
946  // Move to and apply exit
947  object* exit = followed->ob->contr->last_exit;
948  if (!object_on_exit(pl->ob, exit)) {
949  move_towards(pl->ob, exit, 0);
950  } else {
951  enter_exit(pl->ob, exit);
952  }
953  }
954  }
955  } else {
957  "You stop following %s.", pl->followed_player);
958  FREE_AND_CLEAR_STR(pl->followed_player);
959  }
960 }
961 
967 static void process_players1(void) {
968  int flag;
969  player *pl, *plnext;
970 
971  /* Basically, we keep looping until all the players have done their actions. */
972  for (flag = 1; flag != 0; ) {
973  flag = 0;
974  for (pl = first_player; pl != NULL; pl = plnext) {
975  plnext = pl->next; /* In case a player exits the game in handle_player() */
976 
977  if (pl->ob == NULL)
978  continue;
979 
980  /* Only do this on the first pass - what we are recording
981  * here is the number of ticks the player has been online - not
982  * how many actions/moves the player has done.
983  */
984  if (!flag) pl->ticks_played++;
985 
986  if (pl->followed_player) {
987  do_follow(pl);
988  }
989 
990  if (pl->ob->speed_left > 0) {
991  if (handle_newcs_player(pl->ob))
992  flag = 1;
993  } /* end if player has speed left */
994 
995  /* If the player is not actively playing, don't make a
996  * backup save - nothing to save anyway. Plus, the
997  * map may not longer be valid. This can happen when the
998  * player quits - they exist for purposes of tracking on the map,
999  * but don't actually reside on any actual map.
1000  */
1001  if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
1002  continue;
1003 
1004 #ifdef AUTOSAVE
1005  /* check for ST_PLAYING state so that we don't try to save off when
1006  * the player is logging in.
1007  */
1008  if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
1009  /* Don't save the player on unholy ground. Instead, increase the
1010  * tick time so it will be about 10 seconds before we try and save
1011  * again.
1012  */
1013  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
1014  pl->last_save_tick += 100;
1015  } else {
1016  save_player(pl->ob, 1);
1017  pl->last_save_tick = pticks;
1018  hiscore_check(pl->ob, 1);
1019  }
1020  }
1021 #endif
1022  } /* end of for loop for all the players */
1023  } /* for flag */
1024  for (pl = first_player; pl != NULL; pl = pl->next) {
1025  int has_action = 1;
1026 
1027  pl->ob->weapon_speed_left += pl->ob->weapon_speed;
1028  if (pl->ob->weapon_speed_left > 1.0)
1029  pl->ob->weapon_speed_left = 1.0;
1030 
1031  pl->socket->sounds_this_tick = 0;
1032 
1033  if (settings.casting_time == TRUE) {
1034  if (pl->ob->casting_time > 0) {
1035  pl->ob->casting_time--;
1036  has_action = 0;
1037  }
1038  }
1039  /* If the character is idle (standing around resting) increase
1040  * regen rates.
1041  */
1042  if (has_action && pl->ob->speed_left > 0) {
1043  pl->ob->last_heal -= 2;
1044  pl->ob->last_sp -= 2;
1045  pl->ob->last_grace -= 2;
1046  pl->ob->last_eat += 2; /* Slow down food consumption */
1047  }
1048  do_some_living(pl->ob);
1049  }
1050 }
1051 
1059 static void process_players2(void) {
1060  player *pl;
1061 
1062  /* Then check if any players should use weapon-speed instead of speed */
1063  for (pl = first_player; pl != NULL; pl = pl->next) {
1064  /* The code that did weapon_sp handling here was out of place -
1065  * this isn't called until after the player has finished there
1066  * actions, and is thus out of place. All we do here is bounds
1067  * checking.
