File: map.c

package info (click to toggle)
crossfire 1.11.0-2
  • links: PTS
  • area: main
  • in suites: lenny
  • size: 24,456 kB
  • ctags: 7,800
  • sloc: ansic: 80,483; sh: 11,825; perl: 2,327; lex: 1,946; makefile: 1,149
file content (2309 lines) | stat: -rw-r--r-- 73,988 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
/*
 * static char *rcsid_map_c =
 *   "$Id: map.c 7568 2007-11-24 21:17:09Z akirschbaum $";
 */

/*
    CrossFire, A Multiplayer game for X-windows

    Copyright (C) 2006 Mark Wedel & Crossfire Development Team
    Copyright (C) 1992 Frank Tore Johansen

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

    The authors can be reached via e-mail at crossfire-devel@real-time.com
*/


#include <global.h>
#include <funcpoint.h>

#include <loader.h>
#ifndef WIN32 /* ---win32 exclude header */
#include <unistd.h>
#endif /* win32 */

#include "path.h"


extern int nrofallocobjects,nroffreeobjects;

/* These correspond to the layer names in map.h -
 * since some of the types can be on multiple layers,
 * names are duplicated to correspond to that layer.
 */
const char *map_layer_name[MAP_LAYERS] = {"floor", "no_pick", "no_pick", "item", "item", "item",
	    "living", "living", "fly", "fly" } ;

typedef struct Map_Layer_Info {
    uint8   high_layer;
    uint8   honor_visibility;
} Map_Layer_Info;

/* the ob->map_layer holds the low layer.  For the update_position()
 * logic, we also need to know the higher layer and whether 
 * visibility should be honored.  This table has that information,
 * so that it doesn't need to be hardcoded.
 */
static Map_Layer_Info map_layer_info[MAP_LAYERS] = {
{MAP_LAYER_FLOOR, 1},
{MAP_LAYER_NO_PICK2, 0}, {MAP_LAYER_NO_PICK2, 0},
{MAP_LAYER_ITEM3, 1}, {MAP_LAYER_ITEM3, 1}, {MAP_LAYER_ITEM3, 1},
{MAP_LAYER_LIVING2, 1}, {MAP_LAYER_LIVING2, 1},
{MAP_LAYER_FLY2, 1}, {MAP_LAYER_FLY2, 1}
};

/*
 * Returns the mapstruct which has a name matching the given argument.
 * return NULL if no match is found.
 */

mapstruct *has_been_loaded (const char *name) {
    mapstruct *map;

    if (!name || !*name) 
	return 0;
    for (map = first_map; map; map = map->next)
	if (!strcmp (name, map->path))
	    break;
    return (map);
}

/*
 * This makes a path absolute outside the world of Crossfire.
 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
 * and returns the pointer to a static array containing the result.
 * it really should be called create_mapname
 */

const char *create_pathname (const char *name) {
    static char buf[MAX_BUF];

    /* Why?  having extra / doesn't confuse unix anyplace?  Dependancies
     * someplace else in the code? msw 2-17-97
     */
    if (*name == '/')
      sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
    else
      sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
    return (buf);
}

/*
 * same as create_pathname, but for the overlay maps.
 */

const char *create_overlay_pathname (const char *name) {
    static char buf[MAX_BUF];

    /* Why?  having extra / doesn't confuse unix anyplace?  Dependancies
     * someplace else in the code? msw 2-17-97
     */
    if (*name == '/')
      sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
    else
      sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
    return (buf);
}

/*
 * same as create_pathname, but for the template maps.
 */

const char *create_template_pathname (const char *name) {
    static char buf[MAX_BUF];

    /* Why?  having extra / doesn't confuse unix anyplace?  Dependancies
     * someplace else in the code? msw 2-17-97
     */
    if (*name == '/')
      sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
    else
      sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
    return (buf);
}

/*
 * This makes absolute path to the itemfile where unique objects
 * will be saved. Converts '/' to '@'. I think it's essier maintain
 * files than full directory structure, but if this is problem it can 
 * be changed.
 */
static const char *create_items_path (const char *s) {
    static char buf[MAX_BUF];
    char *t;
    
    if (*s == '/')
      s++;

    sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);

    for (t=buf+strlen(buf); *s; s++,t++)
      if (*s == '/')
          *t = '@';
      else 
          *t = *s;
    *t = 0;
    return (buf);  
}


/*
 * This function checks if a file with the given path exists.
 * -1 is returned if it fails, otherwise the mode of the file
 * is returned.
 * It tries out all the compression suffixes listed in the uncomp[] array.
 *
 * If prepend_dir is set, then we call create_pathname (which prepends
 * libdir & mapdir).  Otherwise, we assume the name given is fully
 * complete.
 * Only the editor actually cares about the writablity of this -
 * the rest of the code only cares that the file is readable.
 * when the editor goes away, the call to stat should probably be
 * replaced by an access instead (similar to the windows one, but
 * that seems to be missing the prepend_dir processing
 */

int check_path (const char *name, int prepend_dir)
{
    char buf[MAX_BUF];
#ifndef WIN32
    char *endbuf;
    struct stat statbuf;
    int mode = 0, i;
#endif

    if (prepend_dir)
	strcpy (buf, create_pathname(name));
    else
	strcpy(buf, name);
#ifdef WIN32 /* ***win32: check this sucker in windows style. */
	return(_access(buf,0));
#else

    /* old method (strchr(buf, '\0')) seemd very odd to me -
     * this method should be equivalant and is clearer.
     * Can not use strcat because we need to cycle through
     * all the names.
     */
    endbuf = buf + strlen(buf);
   
    for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
      if (uncomp[i][0])
        strcpy(endbuf, uncomp[i][0]);
      else
        *endbuf = '\0';
      if (!stat (buf, &statbuf))
        break;
    }
    if (i == NROF_COMPRESS_METHODS)
      return (-1);
    if (!S_ISREG (statbuf.st_mode))
	return (-1);

    if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
	((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
	(statbuf.st_mode & S_IROTH))
	mode |= 4;

    if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
	(statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
	(statbuf.st_mode & S_IWOTH))
	mode |= 2;
    
    return (mode);
#endif
}

/*
 * Prints out debug-information about a map.
 * Dumping these at llevError doesn't seem right, but is
 * necessary to make sure the information is in fact logged.
 */

void dump_map(const mapstruct *m) {
    LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
    LOG(llevError,"Size: %dx%d Start: %d,%d\n",
	MAP_WIDTH(m), MAP_HEIGHT(m),
	MAP_ENTER_X(m), MAP_ENTER_Y(m));

    if(m->msg!=NULL)
	LOG(llevError,"Message:\n%s",m->msg);

    if(m->maplore!=NULL)
	LOG(llevError,"Lore:\n%s",m->maplore);

    if(m->tmpname!=NULL)
	LOG(llevError,"Tmpname: %s\n",m->tmpname);

    LOG(llevError,"Difficulty: %d\n",m->difficulty); 
    LOG(llevError,"Darkness: %d\n",m->darkness); 
}

/*
 * Prints out debug-information about all maps.
 * This basically just goes through all the maps and calls
 * dump_map on each one.
 */

void dump_all_maps(void) {
    mapstruct *m;
    for(m=first_map;m!=NULL;m=m->next) {
	dump_map(m);
  }
}

/* This rolls up wall, blocks_magic, blocks_view, etc, all into
 * one function that just returns a P_.. value (see map.h)
 * it will also do map translation for tiled maps, returning
 * new values into newmap, nx, and ny.  Any and all of those
 * values can be null, in which case if a new map is needed (returned
 * by a P_NEW_MAP value, another call to get_map_from_coord
 * is needed.  The case of not passing values is if we're just
 * checking for the existence of something on those spaces, but
 * don't expect to insert/remove anything from those spaces.
 */
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
{
    sint16 newx, newy;
    int retval=0;
    mapstruct *mp;

    if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
    newx = x;
    newy = y;
    mp = get_map_from_coord(oldmap, &newx, &newy);
    if (mp != oldmap)
	retval |= P_NEW_MAP;
    if (newmap) *newmap = mp;
    if (nx) *nx = newx;
    if (ny) *ny = newy;
    retval |= mp->spaces[newx + mp->width * newy].flags;
    return retval;
}


