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Revision: 1.4
Committed: Sun Aug 27 16:15:11 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +4 -2 lines
Log Message:
first, untested persistent objetc storage for players and objects, not yte for maps

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_arch_c =
3 root 1.4 * "$Id: arch.C,v 1.3 2006-08-26 23:36:28 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <arch.h>
31     #include <funcpoint.h>
32     #include <loader.h>
33    
34 root 1.3 #include <cassert>
35    
36 elmex 1.1 /* IF set, does a little timing on the archetype load. */
37     #define TIME_ARCH_LOAD 0
38    
39     static void add_arch(archetype *at);
40    
41     static archetype *arch_table[ARCHTABLE];
42     int arch_cmp=0; /* How many strcmp's */
43     int arch_search=0; /* How many searches */
44     int arch_init; /* True if doing arch initialization */
45    
46     /* The naming of these functions is really poor - they are all
47     * pretty much named '.._arch_...', but they may more may not
48     * return archetypes. Some make the arch_to_object call, and thus
49     * return an object. Perhaps those should be called 'archob' functions
50     * to denote they return an object derived from the archetype.
51     * MSW 2003-04-29
52     */
53    
54     /**
55     * GROS - This function retrieves an archetype given the name that appears
56     * during the game (for example, "writing pen" instead of "stylus").
57     * It does not use the hashtable system, but browse the whole archlist each time.
58     * I suggest not to use it unless you really need it because of performance issue.
59     * It is currently used by scripting extensions (create-object).
60     * Params:
61     * - name: the name we're searching for (ex: "writing pen");
62     * Return value:
63     * - the archetype found or null if nothing was found.
64     */
65     archetype *find_archetype_by_object_name(const char *name) {
66     archetype *at;
67    
68     if (name == NULL)
69     return (archetype *) NULL;
70    
71     for(at = first_archetype;at!=NULL;at=at->next) {
72     if (!strcmp(at->clone.name, name))
73     return at;
74     }
75     return NULL;
76     }
77    
78     /**
79     * This function retrieves an archetype by type and name that appears during
80     * the game. It is basically the same as find_archetype_by_object_name()
81     * except that it considers only items of the given type.
82     */
83     archetype *find_archetype_by_object_type_name(int type, const char *name) {
84     archetype *at;
85    
86     if (name == NULL)
87     return NULL;
88    
89     for (at = first_archetype; at != NULL; at = at->next) {
90     if (at->clone.type == type && strcmp(at->clone.name, name) == 0)
91     return at;
92     }
93    
94     return NULL;
95     }
96    
97     /* This is a lot like the above function. Instead, we are trying to match
98     * the arch->skill values. type is the type of object to match
99     * against (eg, to only match against skills or only skill objects for example).
100     * If type is -1, ew don't match on type.
101     */
102     object *get_archetype_by_skill_name(const char *skill, int type) {
103     archetype *at;
104    
105     if (skill == NULL)
106     return NULL;
107    
108     for(at = first_archetype;at!=NULL;at=at->next) {
109     if ( ((type == -1) || (type == at->clone.type)) &&
110     (!strcmp(at->clone.skill, skill)))
111     return arch_to_object(at);
112     }
113     return NULL;
114     }
115    
116     /* similiar to above - this returns the first archetype
117     * that matches both the type and subtype. type and subtype
118     * can be -1 to say ignore, but in this case, the match it does
119     * may not be very useful. This function is most useful when
120     * subtypes are known to be unique for a particular type
121     * (eg, skills)
122     */
123     archetype *get_archetype_by_type_subtype(int type, int subtype) {
124     archetype *at;
125    
126     for(at = first_archetype;at!=NULL;at=at->next) {
127     if ( ((type == -1) || (type == at->clone.type)) &&
128     (subtype == -1 || subtype == at->clone.subtype))
129     return at;
130     }
131     return NULL;
132     }
133    
134     /**
135     * GROS - this returns a new object given the name that appears during the game
136     * (for example, "writing pen" instead of "stylus").
137     * Params:
138     * - name: The name we're searching for (ex: "writing pen");
139     * Return value:
140     * - a corresponding object if found; a singularity object if not found.