1068  */
1069  if (pl->has_hit) {
1070  /* This needs to be here - if the player is running, we need to
1071  * clear this each tick, but new commands are not being received
1072  * so execute_newserver_command() is never called
1073  */
1074  pl->has_hit = 0;
1075  } else if (pl->ob->speed_left > pl->ob->speed)
1076  pl->ob->speed_left = pl->ob->speed;
1077  }
1078 }
1079 
1080 #define SPEED_DEBUG
1081 
1082 static bool object_in_icecube(object *op) {
1083  return op->env != NULL && strcmp(op->env->arch->name, "icecube") == 0;
1084 }
1085 
1089 void process_events(void) {
1090  object *op;
1091  object marker;
1092  tag_t tag;
1093 
1094  process_players1();
1095 
1096  memset(&marker, 0, sizeof(object));
1097  /* Put marker object at beginning of active list */
1098  marker.active_next = active_objects;
1099 
1100  if (marker.active_next)
1101  marker.active_next->active_prev = &marker;
1102  marker.active_prev = NULL;
1103  active_objects = &marker;
1104 
1105  while (marker.active_next) {
1106  op = marker.active_next;
1107  tag = op->count;
1108 
1109  /* Move marker forward - swap op and marker */
1110  op->active_prev = marker.active_prev;
1111 
1112  if (op->active_prev)
1113  op->active_prev->active_next = op;
1114  else
1115  active_objects = op;
1116 
1117  marker.active_next = op->active_next;
1118 
1119  if (marker.active_next)
1120  marker.active_next->active_prev = &marker;
1121  marker.active_prev = op;
1122  op->active_next = &marker;
1123 
1124  /* Now process op */
1125  if (QUERY_FLAG(op, FLAG_FREED)) {
1126  LOG(llevError, "BUG: process_events(): Free object on list\n");
1127  op->speed = 0;
1129  continue;
1130  }
1131 
1132  /* I've seen occasional crashes due to this - the object is removed,
1133  * and thus the map it points to (last map it was on) may be bogus
1134  * The real bug is to try to find out the cause of this - someone
1135  * is probably calling object_remove() without either an insert_ob or
1136  * object_free_drop_inventory() afterwards, leaving an object dangling.
1137  * But I'd rather log this and continue on instead of crashing.
1138  * Don't remove players - when a player quits, the object is in
1139  * sort of a limbo, of removed, but something we want to keep
1140  * around.
1141  */
1142  if (QUERY_FLAG(op, FLAG_REMOVED)
1143  && op->type != PLAYER
1144  && op->map
1145  && op->map->in_memory != MAP_IN_MEMORY) {
1146  StringBuffer *sb;
1147  char *diff;
1148 
1149  LOG(llevError, "BUG: process_events(): Removed object on list\n");
1150  sb = stringbuffer_new();
1151  object_dump(op, sb);
1152  diff = stringbuffer_finish(sb);
1153  LOG(llevError, "%s\n", diff);
1154  free(diff);
1156  continue;
1157  }
1158 
1159  if (!op->speed) {
1160  LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
1162  continue;
1163  }
1164 
1165  if (op->map == NULL
1166  && op->env == NULL
1167  && op->name
1168  && op->type != MAP) {
1169  LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
1170  op->speed = 0;
1172  continue;
1173  }
1174 
1175  /* Seen some cases where process_object() is crashing because
1176  * the object is on a swapped out map. But can't be sure if
1177  * something in the chain of events caused the object to
1178  * change maps or was just never removed - this will
1179  * give some clue as to its state before call to
1180  * process_object
1181  */
1182  if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
1183  LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
1184  }
1185 
1186  /* Animate the object. Bug of feature that andim_speed
1187  * is based on ticks, and not the creatures speed?
1188  */
1189  if ((op->anim_speed && op->last_anim >= op->anim_speed)
1190  || (op->temp_animation && op->last_anim >= op->temp_anim_speed)) {
1191  op->state++;
1192  if ((op->type == PLAYER) || (op->type == MONSTER))
1193  animate_object(op, op->facing);
1194  else
1195  animate_object(op, op->direction);
1196  op->last_anim = 1;
1197  } else {
1198  op->last_anim++;
1199  }
1200 
1201  if (op->speed_left > 0) {
1202  // Players are special because their speed_left has already been
1203  // reduced in do_server(). Players effectively process every tick
1204  // so long they have non-zero speed left.