/*
 * Returns true if the given coordinate is blocked except by the
 * object passed is not blocking.  This is used with 
 * multipart monsters - if we want to see if a 2x2 monster
 * can move 1 space to the left, we don't want its own area
 * to block it from moving there.
 * Returns TRUE if the space is blocked by something other than the
 * monster.
 * m, x, y are the target map/coordinates - needed for map tiling.
 * the coordinates & map passed in should have been updated for tiling
 * by the caller.
 */

int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
    object *tmp, *tmp_head;
    int mflags, blocked;

    /* Make sure the coordinates are valid - they should be, as caller should
     * have already checked this.
     */
    if (OUT_OF_REAL_MAP(m, sx, sy)) {
	LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
	return 1;
    }

    /* Save some cycles - instead of calling get_map_flags(), just get the value
     * directly.
     */
    mflags = m->spaces[sx + m->width * sy].flags;

    blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);

    /* If space is currently not blocked by anything, no need to
     * go further.  Not true for players - all sorts of special
     * things we need to do for players.
     */
    if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;

    /* if there isn't anytyhing alive on this space, and this space isn't
     * otherwise blocked, we can return now.  Only if there is a living
     * creature do we need to investigate if it is part of this creature
     * or another.  Likewise, only if something is blocking us do we
     * need to investigate if there is a special circumstance that would
     * let the player through (inventory checkers for example)
     */
    if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;

    if(ob->head != NULL)
	ob=ob->head;

    /* We basically go through the stack of objects, and if there is
     * some other object that has NO_PASS or FLAG_ALIVE set, return
     * true.  If we get through the entire stack, that must mean
     * ob is blocking it, so return 0.
     */
    for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
        /* Never block part of self. */
        if (tmp->head)
            tmp_head = tmp->head;
        else
            tmp_head = tmp;
        if (tmp_head == ob) {
            continue;
	}
        /* This must be before the checks below.  Code for inventory checkers. */
	else if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
	    /* If last_sp is set, the player/monster needs an object,
	     * so we check for it.  If they don't have it, they can't
	     * pass through this space.
	     */
	    if (tmp->last_sp) {
		if (check_inv_recursive(ob,tmp)==NULL)
		    return 1;
		else
		    continue;
	    } else {
		/* In this case, the player must not have the object -
		 * if they do, they can't pass through.
		 */
		if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
		    return 1;
		else
		    continue;
	    }
	} /* if check_inv */
	else {
	    /* Broke apart a big nasty if into several here to make
	     * this more readable.  first check - if the space blocks
	     * movement, can't move here.
	     * second - if a monster, can't move there, unless it is a 
	     * hidden dm
	     */
	    if (OB_MOVE_BLOCK(ob, tmp)) return 1;
	    if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 
		tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
			return 1;
	}

    }
    return 0;
}


/*
 * Returns true if the given object can't fit in the given spot.
 * This is meant for multi space objects - for single space objecs,
 * just calling get_map_blocked and checking that against movement type
 * of object. This function goes through all the parts of the
 * multipart object and makes sure they can be inserted.
 *
 * While this doesn't call out of map, the get_map_flags does.
 *
 * This function has been used to deprecate arch_out_of_map -
 * this function also does that check, and since in most cases,
 * a call to one would follow the other, doesn't make a lot of sense to
 * have two seperate functions for this.
 *
 * This returns nonzero if this arch can not go on the space provided,
 * 0 otherwise.  the return value will contain the P_.. value
 * so the caller can know why this object can't go on the map.
 * Note that callers should not expect P_NEW_MAP to be set
 * in return codes - since the object is multispace - if
 * we did return values, what do you return if half the object
 * is one map, half on another.
 *
 * Note this used to be arch_blocked, but with new movement
 * code, we need to have actual object to check its move_type
 * against the move_block values.
 */

int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
    archetype *tmp;
    int flag;
    mapstruct *m1;
    sint16  sx, sy;

    if(ob==NULL) {
	flag= get_map_flags(m,&m1, x,y, &sx, &sy);
	if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;

	/* don't have object, so don't know what types would block */
	return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
    }

    for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
	flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);

	if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
	if (flag & P_IS_ALIVE) return P_IS_ALIVE;

	/* find_first_free_spot() calls this function.  However, often
	 * ob doesn't have any move type (when used to place exits)
         * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
	 */

	if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;

	/* Note it is intentional that we check ob - the movement type of the
	 * head of the object should correspond for the entire object.
	 */
	if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 
	    return AB_NO_PASS;

    }
    return 0;
}

/* When the map is loaded, load_object does not actually insert objects
 * into inventory, but just links them.  What this does is go through
 * and insert them properly.
 * The object 'container' is the object that contains the inventory.
 * This is needed so that we can update the containers weight.
 */

void fix_container(object *container)
{
    object *tmp=container->inv, *next;

    container->inv=NULL;
    while (tmp!=NULL) {
	next = tmp->below;
	if (tmp->inv)
	    fix_container(tmp);
	(void) insert_ob_in_ob(tmp,container);
	tmp = next;
    }
    /* sum_weight will go through and calculate what all the containers are
     * carrying.
     */
    sum_weight(container);
}

/**
 *link_multipart_objects go through all the objects on the map looking
 * for objects whose arch says they are multipart yet according to the
 * info we have, they only have the head (as would be expected when
 * they are saved).  We do have to look for the old maps that did save
 * the more sections and not re-add sections for them.
 */

static void link_multipart_objects(mapstruct *m)
{
    int x,y;
    object *tmp, *above;

    for(x=0;x<MAP_WIDTH(m);x++)
	for(y=0;y<MAP_HEIGHT(m);y++)
	    for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
		above=tmp->above;

		/* already multipart - don't do anything more */
		if (tmp->head || tmp->more) continue;

        fix_multipart_object(tmp);
	    } /* for objects on this space */
}
		    
		

/*
 * Loads (ands parses) the objects into a given map from the specified
 * file pointer.
 * mapflags is the same as we get with load_original_map
 */

void load_objects (mapstruct *m, FILE *fp, int mapflags) {
    int i,j,bufstate=LO_NEWFILE;
    int unique;
    object *op, *prev=NULL,*last_more=NULL, *otmp;

    op=get_object();
    op->map = m; /* To handle buttons correctly */

    while((i=load_object(fp,op,bufstate, mapflags))) {
	/* Since the loading of the map header does not load an object
	 * anymore, we need to pass LO_NEWFILE for the first object loaded,
	 * and then switch to LO_REPEAT for faster loading.
	 */
	bufstate = LO_REPEAT;

	/* if the archetype for the object is null, means that we
	 * got an invalid object.  Don't do anything with it - the game
	 * or editor will not be able to do anything with it either.
	 */
	if (op->arch==NULL) {
	    LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
	    continue;
	}


	switch(i) {
	  case LL_NORMAL:
	    /* if we are loading an overlay, put the floors on the bottom */
	    if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
		 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
		insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
	    else
		insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);

	    if (op->inv)
		sum_weight(op);

	    prev=op,last_more=op;
	    break;

	  case LL_MORE:
	    insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
	    op->head=prev,last_more->more=op,last_more=op;
	    break;
	}
	if (mapflags & MAP_STYLE) {
	    remove_from_active_list(op);
	}
	op=get_object();
        op->map = m;
    }
    for (i=0;i<m->width;i++){
    	for (j=0;j<m->height;j++){
            unique =0;
	    /* check for unique items, or unique squares */
	    for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
	        if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
		    unique = 1;
		if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
		    SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
	    }
	}
    }
    free_object(op);
    link_multipart_objects(m);
}