141     * Note by MSW - it appears that it takes the full name and keeps
142     * shortening it until it finds a match. I re-wrote this so that it
143     * doesn't malloc it each time - not that this function is used much,
144     * but it otherwise had a big memory leak.
145     */
146     object *get_archetype_by_object_name(const char *name) {
147     archetype *at;
148     char tmpname[MAX_BUF];
149     int i;
150    
151     strncpy(tmpname,name,MAX_BUF-1);
152     tmpname[MAX_BUF-1] = 0;
153     for(i=strlen(tmpname); i>0; i--) {
154     tmpname[i] = 0;
155     at = find_archetype_by_object_name(tmpname);
156     if (at !=NULL)
157     {
158     return arch_to_object(at);
159     }
160     }
161     return create_singularity(name);
162     }
163    
164     /* GROS - find_best_weapon_used_match and item_matched_string moved there */
165     object *find_best_weapon_used_match(object *pl, const char *params)
166     {
167     object *tmp, *best=NULL;
168     int match_val=0,tmpmatch;
169    
170     for (tmp=pl->inv; tmp; tmp=tmp->below) {
171     if (tmp->invisible) continue;
172     if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val)
173     {
174     if ((QUERY_FLAG(tmp, FLAG_APPLIED))&&(tmp->type==WEAPON))
175     {
176     match_val=tmpmatch;
177     best=tmp;
178     };
179     }
180     }
181     return best;
182     }
183    
184     /* This is a subset of the parse_id command. Basically, name can be
185     * a string seperated lists of things to match, with certain keywords.
186     * pl is the player (only needed to set count properly)
187     * op is the item we are trying to match. Calling function takes care
188     * of what action might need to be done and if it is valid
189     * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
190     * value means a better match. 0 means no match.
191     *
192     * Brief outline of the procedure:
193     * We take apart the name variable into the individual components.
194     * cases for 'all' and unpaid are pretty obvious.
195     * Next, we check for a count (either specified in name, or in the
196     * player object.)
197     * If count is 1, make a quick check on the name.
198     * IF count is >1, we need to make plural name. Return if match.
199     * Last, make a check on the full name.
200     */
201     int item_matched_string(object *pl, object *op, const char *name)
202     {
203     char *cp, local_name[MAX_BUF];
204     int count,retval=0;
205     strcpy(local_name, name); /* strtok is destructive to name */
206    
207     for (cp=strtok(local_name,","); cp; cp=strtok(NULL,",")) {
208     while (cp[0]==' ') ++cp; /* get rid of spaces */
209    
210     /* LOG(llevDebug,"Trying to match %s\n", cp);*/
211     /* All is a very generic match - low match value */
212     if (!strcmp(cp,"all")) return 1;
213    
214     /* unpaid is a little more specific */
215     if (!strcmp(cp,"unpaid") && QUERY_FLAG(op,FLAG_UNPAID)) return 2;
216     if (!strcmp(cp,"cursed") && QUERY_FLAG(op,FLAG_KNOWN_CURSED) &&
217     (QUERY_FLAG(op,FLAG_CURSED) ||QUERY_FLAG(op,FLAG_DAMNED)))
218     return 2;
219    
220     if (!strcmp(cp,"unlocked") && !QUERY_FLAG(op, FLAG_INV_LOCKED))
221     return 2;
222    
223     /* Allow for things like '100 arrows' */
224     if ((count=atoi(cp))!=0) {
225     cp=strchr(cp, ' ');
226     while (cp && cp[0]==' ') ++cp; /* get rid of spaces */
227     }
228     else {
229     if (pl->type==PLAYER)
230     count=pl->contr->count;
231     else
232     count = 0;
233     }
234    
235     if (!cp || cp[0]=='\0' || count<0) return 0;
236    
237    
238     /* The code here should go from highest retval to lowest. That
239     * is because of the 'else' handling - we don't want to match on
240     * something and set a low retval, even though it may match a higher retcal
241     * later. So keep it in descending order here, so we try for the best
242     * match first, and work downward.