1205  if (op->type != PLAYER) {
1206  // Objects in icecubes decay at a slower rate
1207  if (object_in_icecube(op)) {
1208  op->speed_left -= 10;
1209  } else {
1210  op->speed_left -= 1;
1211  }
1212  }
1213  process_object(op);
1214  if (object_was_destroyed(op, tag))
1215  continue;
1216  } else {
1217  // Custom-made creatures for random maps can still have negative speeds, so catch that with FABS().
1218  op->speed_left += FABS(op->speed);
1219  }
1220  if (settings.casting_time == TRUE && op->casting_time > 0)
1221  op->casting_time--;
1222  }
1223 
1224  /* Remove marker object from active list */
1225  if (marker.active_prev != NULL)
1226  marker.active_prev->active_next = NULL;
1227  else
1228  active_objects = NULL;
1229 
1230  process_players2();
1231 }
1232 
1237 void clean_tmp_files(void) {
1238  mapstruct *m, *next;
1239  for (m = first_map; m != NULL; m = next) {
1240  next = m->next;
1241  if (m->in_memory == MAP_IN_MEMORY) {
1242  // Save all maps currently in memory, because they might contain
1243  // unique tiles that have not been written to disk.
1244  if (settings.recycle_tmp_maps) {
1245  // swap_map() also updates the write log.
1246  swap_map(m);
1247  } else {
1249  // FIXME: Unfortunately, save_map() also unnecessarily saves
1250  // non-unique tiles to a new temporary file, so we have to
1251  // get rid of it here.
1252  clean_tmp_map(m);
1253  }
1254  } else {
1255  // Remove the swap file.
1256  clean_tmp_map(m);
1257  }
1258  }
1259  write_todclock(); /* lets just write the clock here */
1260 }
1261 
1263 void cleanup(void) {
1264  metaserver2_exit();
1265  LOG(llevInfo, "Cleaning up...\n");
1266  clean_tmp_files();
1268  accounts_save();
1269 
1270  close_modules();
1271 
1272 #ifdef MEMORY_DEBUG
1273  free_all_maps();
1274  free_style_maps();
1275 #endif
1276  cleanupPlugins();
1277  commands_clear();
1278 #ifdef MEMORY_DEBUG
1279  free_all_archs();
1281  free_all_images();
1283  free_all_recipes();
1285  free_all_god();
1286  free_all_anim();
1287  i18n_free();
1288  free_loader();
1289  free_globals();
1290  free_server();
1292  free_knowledge();
1293  free_quest();
1295  /* See what the string data that is out there that hasn't been freed. */
1296  /* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
1297 #endif
1298  exit(0);
1299 }
1300 
1309 void leave(player *pl, int draw_exit) {
1310  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
1311  pets_terminate_all(pl->ob);
1312  object_remove(pl->ob);
1313  }
1314 
1315  pl->socket->status = Ns_Dead;
1316  LOG(llevInfo, "logout: %s from %s\n", pl->ob->name, pl->socket->host);
1317 
1318  strcpy(pl->ob->contr->killer, "left");
1319  hiscore_check(pl->ob, 1);
1320 
1321  /* If this player is the captain of the transport, need to do
1322  * some extra work. By the time we get here, object_remove()
1323  * should have already been called.
1324  */
1325  if (pl->transport && pl->transport->contr == pl) {
1326  /* If inv is a non player, inv->contr will be NULL, but that
1327  * is OK.