/* This saves all the objects on the map in a non destructive fashion.
 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
 * and we only save the head of multi part objects - this is needed
 * in order to do map tiling properly.
 *
 * @param m
 * map to save.
 * @param fp
 * file where regular objects are saved.
 * @param fp2
 * file to save unique objects.
 * @param flag
 * combination of @ref SAVE_FLAG_xxx "SAVE_FLAG_xxx" flags.
 * @return
 * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" value.
 */
int save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
    int i, j = 0,unique=0, res;
    object *op,  *otmp;
    /* first pass - save one-part objects */
    for(i = 0; i < MAP_WIDTH(m); i++)
	for (j = 0; j < MAP_HEIGHT(m); j++) {
	    unique=0;
	    for(op = get_map_ob (m, i, j); op; op = otmp) {
		otmp = op->above;

		if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
		    unique=1;

		if(op->type == PLAYER) {
			LOG(llevDebug, "Player on map that is being saved\n");
			continue;
		}

		if (op->head || op->owner)
		    continue;

                if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
                    res = save_object( fp2 , op, SAVE_FLAG_SAVE_UNPAID | SAVE_FLAG_NO_REMOVE);
                else
                    if (flag == 0 ||
                    (flag == SAVE_FLAG_NO_REMOVE && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
                    !QUERY_FLAG(op, FLAG_UNPAID))))
                        res = save_object(fp, op, SAVE_FLAG_SAVE_UNPAID | SAVE_FLAG_NO_REMOVE);

                if (res != 0)
                    return res;
            } /* for this space */
        } /* for this j */

    return 0;
}

/*
 * Allocates, initialises, and returns a pointer to a mapstruct.
 * Modified to no longer take a path option which was not being
 * used anyways.  MSW 2001-07-01
 */

mapstruct *get_linked_map(void) {
    mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
    mapstruct *mp;

    if(map==NULL)
	fatal(OUT_OF_MEMORY);

    for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
    if(mp==NULL)
	first_map=map;
    else
	mp->next=map;

    map->in_memory=MAP_SWAPPED;
    /* The maps used to pick up default x and y values from the
     * map archetype.  Mimic that behaviour.
     */
    MAP_WIDTH(map)=16;
    MAP_HEIGHT(map)=16;
    MAP_RESET_TIMEOUT(map)=0;
    MAP_TIMEOUT(map)=300;
    MAP_ENTER_X(map)=0;
    MAP_ENTER_Y(map)=0;
	/*set part to -1 indicating conversion to weather map not yet done*/
	MAP_WORLDPARTX(map)=-1;
	MAP_WORLDPARTY(map)=-1;
    map->last_reset_time.tv_sec = 0;
    return map;
}

/*
 * Allocates the arrays contained in a mapstruct.
 * This basically allocates the dynamic array of spaces for the
 * map.
 */

void allocate_map(mapstruct *m) {
    m->in_memory = MAP_IN_MEMORY;
    /* Log this condition and free the storage.  We could I suppose
     * realloc, but if the caller is presuming the data will be intact,
     * that is their poor assumption.
     */
    if (m->spaces) {
	LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
	free(m->spaces);
    }

    m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));

    if(m->spaces==NULL)
	fatal(OUT_OF_MEMORY);
}

/* Creatures and returns a map of the specific size.  Used
 * in random map code and the editor.
 */
mapstruct *get_empty_map(int sizex, int sizey) {
    mapstruct *m = get_linked_map();
    m->width = sizex;
    m->height = sizey;
    m->in_memory = MAP_SWAPPED;
    allocate_map(m);
    return m;
}

/* Takes a string from a map definition and outputs a pointer to the array of shopitems 
 * corresponding to that string. Memory is allocated for this, it must be freed 
 * at a later date.
 * Called by parse_map_headers below.
 */

static shopitems *parse_shop_string (const char *input_string) { 
    char *shop_string, *p, *q, *next_semicolon, *next_colon; 
    shopitems *items=NULL;
    int i=0, number_of_entries=0;
    const typedata *current_type; 

    shop_string=strdup_local(input_string); 
    p=shop_string; 
    LOG(llevDebug, "parsing %s\n", input_string);
    /* first we'll count the entries, we'll need that for allocating the array shortly */
    while (p) {
	p=strchr(p, ';');
	number_of_entries++;
	if (p) p++;
    }
    p=shop_string;
    strip_endline(p);
    items=CALLOC(number_of_entries+1, sizeof(shopitems));
    memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
    for (i=0; i<number_of_entries; i++) {
	if (!p) {
	    LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
	    break; 
	}
	next_semicolon=strchr(p, ';');
	next_colon=strchr(p, ':');
	/* if there is a stregth specified, figure out what it is, we'll need it soon. */
	if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 
	    items[i].strength=atoi(strchr(p,':')+1);
	
	if (isdigit(*p) || *p=='*') {
	    items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
	    current_type=get_typedata(items[i].typenum);
	    if (current_type) {
		items[i].name=current_type->name;
		items[i].name_pl=current_type->name_pl;
	    } 
	}
	else { /*we have a named type, let's figure out what it is */ 
	    q=strpbrk(p,";:");
	    if (q) *q='\0';
	
	    current_type=get_typedata_by_name(p);
	    if (current_type) {
		items[i].name=current_type->name;
		items[i].typenum=current_type->number;
		items[i].name_pl=current_type->name_pl;
	    }
	    else { /* oh uh, something's wrong, let's free up this one, and try
		    * the next entry while we're at it, better print a warning 
		    */ 
		LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
		    p, input_string);
	    }
        }
	items[i].index=number_of_entries;
	if (next_semicolon) p=++next_semicolon;
	else p=NULL;
    }
    free(shop_string); 
    return items; 
}

/* opposite of parse string, this puts the string that was originally fed in to
 * the map (or something equivilent) into output_string. */
static void print_shop_string(mapstruct *m, char *output_string) {
    int i;
    char tmp[MAX_BUF];
    strcpy(output_string, "");
    for (i=0; i< m->shopitems[0].index; i++) {
	if (m->shopitems[i].typenum) {
	    if (m->shopitems[i].strength) {
		sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
	    }
	    else sprintf(tmp, "%s;", m->shopitems[i].name);
	}
	else {
	    if (m->shopitems[i].strength) {
		sprintf(tmp, "*:%d;", m->shopitems[i].strength);
	    }
	    else sprintf(tmp, "*");
	}
	strcat(output_string, tmp);
    }
}

/* This loads the header information of the map.  The header
 * contains things like difficulty, size, timeout, etc.
 * this used to be stored in the map object, but with the
 * addition of tiling, fields beyond that easily named in an
 * object structure were needed, so it just made sense to
 * put all the stuff in the map object so that names actually make
 * sense.
 * This could be done in lex (like the object loader), but I think
 * currently, there are few enough fields this is not a big deal.
 * MSW 2001-07-01
 * return 0 on success, 1 on failure.
 */

static int load_map_header(FILE *fp, mapstruct *m)
{
    char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
    int msgpos=0;
    int maplorepos=0;

    while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
	buf[HUGE_BUF-1] = 0;
	key = buf;
	while (isspace(*key)) key++;
	if (*key == 0) continue;    /* empty line */
	value = strchr(key, ' ');
	if (!value) {
	    end = strchr(key, '\n');
	    if (end != NULL) {
		*end = 0;
	    }
	} else {
	    *value = 0;
	    value++;
	    end = strchr(value, '\n');
	    while (isspace(*value)) {
		value++;
		if (*value == '\0' || value == end) {
		    /* Nothing but spaces. */
		    value = NULL;
		    break;
		}
	    }
	}
	if (!end) {
	    LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated?  Buf=%s\n",
		buf);
	    return 1;
	}
	    

	/* key is the field name, value is what it should be set
	 * to.  We've already done the work to null terminate key,
	 * and strip off any leading spaces for both of these.
	 * We have not touched the newline at the end of the line -
	 * these are needed for some values.  the end pointer 
	 * points to the first of the newlines.
	 * value could be NULL!  It would be easy enough to just point
	 * this to "" to prevent cores, but that would let more errors slide
	 * through.
	 *
	 * First check for entries that do not use the value parameter, then
	 * validate that value is given and check for the remaining entries
	 * that use the parameter.
	 */