243     */
244     if (!strcasecmp(cp,query_name(op))) retval=20;
245     else if (!strcasecmp(cp,query_short_name(op))) retval=18;
246     else if (!strcasecmp(cp,query_base_name(op,0))) retval=16;
247     else if (!strcasecmp(cp,query_base_name(op,1))) retval=16;
248     else if (op->custom_name && !strcasecmp(cp,op->custom_name)) retval=15;
249     else if (!strncasecmp(cp,query_base_name(op,0),
250     strlen(cp))) retval=14;
251     else if (!strncasecmp(cp,query_base_name(op,1),
252     strlen(cp))) retval=14;
253    
254     /* Do substring checks, so things like 'Str+1' will match.
255     * retval of these should perhaps be lower - they are lower
256     * then the specific strcasecmp aboves, but still higher than
257     * some other match criteria.
258     */
259     else if (strstr(query_base_name(op,1), cp)) retval = 12;
260     else if (strstr(query_base_name(op,0), cp)) retval = 12;
261     else if (strstr(query_short_name(op), cp)) retval = 12;
262    
263     /* Check against plural/non plural based on count. */
264     else if (count>1 && !strcasecmp(cp,op->name_pl)) {
265     retval=6;
266     }
267     else if (count==1 && !strcasecmp(op->name,cp)) {
268     retval=6;
269     }
270     /* base name matched - not bad */
271     else if (strcasecmp(cp,op->name)==0 && !count) retval=4;
272     /* Check for partial custom name, but give a real low priority */
273     else if (op->custom_name && strstr(op->custom_name, cp)) retval = 3;
274    
275     if (retval) {
276     if (pl->type == PLAYER)
277     pl->contr->count=count;
278     return retval;
279     }
280     }
281     return 0;
282     }
283    
284     /*
285     * Initialises the internal linked list of archetypes (read from file).
286     * Then the global "empty_archetype" pointer is initialised.
287     * Then the blocksview[] array is initialised.
288     */
289    
290     void init_archetypes(void) { /* called from add_player() and edit() */
291     if(first_archetype!=NULL) /* Only do this once */
292     return;
293     arch_init = 1;
294     load_archetypes();
295     arch_init = 0;
296     empty_archetype=find_archetype("empty_archetype");
297     /* init_blocksview();*/
298     }
299    
300     /*
301     * Stores debug-information about how efficient the hashtable
302     * used for archetypes has been in the static errmsg array.
303     */
304    
305     void arch_info(object *op) {
306     sprintf(errmsg,"%d searches and %d strcmp()'s",arch_search,arch_cmp);
307     new_draw_info(NDI_BLACK, 0, op,errmsg);
308     }
309    
310     /*
311     * Initialise the hashtable used by the archetypes.
312     */
313    
314     void clear_archetable(void) {
315     memset((void *) arch_table,0,ARCHTABLE*sizeof(archetype *));
316     }
317    
318     /*
319     * An alternative way to init the hashtable which is slower, but _works_...
320     */
321    
322     void init_archetable(void) {
323     archetype *at;
324     LOG(llevDebug," Setting up archetable...\n");
325     for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
326     add_arch(at);
327     LOG(llevDebug,"done\n");
328     }
329    
330     /*
331     * Dumps an archetype to debug-level output.
332     */
333    
334     void dump_arch(archetype *at) {
335     dump_object(&at->clone);
336     }
337    
338     /*
339     * Dumps _all_ archetypes to debug-level output.
340     * If you run crossfire with debug, and enter DM-mode, you can trigger
341     * this with the O key.
342     */
343    
344     void dump_all_archetypes(void) {
345     archetype *at;
346     for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more) {
347     dump_arch(at);
348     fprintf(logfile, "%s\n", errmsg);
349     }
350     }
351    
352     void free_all_archs(void)
353     {
354     archetype *at, *next;
355     int i=0,f=0;
356    
357     for (at=first_archetype; at!=NULL; at=next) {
358     if (at->more) next=at->more;
359     else next=at->next;
360     if (at->name) free_string(at->name);
361     if (at->clone.name) free_string(at->clone.name);
362     if (at->clone.name_pl) free_string(at->clone.name_pl);
363     if (at->clone.title) free_string(at->clone.title);
364     if (at->clone.race) free_string(at->clone.race);
365     if (at->clone.slaying) free_string(at->clone.slaying);
366     if (at->clone.msg) free_string(at->clone.msg);
367     free(at);
368     i++;
369     }
370     LOG(llevDebug,"Freed %d archetypes, %d faces\n", i, f);
371     }
372    
373     /*
374     * Allocates, initialises and returns the pointer to an archetype structure.