1328  */
1329  if (pl->transport->inv)
1330  pl->transport->contr = pl->transport->inv->contr;
1331  else
1332  pl->transport->contr = NULL;
1333 
1334  if (pl->transport->contr) {
1335  char name[MAX_BUF];
1336 
1337  query_name(pl->transport, name, MAX_BUF);
1338  draw_ext_info_format(NDI_UNIQUE, 0, pl->transport->contr->ob,
1340  "%s has left. You are now the captain of %s",
1341  pl->ob->name, name);
1342  }
1343  }
1344 
1345  if (pl->ob->map) {
1346  if (pl->ob->map->in_memory == MAP_IN_MEMORY)
1347  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1348  pl->ob->map = NULL;
1349  }
1350  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1351  party_leave(pl->ob);
1352  /* If a hidden dm dropped connection do not create
1353  * inconsistencies by showing that they have left the game
1354  */
1355  if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1356  && (draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1359  "%s left the game.",
1360  pl->ob->name);
1361 }
1362 
1370 int forbid_play(void) {
1371 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1372  char buf[MAX_BUF], day[MAX_BUF];
1373  FILE *fp;
1374  time_t clock;
1375  struct tm *tm;
1376  int i, start, stop, forbit = 0;
1377 
1378  clock = time(NULL);
1379  tm = (struct tm *)localtime(&clock);
1380 
1381  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
1382  if ((fp = fopen(buf, "r")) == NULL)
1383  return 0;
1384 
1385  while (fgets(buf, sizeof(buf), fp)) {
1386  if (buf[0] == '#')
1387  continue;
1388  if (!strncmp(buf, "msg", 3)) {
1389  if (forbit)
1390  while (fgets(buf, sizeof(buf), fp)) /* print message */
1391  fputs(buf, logfile);
1392  break;
1393  } else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1394  LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1395  continue;
1396  }
1397 
1398  for (i = 0; i < 7; i++) {
1399  if (!strncmp(buf, days[i], 3)
1400  && (tm->tm_wday == i)
1401  && (tm->tm_hour >= start)
1402  && (tm->tm_hour < stop))
1403  forbit = 1;
1404  }
1405  }
1406 
1407  fclose(fp);
1408 
1409  return forbit;
1410 #else
1411  return 0;
1412 #endif
1413 }
1414 
1415 static void save_and_kick_all_players(void) {
1416  for (player *pl = first_player; pl != NULL; ) {
1417  player *npl = pl->next;
1418  save_player(pl->ob, 0);
1419  leave(pl, 0);
1421  pl = npl;
1422  }
1423 }
1424 
1425 static void do_shutdown(void) {
1427  MSG_TYPE_ADMIN_DM, "The server has shut down.");
1429 
1430  // Maps are saved out in clean_tmp_files(), called by cleanup().
1431  cleanup();
1432 }
1433 
1437 static bool check_shutdown(void) {
1438  if (shutdown_flag == 1) {
1439  LOG(llevInfo, "Received SIGINT; shutting down...\n");
1440  return true;
1441  }
1442 
1444  return false;
1445  }
1446 
1448  if (count_players() == 0) {
1449  if (shutdown_state.time == 0) {
1450  // Start idle countdown
1451  shutdown_state.time = time(NULL);
1452  return false;
1453  } else {
1454  time_t diff = time(NULL) - shutdown_state.time;
1455  if (diff > 60) {
1456  LOG(llevInfo, "No active players in the last %ld seconds, shutting down...\n", diff);
1457  return true;
1458  } else {
1459  return false;
1460  }
1461  }
1462  } else {
1463  // Reset idle time, since there are players
1464  shutdown_state.time = 0;
1465  }
1466  return false;
1467  }
1468 
1469  assert(shutdown_state.type == SHUTDOWN_TIME);
1470 
1471  /* If a timed shutdown is coming, remind players periodically. */
1472  time_t time_left = shutdown_state.time - time(NULL);
1473 
1474  for (unsigned int i = shutdown_state.next_warn; i < sizeof(shutdown_warn_times) / sizeof(int); i++) {
1475  if (shutdown_warn_times[i] == (int)ceil(time_left / 60.0)) {