	if (!strcmp(key,"msg")) {
	    while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
		if (!strcmp(buf,"endmsg\n")) break;
		else {
		    /* slightly more efficient than strcat */
		    strcpy(msgbuf+msgpos, buf);
		    msgpos += strlen(buf);
		}
	    }
	    /* There are lots of maps that have empty messages (eg, msg/endmsg
	     * with nothing between).  There is no reason in those cases to
             * keep the empty message.  Also, msgbuf contains garbage data
	     * when msgpos is zero, so copying it results in crashes
	     */
	    if (msgpos != 0)
		m->msg = strdup_local(msgbuf);
	}
	else if (!strcmp(key,"maplore")) {
	    while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
		if (!strcmp(buf,"endmaplore\n")) break;
		else {
		    /* slightly more efficient than strcat */
		    strcpy(maplorebuf+maplorepos, buf);
		    maplorepos += strlen(buf);
		}
	    }
	    if (maplorepos != 0)
		m->maplore = strdup_local(maplorebuf);
	}
	else if (!strcmp(key,"end")) {
	    break;
	}
	else if (value == NULL) {
	    LOG(llevError, "Got '%s' line without parameter in map header\n", key);
	}
	else if (!strcmp(key, "arch")) {
	    /* This is an oddity, but not something we care about much. */
	    if (strcmp(value,"map\n")) 
		LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
	}
	else if (!strcmp(key,"name")) {
	    *end=0;
	    m->name = strdup_local(value);
	}
	/* first strcmp value on these are old names supported
	 * for compatibility reasons.  The new values (second) are
	 * what really should be used.
	 */
	else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
	    m->enter_x = atoi(value);
	} else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
	    m->enter_y = atoi(value);
	} else if (!strcmp(key,"x") || !strcmp(key, "width")) {
	    m->width = atoi(value);
	} else if (!strcmp(key,"y") || !strcmp(key, "height")) {
	    m->height = atoi(value);
	} else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
	    m->reset_timeout = atoi(value);
	} else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
	    m->timeout = atoi(value);
	} else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
	    m->difficulty = atoi(value);
	} else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
	    m->darkness = atoi(value);
	} else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
	    m->fixed_resettime = atoi(value);
	} else if (!strcmp(key,"unique")) {
	    m->unique = atoi(value);
	} else if (!strcmp(key,"template")) {
	    m->template = atoi(value);
	} else if (!strcmp(key,"region")) {
	    m->region = get_region_by_name(value);
	} else if (!strcmp(key,"shopitems")) {
	    *end=0;
	    m->shopitems = parse_shop_string(value);
	} else if (!strcmp(key,"shopgreed")) {
	    m->shopgreed = atof(value);
	} else if (!strcmp(key,"shopmin")) {
	    m->shopmin = atol(value);
	} else if (!strcmp(key,"shopmax")) {
	    m->shopmax = atol(value);
	} else if (!strcmp(key,"shoprace")) {
	    *end=0;
	    m->shoprace = strdup_local(value);
	} else if (!strcmp(key,"outdoor")) {
	    m->outdoor = atoi(value);
	} else if (!strcmp(key, "temp")) {
	    m->temp = atoi(value);
	} else if (!strcmp(key, "pressure")) {
	    m->pressure = atoi(value);
	} else if (!strcmp(key, "humid")) {
	    m->humid = atoi(value);
	} else if (!strcmp(key, "windspeed")) {
	    m->windspeed = atoi(value);
	} else if (!strcmp(key, "winddir")) {
	    m->winddir = atoi(value);
	} else if (!strcmp(key, "sky")) {
	    m->sky = atoi(value);
	} else if (!strcmp(key, "nosmooth")) {
	    m->nosmooth = atoi(value);
	}
    else if (!strcmp(key, "first_load")) {
        m->last_reset_time.tv_sec = atoi(value);
    }
	else if (!strncmp(key,"tile_path_", 10)) {
	    int tile=atoi(key+10);

	    if (tile<1 || tile>4) {
		LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
		    tile, m->path);
	    } else {
	        char *path;

		*end = 0;

		if (m->tile_path[tile-1]) {
		    LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
			tile, m->path);
		    free(m->tile_path[tile-1]);
		    m->tile_path[tile-1] = NULL;
		}

		if (check_path(value, 1) != -1) {
		    /* The unadorned path works. */
		    path = value;
		} else {
		    /* Try again; it could be a relative exit. */

		    path = path_combine_and_normalize(m->path, value);

                    if (check_path(path, 1) == -1) {
                        LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
                        path = NULL;
		    }
		}

		if (editor) {
		    /* Use the value as in the file. */
		    m->tile_path[tile-1] = strdup_local(value);
		} else if (path != NULL) {
		    /* Use the normalized value. */
		    m->tile_path[tile-1] = strdup_local(path);
		}
	    } /* end if tile direction (in)valid */
	} else  if (!strcmp(key,"background_music")) {
	    m->background_music = strdup_local(value);
	} else {
	    LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
	}
    }
    if (!key || strcmp(key,"end")) {
	LOG(llevError,"Got premature eof on map header!\n");
	return 1;
    }
    return 0;
}

/*
 * Opens the file "filename" and reads information about the map
 * from the given file, and stores it in a newly allocated
 * mapstruct.  A pointer to this structure is returned, or NULL on failure.
 * flags correspond to those in map.h.  Main ones used are
 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
 * MAP_BLOCK, in which case we block on this load.  This happens in all
 *   cases, no matter if this flag is set or not.
 * MAP_STYLE: style map - don't add active objects, don't add to server
 *		managed map list.
 */

mapstruct *load_original_map(const char *filename, int flags) {
    FILE *fp;
    mapstruct *m;
    int comp;
    char pathname[MAX_BUF];
    
    LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
    if (flags & MAP_PLAYER_UNIQUE) 
	strcpy(pathname, filename);
    else if (flags & MAP_OVERLAY)
	strcpy(pathname, create_overlay_pathname(filename));
    else
	strcpy(pathname, create_pathname(filename));

    if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
	LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
	return (NULL);
    }

    m = get_linked_map();

    strcpy (m->path, filename);
    if (load_map_header(fp, m)) {
	LOG(llevError,"Error loading map header for %s, flags=%d\n",
	    filename, flags);
	delete_map(m);
	return NULL;
    }

    allocate_map(m);
    m->compressed = comp;

    m->in_memory=MAP_LOADING;
    load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
    close_and_delete(fp, comp);
    m->in_memory=MAP_IN_MEMORY;
    if (!MAP_DIFFICULTY(m)) 
	MAP_DIFFICULTY(m)=calculate_difficulty(m);
    set_map_reset_time(m);
    
    /* In case other objects press some buttons down */
    update_buttons(m);

    /* Handle for map load event */
    execute_global_event(EVENT_MAPLOAD, m);
    
    return (m);
}

/*
 * Loads a map, which has been loaded earlier, from file.
 * Return the map object we load into (this can change from the passed
 * option if we can't find the original map)
 */

static mapstruct *load_temporary_map(mapstruct *m) {
    FILE *fp;
    int comp;
    char buf[MAX_BUF];
    
    if (!m->tmpname) {
	LOG(llevError, "No temporary filename for map %s\n", m->path);
	strcpy(buf, m->path);
	delete_map(m);
        m = load_original_map(buf, 0);
	if(m==NULL) return NULL;
	fix_auto_apply(m); /* Chests which open as default */
	return m;
    }

    if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
	LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
	strcpy(buf, m->path);
	delete_map(m);
        m = load_original_map(buf, 0);
	if(m==NULL) return NULL;
	fix_auto_apply(m); /* Chests which open as default */
	return m;
    }
    

    if (load_map_header(fp, m)) {
	LOG(llevError,"Error loading map header for %s (%s)\n",
	    m->path, m->tmpname);
	delete_map(m);
        m = load_original_map(m->path, 0);
	return NULL;
    }
    m->compressed = comp;
    allocate_map(m);

    m->in_memory=MAP_LOADING;
    load_objects (m, fp, 0);
    close_and_delete(fp, comp);
    m->in_memory=MAP_IN_MEMORY;
    return m;
}

/*
 * Loads a map, which has been loaded earlier, from file.
 * Return the map object we load into (this can change from the passed
 * option if we can't find the original map)
 */

mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
    FILE *fp;
    int comp;
    char pathname[MAX_BUF];

    strcpy(pathname, create_overlay_pathname(filename));

    if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
/*	LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
	return m;
    }
    
    if (load_map_header(fp, m)) {
	LOG(llevError,"Error loading map header for overlay %s (%s)\n",
	    m->path, pathname);
	delete_map(m);
        m = load_original_map(m->path, 0);
	return NULL;
    }
    m->compressed = comp;
    /*allocate_map(m);*/

    m->in_memory=MAP_LOADING;
    load_objects (m, fp, MAP_OVERLAY);
    close_and_delete(fp, comp);
    m->in_memory=MAP_IN_MEMORY;
    return m;
}

/******************************************************************************
 * This is the start of unique map handling code
 *****************************************************************************/

/* This goes through map 'm' and removed any unique items on the map. */
static void delete_unique_items(mapstruct *m)
{
    int i,j,unique=0;
    object *op, *next;

    for(i=0; i<MAP_WIDTH(m); i++)
	for(j=0; j<MAP_HEIGHT(m); j++) {
	    unique=0;
	    for (op=get_map_ob(m, i, j); op; op=next) {
		next = op->above;
		if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
		    unique=1;
		if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
		    clean_object(op);
		    if (QUERY_FLAG(op, FLAG_IS_LINKED))
			remove_button_link(op);
		    remove_ob(op);
		    free_object(op);
		}
	    }
	}
}


/*
 * Loads unique objects from file(s) into the map which is in memory
 * m is the map to load unique items into.
 */
static void load_unique_objects(mapstruct *m) {
    FILE *fp;
    int comp,count;
    char firstname[MAX_BUF];

    for (count=0; count<10; count++) {
	sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
	if (!access(firstname, R_OK)) break;
    }
    /* If we get here, we did not find any map */
    if (count==10) return;

    if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
	/* There is no expectation that every map will have unique items, but this
	 * is debug output, so leave it in.
	 */
	LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
	return;
    }

    m->in_memory=MAP_LOADING;
    if (m->tmpname == NULL)    /* if we have loaded unique items from */
      delete_unique_items(m); /* original map before, don't duplicate them */
    load_object(fp, NULL, LO_NOREAD,0);
    load_objects (m, fp, 0);
    close_and_delete(fp, comp);
    m->in_memory=MAP_IN_MEMORY;
}


/*
 * Saves a map to file.  If flag is set, it is saved into the same
 * file it was (originally) loaded from.  Otherwise a temporary
 * filename will be genarated, and the file will be stored there.
 * The temporary filename will be stored in the mapstructure.
 * If the map is unique, we also save to the filename in the map
 * (this should have been updated when first loaded)
 * @return
 * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" values.
 */
int new_save_map(mapstruct *m, int flag) {
#define TEMP_EXT ".savefile"
    FILE *fp, *fp2;
    char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF], final[MAX_BUF];
    int i, res;
    
    if (flag && !*m->path) {
        LOG(llevError,"Tried to save map without path.\n");
        return SAVE_ERROR_NO_PATH;
    }
    
    if (flag || (m->unique) || (m->template)) {
	if (!m->unique && !m->template) { /* flag is set */
	    if (flag == 2)
		strcpy(filename, create_overlay_pathname(m->path));
	    else
		strcpy (filename, create_pathname (m->path));
	} else 
	    strcpy (filename, m->path);

	/* If the compression suffix already exists on the filename, don't
	 * put it on again.  This nasty looking strcmp checks to see if the
	 * compression suffix is at the end of the filename already.
	 */
        if (m->compressed &&
	  strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
	     uncomp[m->compressed][0]))
	          strcat(filename, uncomp[m->compressed][0]);
	make_path_to_file(filename);
    } else {
	if (!m->tmpname)
	    m->tmpname = tempnam_local(settings.tmpdir,NULL);
	strcpy(filename, m->tmpname);
    }
    LOG(llevDebug,"Saving map %s\n",m->path);
    m->in_memory = MAP_SAVING;

    if (m->compressed && (m->unique || m->template || flag != SAVE_MODE_NORMAL)) {
        char buf[MAX_BUF];
        snprintf(buf, sizeof(buf), "%s > %s%s", uncomp[m->compressed][2], filename, TEMP_EXT);
        snprintf(final, sizeof(final), filename);
        fp = popen(buf, "w");
    } else {
        snprintf(final, sizeof(final), filename);
        snprintf(filename, sizeof(filename), "%s%s", final, TEMP_EXT);
	fp = fopen(filename, "w");
    }

    if(fp == NULL) {
        LOG(llevError, "Cannot open regular objects file %s: %s\n", filename, strerror_local(errno));
        return SAVE_ERROR_RCREATION;
    }
    
    /* legacy */
    fprintf(fp,"arch map\n");
    if (m->name) fprintf(fp,"name %s\n", m->name);
    if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
    if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
    if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
    /* we unfortunately have no idea if this is a value the creator set
     * or a difficulty value we generated when the map was first loaded
     */
    if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
    if (m->region) fprintf(fp,"region %s\n", m->region->name);
    if (m->shopitems) {
	print_shop_string(m, shop);
	fprintf(fp,"shopitems %s\n", shop);
    }
    if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
    if (m->shopmin) fprintf(fp,"shopmin %" FMT64U "\n", m->shopmin);
    if (m->shopmax) fprintf(fp,"shopmax %" FMT64U "\n", m->shopmax);
    if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
    if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
    if (m->width) fprintf(fp,"width %d\n", m->width);
    if (m->height) fprintf(fp,"height %d\n", m->height);
    if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
    if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
    if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
    if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
    if (m->unique) fprintf(fp,"unique %d\n", m->unique);
    if (m->template) fprintf(fp,"template %d\n", m->template);
    if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
    if (m->temp) fprintf(fp, "temp %d\n", m->temp);
    if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
    if (m->humid) fprintf(fp, "humid %d\n", m->humid);
    if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
    if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
    if (m->sky) fprintf(fp, "sky %d\n", m->sky);
    if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
    if (m->last_reset_time.tv_sec) fprintf(fp, "first_load %d\n", (int)m->last_reset_time.tv_sec);

    /* Save any tiling information, except on overlays */
    if (flag != 2)
	for (i=0; i<4; i++)
	    if (m->tile_path[i])
	        fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);

    fprintf(fp,"end\n");

    /* In the game save unique items in the different file, but
     * in the editor save them to the normal map file.
     * If unique map, save files in the proper destination (set by
     * player)
     */
    fp2 = fp; /* save unique items into fp2 */
    if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->template) {
        char final_unique[MAX_BUF];

        snprintf(final_unique, sizeof(final_unique), "%s.v00", create_items_path (m->path));
        snprintf(buf, sizeof(buf), "%s%s", final_unique, TEMP_EXT);
        if ((fp2 = fopen (buf, "w")) == NULL) {
            LOG(llevError, "Can't open unique items file %s\n", buf);
            return SAVE_ERROR_UCREATION;
        }
        if (flag == SAVE_MODE_OVERLAY) {
            /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */
            res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE);
            if (res < 0) {
                LOG(llevError, "Save error during object save: %d\n", res);
                return res;
            }
            m->in_memory = MAP_IN_MEMORY;
        }
        else {
            res = save_objects (m, fp, fp2, 0);
            if (res < 0) {
                LOG(llevError, "Save error during object save: %d\n", res);
                return res;
            }
            free_all_objects(m);
        }
        if (fp2 != NULL) {
            if (ftell (fp2) == 0) {
                fclose (fp2);
                unlink (buf);
		/* If there are no unique items left on the map, we need to
		 * unlink the original unique map so that the unique
		 * items don't show up again.
		 */
		unlink(final_unique);
            } else {
                fflush(fp2);
                fclose (fp2);
                unlink(final_unique); /* failure isn't too bad, maybe the file doesn't exist. */
                if (rename(buf, final_unique) == -1) {
                    LOG(llevError, "Couldn't rename unique file %s to %s\n", buf, final_unique);
                    return SAVE_ERROR_URENAME;
                }
                chmod (final_unique, SAVE_MODE);
            }
        }
    } else { /* save same file when not playing, like in editor */
        res = save_objects(m, fp, fp, 0);
        if (res < 0) {
            LOG(llevError, "Save error during object save: %d\n", res);
            return res;
        }
        free_all_objects(m);
    }

    if (m->compressed && (m->unique || m->template || flag != SAVE_MODE_NORMAL)) {
        fflush(fp);
        if (pclose(fp) == -1) {
            LOG(llevError, "pclose error!\n");
            return SAVE_ERROR_CLOSE;
        }
    } else {
        fflush(fp);
        if (fclose(fp) != 0) {
            LOG(llevError, "fclose error!\n");
            return SAVE_ERROR_CLOSE;
        }
    }
    unlink(final); /* failure isn't too bad, maybe the file doesn't exist. */
    if (rename(filename, final) == -1) {
        LOG(llevError, "Couldn't rename regular file %s to %s\n", filename, final);
        return SAVE_ERROR_RRENAME;
    }

    chmod(final, SAVE_MODE);
    return SAVE_ERROR_OK;
}


/*
 * Remove and free all objects in the inventory of the given object.
 * object.c ?
 */

void clean_object(object *op)
{
    object *tmp, *next;

    for(tmp = op->inv; tmp; tmp = next)
    {
	next = tmp->below;
	clean_object(tmp);
	if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
	    remove_button_link(tmp);
	remove_ob(tmp);
	free_object(tmp);
    }
}