1478  "Server shutting down in %d minutes.", shutdown_warn_times[i]);
1479  shutdown_state.next_warn = i + 1;
1480  return false;
1481  }
1482  }
1483 
1484  if (time_left <= 0) {
1485  return true;
1486  }
1487  return false;
1488 }
1489 
1494 void login_check_shutdown(object* const op) {
1496  return;
1497  }
1498 
1502  "This server will shut down when all players leave.");
1503  return;
1504  }
1505 
1506  assert(shutdown_state.type == SHUTDOWN_TIME);
1507 
1508  time_t time_left = shutdown_state.time - time(NULL);
1509  if (time_left <= 60*shutdown_warn_times[0]) {
1512  "This server will shut down in %lu minutes.", time_left / 60);
1513  }
1514 }
1515 
1530 static void do_specials(void) {
1531  if (check_shutdown()) {
1532  do_shutdown();
1533  }
1534 
1535 #ifdef CS_LOGSTATS
1536  if ((time(NULL)-cst_lst.time_start) >= CS_LOGTIME) {
1537  write_cs_stats();
1538  }
1539 #endif
1540 
1541  if (!(pticks%10))
1543 
1544 #ifdef WATCHDOG
1545  if (!(pticks%503))
1546  watchdog();
1547 #endif
1548 
1549  if (!(pticks%PTICKS_PER_CLOCK))
1550  tick_the_clock();
1551 
1552  if (!(pticks%509))
1553  flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1554 
1555  if (!(pticks%2503))
1556  fix_weight(); /* Hack to fix weightproblems caused by bugs */
1557 
1558  if (!(pticks%2521))
1559  metaserver_update(); /* 2500 ticks is about 5 minutes */
1560 
1561  if (!(pticks%2531))
1562  accounts_save();
1563 
1564  if (!(pticks%5003))
1566 
1567  if (!(pticks%5009))
1569 
1570  if (!(pticks%5011))
1572 
1573  if (!(pticks%12503))
1574  fix_luck();
1575 }
1576 
1585 void server_main(int argc, char *argv[]) {
1586  PROFILE_BEGIN();
1587 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1588  _fmode = _O_BINARY;
1589 #endif
1590 
1591 #ifndef WIN32
1592  /* Here we check that we aren't root or suid */
1593  if (getuid() == 0 || geteuid() == 0) {
1594  fprintf(stderr,
1595  "Running crossfire-server as root is a bad idea; aborting!\n"
1596  "Please run it again as a normal, unprivileged user.\n");
1597  exit(EXIT_FAILURE);
1598  }
1599 #endif
1600 
1601 #ifdef DEBUG_MALLOC_LEVEL
1602  malloc_debug(DEBUG_MALLOC_LEVEL);
1603 #endif
1604 
1605  init(argc, argv);
1606  initPlugins(); /* GROS - Init the Plugins */
1607  // Give feedback that loading is complete. This prevents confusion on when it is done loading.
1608  PROFILE_END(diff, LOG(llevInfo, "Initialization complete (%ld ms). Waiting for connections.\n", diff/1000));
1609 #ifdef WIN32
1610  while (bRunning) {
1611 #else
1612  while (TRUE) {
1613 #endif
1614  nroferrors = 0;
1615 
1616  tick_game_time();
1617  do_server();
1618  process_events(); /* "do" something with objects with speed */
1619  cftimer_process_timers(); /* Process the crossfire Timers */
1621  check_active_maps(); /* Removes unused maps after a certain timeout */
1622  do_specials(); /* Routines called from time to time. */
1623  update_players();
1624  }
1625 
1626  /* This is unreachable. */
1627  abort();
1628 }
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void write_book_archive(void)
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void fix_weight(void)
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def next
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@ PLAYER
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@ MAP
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@ SHUTDOWN_NONE
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@ llevInfo
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@ SHUTDOWN_TIME
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Definition: knowledge.cpp:1439
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