/*
 * Remove and free all objects in the given map.
 */

void free_all_objects(mapstruct *m) {
    int i,j;
    object *op;

    for(i=0;i<MAP_WIDTH(m);i++)
	for(j=0;j<MAP_HEIGHT(m);j++) {
	    object *previous_obj=NULL;
	    while((op=GET_MAP_OB(m,i,j))!=NULL) {
		if (op==previous_obj) {
		    LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
		    break;
		}
		previous_obj=op;
		if(op->head!=NULL)
		    op = op->head;

		/* If the map isn't in memory, free_object will remove and
		 * free objects in op's inventory.  So let it do the job.
		 */
		if (m->in_memory==MAP_IN_MEMORY)
		    clean_object(op);
		remove_ob(op);
		free_object(op);
	    }
	}
#ifdef MANY_CORES
    /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
     * an item on that map was not saved - look for that condition and die as appropriate -
     * this leaves more of the map data intact for better debugging.
     */
    for (op=objects; op!=NULL; op=op->next) {
	if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
	    LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
	    abort();
	}
    }
#endif
}

/*
 * Frees everything allocated by the given mapstructure.
 * don't free tmpname - our caller is left to do that
 */

void free_map(mapstruct *m,int flag) {
    int i;

    if (!m->in_memory) {
	LOG(llevError,"Trying to free freed map.\n");
	return;
    }
    
    /* Handle for plugin map unload event. */
    execute_global_event(EVENT_MAPUNLOAD, m);
    
    if (flag && m->spaces) free_all_objects(m);
    if (m->name) FREE_AND_CLEAR(m->name);
    if (m->spaces) FREE_AND_CLEAR(m->spaces);
    if (m->msg) FREE_AND_CLEAR(m->msg);
    if (m->maplore) FREE_AND_CLEAR(m->maplore);
    if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
    if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
    if (m->background_music) FREE_AND_CLEAR(m->background_music);
    if (m->buttons)
	free_objectlinkpt(m->buttons);
    m->buttons = NULL;
    for (i=0; i<4; i++) {
	if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
	m->tile_map[i] = NULL;
    }
    m->in_memory = MAP_SWAPPED;
}

/*
 * function: vanish mapstruct
 * m       : pointer to mapstruct, if NULL no action
 * this deletes all the data on the map (freeing pointers)
 * and then removes this map from the global linked list of maps.
 */

void delete_map(mapstruct *m) {
    mapstruct *tmp, *last;
    int i;

    if (!m)
      return;
    if (m->in_memory == MAP_IN_MEMORY) {
	/* change to MAP_SAVING, even though we are not,
	 * so that remove_ob doesn't do as much work.
	 */
	m->in_memory = MAP_SAVING;
	free_map (m, 1);
    }
    /* move this out of free_map, since tmpname can still be needed if
     * the map is swapped out.
     */
    if (m->tmpname) {
	free(m->tmpname);
	m->tmpname=NULL;
    }
    last = NULL;
    /* We need to look through all the maps and see if any maps
     * are pointing at this one for tiling information.  Since
     * tiling can be assymetric, we just can not look to see which
     * maps this map tiles with and clears those.
     */
    for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
	if (tmp->next == m) last = tmp;

	/* This should hopefully get unrolled on a decent compiler */
	for (i=0; i<4; i++)
	    if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
    }

    /* If last is null, then this should be the first map in the list */
    if (!last) {
	if (m == first_map)
	    first_map = m->next;
	else
	    /* m->path is a static char, so should hopefully still have
	     * some useful data in it.
	     */
	    LOG(llevError,"delete_map: Unable to find map %s in list\n",
		m->path);
    }
    else
	last->next = m->next;

    free (m);
}



/*
 * Makes sure the given map is loaded and swapped in.
 * name is path name of the map.
 * flags meaning:
 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
 *   and don't do unique items or the like.
 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
 *   dont do any more name translation on it.
 *
 * Returns a pointer to the given map.
 */

mapstruct *ready_map_name(const char *name, int flags) {
    mapstruct *m;

    if (!name)
       return (NULL);

    /* Have we been at this level before? */
    m = has_been_loaded (name);

    /* Map is good to go, so just return it */
    if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
	return m;
    }

    /* unique maps always get loaded from their original location, and never
     * a temp location.  Likewise, if map_flush is set, or we have never loaded
     * this map, load it now.  I removed the reset checking from here -
     * it seems the probability of a player trying to enter a map that should
     * reset but hasn't yet is quite low, and removing that makes this function
     * a bit cleaner (and players probably shouldn't rely on exact timing for
     * resets in any case - if they really care, they should use the 'maps command.
     */
    if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {

	/* first visit or time to reset */
	if (m) {
	    clean_tmp_map(m);	/* Doesn't make much difference */
	    delete_map(m);
	}

	/* create and load a map */
	if (flags & MAP_PLAYER_UNIQUE)
	    LOG(llevDebug, "Trying to load map %s.\n", name);
	else
	    LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));

	if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
	    return (NULL);

	fix_auto_apply(m); /* Chests which open as default */

	/* If a player unique map, no extra unique object file to load.
	 * if from the editor, likewise.
	 */
	if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 
	    load_unique_objects(m);

	if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
	    m=load_overlay_map(name, m);
	    if (m==NULL)
		return NULL;
	}

    } else {
	/* If in this loop, we found a temporary map, so load it up. */

	m=load_temporary_map (m);
        if(m==NULL) return NULL;
	load_unique_objects(m);

	clean_tmp_map(m);
	m->in_memory = MAP_IN_MEMORY;
	/* tempnam() on sun systems (probably others) uses malloc
	 * to allocated space for the string.  Free it here.
	 * In some cases, load_temporary_map above won't find the
	 * temporary map, and so has reloaded a new map.  If that
	 * is the case, tmpname is now null
	 */
	if (m->tmpname) free(m->tmpname);
	m->tmpname = NULL;
	/* It's going to be saved anew anyway */
    } 

    /* Below here is stuff common to both first time loaded maps and
     * temp maps.
     */

    decay_objects(m); /* start the decay */

    if (m->outdoor)
	    set_darkness_map(m);
    /* run the weather over this map */
    weather_effect(name);
    if (!(flags & (MAP_FLUSH)))
    {
        if (m->last_reset_time.tv_sec==0)
            gettimeofday(&(m->last_reset_time),NULL);
    }
    return m;
}


/*
 * This routine is supposed to find out the difficulty of the map.
 * difficulty does not have a lot to do with character level,
 * but does have a lot to do with treasure on the map.
 *
 * Difficulty can now be set by the map creature.  If the value stored
 * in the map is zero, then use this routine.  Maps should really
 * have a difficulty set than using this function - human calculation
 * is much better than this functions guesswork.
 */

int calculate_difficulty(mapstruct *m) {
    object *op;
    archetype *at;
    int x,y;
    int diff=0;
    int i;
    sint64 exp_pr_sq, total_exp=0;

    if (MAP_DIFFICULTY(m)) {
	LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
	return MAP_DIFFICULTY(m);
    }

    for(x=0;x<MAP_WIDTH(m);x++)
	for(y=0;y<MAP_HEIGHT(m);y++)
	    for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
		if(QUERY_FLAG(op,FLAG_MONSTER))
		    total_exp+=op->stats.exp;
		if(QUERY_FLAG(op,FLAG_GENERATOR)) {
		    total_exp+=op->stats.exp;
		    at=type_to_archetype(GENERATE_TYPE(op));
		    if(at!=NULL)
			total_exp+=at->clone.stats.exp*8;
		}
	    }
#ifdef NEWCALC
    (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
    for(i=20;i>0;i--)
	if(exp_pr_sq>level_exp(i,1.0)) {
	    diff=i;
	    break;
	}
#else
    exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
    diff=20;
    for(i=1;i<20;i++)
	if(exp_pr_sq<=level_exp(i,1.0)) {
	    diff=i;
	    break;
	}
#endif
    return diff;
}

void clean_tmp_map(mapstruct *m) {
    if(m->tmpname == NULL)
	return;
  (void) unlink(m->tmpname);
}

void free_all_maps(void)
{
    int real_maps=0;

    while (first_map) {
	/* I think some of the callers above before it gets here set this to be 
	 * saving, but we still want to free this data
	 */
	if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
	delete_map(first_map);
	real_maps++;
    }
    LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
}

/* change_map_light() - used to change map light level (darkness)
 * up or down. Returns true if successful.   It should now be
 * possible to change a value by more than 1.
 * Move this from los.c to map.c since this is more related
 * to maps than los.
 * postive values make it darker, negative make it brighter
 */
 
int change_map_light(mapstruct *m, int change) {
    int new_level = m->darkness + change;
 
    /* Nothing to do */
    if(!change || (new_level <= 0 && m->darkness == 0) || 
       (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
        return 0;
    }

    /* inform all players on the map */
    if (change>0) 
	    new_info_map(NDI_BLACK, m,"It becomes darker.");
    else
	    new_info_map(NDI_BLACK, m,"It becomes brighter.");

    /* Do extra checking.  since m->darkness is a unsigned value,
     * we need to be extra careful about negative values.
     * In general, the checks below are only needed if change
     * is not +/-1
     */
    if (new_level < 0) m->darkness = 0;
    else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
    else m->darkness=new_level;

    /* All clients need to get re-updated for the change */
    update_all_map_los(m);
    return 1;
}

/* This function is used for things that can have multiple
 * layers - NO_PICK, ITEM, LIVING, FLYING.
 * Basically, we want to store in the empty spot,
 * and if both full, store highest visiblity objects.
 * Since update_position() goes from bottom to top order,
 * if the new object is equal to existing we take the new
 * object since it is higher in the stack.
 * low_layer is the lower bounds, high_layer is upper
 * bounds.
 * honor_visibility is just that - if it is set to 0,
 * then we do a pure stacking logic - this is used
 * for the no pick layer, since stacking ordering there
 * is basically fixed - don't want to re-order walls,
 * pentagrams, etc.
 */
static void inline add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility)
{
    int l, l1;
    object *tmp;

    for (l=low_layer; l<=high_layer; l++) {
	if (!layers[l]) {
	    /* found an empty spot.  now, we want to make sure
	     * highest visibility at top, etc. 
	     */
	    layers[l] = ob;
	    if (!honor_visibility) return;

	    /* This is basically a mini bubble sort.  Only swap
	     * position if the lower face has greater (not equal)
	     * visibility - map stacking is secondary consideration here.
	     */
	    for (l1=(l-1); l1>=low_layer; l1--) {
		if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) {
		    tmp = layers[l1+1];
		    layers[l1 + 1] = layers[l1];
		    layers[l1] = tmp;
		}
	    }
	    /* Nothing more to do - face inserted */
	    return;
	}
    }
    /* If we get here, all the layers have an object..
     */
    if (!honor_visibility) {
	/* Basically, in this case, it is pure stacking logic, so
	 * new object goes on the top.
	 */
	for (l=low_layer; l<high_layer; l++)
	    layers[l] = layers[l+1];
	layers[high_layer] = ob;

    } 
    /* If this object doesn't have higher visibility than
     * the lowest object, no reason to go further.
     */
    else if (ob->face->visibility >= layers[low_layer]->face->visibility) {
	/*
	 * Start at the top (highest visibility) layer and work down.
	 * once this face exceed that of the layer, push down those
	 * other layers, and then replace the layer with our object.
	 */
	for (l=high_layer; l>=low_layer; l--) {
	    if (ob->face->visibility >= layers[l]->face->visibility) {
		for (l1=low_layer; l1<l; l1++)
		    layers[l1] = layers[l1+1];
		layers[l] = ob;
		break;
	    }
	}
    }
}


/* 
 * This function updates various attributes about a specific space
 * on the map (what it looks like, whether it blocks magic,
 * has a living creatures, prevents people from passing
 * through, etc)
 */
void update_position (mapstruct *m, int x, int y) {
    object *tmp, *player=NULL;
    uint8 flags = 0, oldflags, light=0;
    object *layers[MAP_LAYERS];

    MoveType	move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;

    oldflags = GET_MAP_FLAGS(m,x,y);
    if (!(oldflags & P_NEED_UPDATE)) {
	LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
	    m->path, x, y);
	return;
    }

    memset(layers, 0, MAP_LAYERS * sizeof(object*));

    for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) {

        /* DMs just don't do anything when hidden, including no light. */
        if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)
            continue;

	if (tmp->type == PLAYER) player=tmp;

        /* This could be made additive I guess (two lights better than
         * one).  But if so, it shouldn't be a simple additive - 2
         * light bulbs do not illuminate twice as far as once since
         * it is a dissipation factor that is squared (or is it cubed?)
         */
        if (tmp->glow_radius > light) light = tmp->glow_radius;

	/* if this object is visible and not a blank face,
	 * update the objects that show how this space
	 * looks.
	 */
	if (!tmp->invisible && tmp->face != blank_face) {
	    if (tmp->map_layer) {
		add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer,
			       tmp, layers, map_layer_info[tmp->map_layer].honor_visibility);
	    }
	    else if (tmp->move_type & MOVE_FLYING) {
		add_face_layer(MAP_LAYER_FLY1, MAP_LAYER_FLY2, tmp, layers, 1);
	    }
	    else if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
		add_face_layer(MAP_LAYER_LIVING1, MAP_LAYER_LIVING2, tmp, layers, 1);
	    }
	    else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
		layers[MAP_LAYER_FLOOR] = tmp;
		/* floors hide everything else */
		memset(layers + 1, 0, (MAP_LAYERS - 1) * sizeof(object*));
	    }
	    /* Check for FLAG_SEE_ANYWHERE is removed - objects
	     * with that flag should just have a high visibility
	     * set - we shouldn't need special code here.
	     */
	    else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) {
		add_face_layer(MAP_LAYER_NO_PICK1, MAP_LAYER_NO_PICK2, tmp, layers, 0);
	    } else {
		add_face_layer(MAP_LAYER_ITEM1, MAP_LAYER_ITEM3, tmp, layers, 1);
	    }
	}
	if (tmp==tmp->above) {
	    LOG(llevError, "Error in structure of map\n");
	    exit (-1);
	}
      
	move_slow |= tmp->move_slow;
	move_block |= tmp->move_block;
	move_on |= tmp->move_on;
	move_off |= tmp->move_off;
	move_allow |= tmp->move_allow;

	if (QUERY_FLAG(tmp,FLAG_ALIVE))
	    flags |= P_IS_ALIVE;
	if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
	    flags |= P_NO_MAGIC;
	if (QUERY_FLAG(tmp,FLAG_DAMNED))
	    flags |= P_NO_CLERIC;

	if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
	    flags |= P_BLOCKSVIEW;
    } /* for stack of objects */

    if (player) flags |= P_PLAYER;

    /* we don't want to rely on this function to have accurate flags, but
     * since we're already doing the work, we calculate them here.
     * if they don't match, logic is broken someplace.
     */
    if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
        (!(oldflags & P_NO_ERROR))) {
        LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
	    m->path, x, y,
            (oldflags & ~P_NEED_UPDATE), flags);
    }

    SET_MAP_FLAGS(m, x, y, flags);
    SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
    SET_MAP_MOVE_ON(m, x, y, move_on);
    SET_MAP_MOVE_OFF(m, x, y, move_off);
    SET_MAP_MOVE_SLOW(m, x, y, move_slow);
    SET_MAP_LIGHT(m,x,y,light);

    /* Note that player may be NULL here, which is fine - if no player, need
     * to clear any value that may be set.
     */
    SET_MAP_PLAYER(m, x, y, player);

    /* Note it is intentional we copy everything, including NULL values. */
    memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object*) * MAP_LAYERS);

}


void set_map_reset_time(mapstruct *map) {
    int timeout;

    timeout = MAP_RESET_TIMEOUT(map);
    if (timeout <= 0)
        timeout = MAP_DEFAULTRESET;
    if (timeout >= MAP_MAXRESET)
        timeout = MAP_MAXRESET;
    MAP_WHEN_RESET(map) = seconds()+timeout;
}

/* this updates the orig_map->tile_map[tile_num] value after loading
 * the map.  It also takes care of linking back the freshly loaded
 * maps tile_map values if it tiles back to this one.  It returns
 * the value of orig_map->tile_map[tile_num].  It really only does this
 * so that it is easier for calling functions to verify success.
 */

static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
{
    int dest_tile = (tile_num +2) % 4;
    char path[HUGE_BUF];
    path[0] = '\0';
    strncpy(path, path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]), HUGE_BUF - 1);
    path[HUGE_BUF-1] = '\0';

    orig_map->tile_map[tile_num] = ready_map_name(path, 0);

    /* need to do a strcmp here as the orig_map->path is not a shared string */
    if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
	!strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
	orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;

    return orig_map->tile_map[tile_num];
}

/* this returns TRUE if the coordinates (x,y) are out of
 * map m.  This function also takes into account any
 * tiling considerations, loading adjacant maps as needed.
 * This is the function should always be used when it
 * necessary to check for valid coordinates.
 * This function will recursively call itself for the 
 * tiled maps.
 *
 * 
 */
int out_of_map(mapstruct *m, int x, int y)
{

    /* If we get passed a null map, this is obviously the
     * case.  This generally shouldn't happen, but if the
     * map loads fail below, it could happen.
     */
    if (!m) return 0;

    /* Simple case - coordinates are within this local
     * map.
     */
    if ( x>=0 && x<MAP_WIDTH(m) && y>=0 && y < MAP_HEIGHT(m))
	return 0;

    if (x<0) {
	if (!m->tile_path[3]) return 1;
	if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
	    load_and_link_tiled_map(m, 3);
	}
	return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
    }
    if (x>=MAP_WIDTH(m)) {
	if (!m->tile_path[1]) return 1;
	if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
	    load_and_link_tiled_map(m, 1);
	}
	return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
    }
    if (y<0) {
	if (!m->tile_path[0]) return 1;
	if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
	    load_and_link_tiled_map(m, 0);
	}
	return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
    }
    if (y>=MAP_HEIGHT(m)) {
	if (!m->tile_path[2]) return 1;
	if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
	    load_and_link_tiled_map(m, 2);
	}
	return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
    }
    return 1;
}

/* This is basically the same as out_of_map above, but
 * instead we return NULL if no map is valid (coordinates
 * out of bounds and no tiled map), otherwise it returns
 * the map as that the coordinates are really on, and 
 * updates x and y to be the localized coordinates.
 * Using this is more efficient of calling out_of_map
 * and then figuring out what the real map is
 */
mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
{

    /* Simple case - coordinates are within this local
     * map.
     */

    if (*x>=0 && *x<MAP_WIDTH(m) && *y>=0 && *y < MAP_HEIGHT(m))
	return m;

    if (*x<0) {
	if (!m->tile_path[3]) return NULL;
	if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
	    load_and_link_tiled_map(m, 3);

	*x += MAP_WIDTH(m->tile_map[3]);
	return (get_map_from_coord(m->tile_map[3], x, y));
    }
    if (*x>=MAP_WIDTH(m)) {
	if (!m->tile_path[1]) return NULL;
	if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
	    load_and_link_tiled_map(m, 1);

	*x -= MAP_WIDTH(m);
	return (get_map_from_coord(m->tile_map[1], x, y));
    }
    if (*y<0) {
	if (!m->tile_path[0]) return NULL;
	if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
	    load_and_link_tiled_map(m, 0);

	*y += MAP_HEIGHT(m->tile_map[0]);
	return (get_map_from_coord(m->tile_map[0], x, y));
    }
    if (*y>=MAP_HEIGHT(m)) {
	if (!m->tile_path[2]) return NULL;
	if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
	    load_and_link_tiled_map(m, 2);

	*y -= MAP_HEIGHT(m);
	return (get_map_from_coord(m->tile_map[2], x, y));
    }
    return NULL;    /* Shouldn't get here */
}

/**
 * Return whether map2 is adjacent to map1. If so, store the distance from
 * map1 to map2 in dx/dy.
 */
static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
    if (!map1 || !map2)
        return 0;

    if (map1 == map2) {
        *dx = 0;
        *dy = 0;

    } else if (map1->tile_map[0] == map2) { /* up */
        *dx = 0;
        *dy = -MAP_HEIGHT(map2);
    } else if (map1->tile_map[1] == map2) { /* right */
        *dx = MAP_WIDTH(map1);
        *dy = 0;
    } else if (map1->tile_map[2] == map2) { /* down */
        *dx = 0;
        *dy = MAP_HEIGHT(map1);
    } else if (map1->tile_map[3] == map2) { /* left */
        *dx = -MAP_WIDTH(map2);
        *dy = 0;

    } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
        *dx = MAP_WIDTH(map1->tile_map[0]);
        *dy = -MAP_HEIGHT(map1->tile_map[0]);
    } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
        *dx = -MAP_WIDTH(map2);
        *dy = -MAP_HEIGHT(map1->tile_map[0]);
    } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
        *dx = MAP_WIDTH(map1);
        *dy = -MAP_HEIGHT(map2);
    } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
        *dx = MAP_WIDTH(map1);
        *dy = MAP_HEIGHT(map1->tile_map[1]);
    } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
        *dx = MAP_WIDTH(map1->tile_map[2]);
        *dy = MAP_HEIGHT(map1);
    } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
        *dx = -MAP_WIDTH(map2);
        *dy = MAP_HEIGHT(map1);
    } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
        *dx = -MAP_WIDTH(map1->tile_map[3]);
        *dy = -MAP_HEIGHT(map2);
    } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
        *dx = -MAP_WIDTH(map1->tile_map[3]);
        *dy = MAP_HEIGHT(map1->tile_map[3]);

    } else { /* not "adjacent" enough */
        return 0;
    }

    return 1;
}

/* From map.c
 * This is used by get_player to determine where the other
 * creature is.  get_rangevector takes into account map tiling,
 * so you just can not look the the map coordinates and get the
 * right value.  distance_x/y are distance away, which
 * can be negative.  direction is the crossfire direction scheme
 * that the creature should head.  part is the part of the
 * monster that is closest.
 * 
 * get_rangevector looks at op1 and op2, and fills in the
 * structure for op1 to get to op2.
 * We already trust that the caller has verified that the
 * two objects are at least on adjacent maps.  If not,
 * results are not likely to be what is desired.
 * if the objects are not on maps, results are also likely to
 * be unexpected
 *
 * currently, the only flag supported (0x1) is don't translate for
 * closest body part of 'op1'
 */

void get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) {
    if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
        /* be conservative and fill in _some_ data */
        retval->distance   = 100000;
        retval->distance_x = 32767;
        retval->distance_y = 32767;
        retval->direction  = 0;
        retval->part       = 0;
    } else {
        object *best;

        retval->distance_x += op2->x-op1->x;
        retval->distance_y += op2->y-op1->y;

        best = op1;
        /* If this is multipart, find the closest part now */
        if (!(flags&0x1) && op1->more) {
            object *tmp;
            int best_distance = retval->distance_x*retval->distance_x+
                                retval->distance_y*retval->distance_y, tmpi;

            /* we just take the offset of the piece to head to figure
             * distance instead of doing all that work above again
             * since the distance fields we set above are positive in the
             * same axis as is used for multipart objects, the simply arithmetic
             * below works.
             */
            for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
                tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
                       (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
                if (tmpi < best_distance) {
                    best_distance = tmpi;
                    best = tmp;
                }
            }
            if (best != op1) {
                retval->distance_x += op1->x-best->x;
                retval->distance_y += op1->y-best->y;
            }
        }
        retval->part = best;
        retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
        retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
    }
}

/* this is basically the same as get_rangevector above, but instead of 
 * the first parameter being an object, it instead is the map
 * and x,y coordinates - this is used for path to player - 
 * since the object is not infact moving but we are trying to traverse
 * the path, we need this.
 * flags has no meaning for this function at this time - I kept it in to
 * be more consistant with the above function and also in case they are needed
 * for something in the future.  Also, since no object is pasted, the best
 * field of the rv_vector is set to NULL.
 */

void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
    if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
        /* be conservative and fill in _some_ data */
        retval->distance   = 100000;
        retval->distance_x = 32767;
        retval->distance_y = 32767;
        retval->direction  = 0;
        retval->part       = 0;
    } else {
	retval->distance_x += op2->x-x;
	retval->distance_y += op2->y-y;

        retval->part = NULL;
        retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
        retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
    }
}

/* Returns true of op1 and op2 are effectively on the same map
 * (as related to map tiling).  Note that this looks for a path from
 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
 * to op1, this will still return false.
 * Note we only look one map out to keep the processing simple
 * and efficient.  This could probably be a macro.
 * MSW 2001-08-05
 */
int on_same_map(const object *op1, const object *op2) {
    int dx, dy;

    return adjacent_map(op1->map, op2->map, &dx, &dy);
}