375     */
376    
377     archetype *get_archetype_struct(void) {
378     archetype *arch;
379    
380     arch=(archetype *)CALLOC(1,sizeof(archetype));
381     if(arch==NULL)
382     fatal(OUT_OF_MEMORY);
383     arch->next=NULL;
384     arch->name=NULL;
385     arch->clone.other_arch=NULL;
386     arch->clone.name=NULL;
387     arch->clone.name_pl=NULL;
388     arch->clone.title=NULL;
389     arch->clone.race=NULL;
390     arch->clone.slaying=NULL;
391     arch->clone.msg=NULL;
392     clear_object(&arch->clone); /* to initial state other also */
393     CLEAR_FLAG((&arch->clone),FLAG_FREED); /* This shouldn't matter, since copy_object() */
394     SET_FLAG((&arch->clone), FLAG_REMOVED); /* doesn't copy these flags... */
395     arch->head=NULL;
396     arch->more=NULL;
397     return arch;
398     }
399    
400     /*
401     * Reads/parses the archetype-file, and copies into a linked list
402     * of archetype-structures.
403     */
404     void first_arch_pass(FILE *fp) {
405     object *op;
406     archetype *at,*head=NULL,*last_more=NULL;
407     int i,first=2;
408    
409 root 1.4 object_thawer thawer;
410    
411 elmex 1.1 op=get_object();
412     op->arch=first_archetype=at=get_archetype_struct();
413    
414 root 1.4 while((i=load_object(fp,thawer,op,first,0))) {
415 elmex 1.1 first=0;
416     copy_object(op,&at->clone);
417     at->clone.speed_left= (float) (-0.1);
418     /* copy the body_info to the body_used - this is only really
419     * need for monsters, but doesn't hurt to do it for everything.
420     * by doing so, when a monster is created, it has good starting
421     * values for the body_used info, so when items are created
422     * for it, they can be properly equipped.
423     */
424     memcpy(&at->clone.body_used, &op->body_info, sizeof(op->body_info));
425    
426     switch(i) {
427     case LL_NORMAL: /* A new archetype, just link it with the previous */
428     if(last_more!=NULL)
429     last_more->next=at;
430     if(head!=NULL)
431     head->next=at;
432     head=last_more=at;
433     #if 0
434     if(!op->type)
435     LOG(llevDebug," WARNING: Archetype %s has no type info!\n", op->arch->name);
436     #endif
437     at->tail_x = 0;
438     at->tail_y = 0;
439     break;
440    
441     case LL_MORE: /* Another part of the previous archetype, link it correctly */
442    
443     at->head=head;
444     at->clone.head = &head->clone;
445     if(last_more!=NULL) {
446     last_more->more=at;
447     last_more->clone.more = &at->clone;
448     }
449     last_more=at;
450    
451     /* If this multipart image is still composed of individual small
452     * images, don't set the tail_.. values. We can't use them anyways,
453     * and setting these to zero makes the map sending to the client much
454     * easier as just looking at the head, we know what to do.
455     */
456     if (at->clone.face != head->clone.face) {
457     head->tail_x = 0;
458     head->tail_y = 0;
459     } else {
460     if (at->clone.x > head->tail_x) head->tail_x = at->clone.x;
461     if (at->clone.y > head->tail_y) head->tail_y = at->clone.y;
462     }
463     break;
464    
465     }
466    
467     at=get_archetype_struct();
468     clear_object(op);
469     op->arch=at;
470     }
471     free(at);
472     free_object(op);
473     }
474    
475     /*
476     * Reads the archetype file once more, and links all pointers between
477     * archetypes.
478     */
479    
480     void second_arch_pass(FILE *fp) {
481     char buf[MAX_BUF],*variable=buf,*argument,*cp;
482     archetype *at=NULL,*other;
483    
484     while(fgets(buf,MAX_BUF,fp)!=NULL) {
485     if(*buf=='#')
486     continue;
487     if((argument=strchr(buf,' '))!=NULL) {
488     *argument='\0',argument++;
489     cp = argument + strlen(argument)-1;
490     while (isspace(*cp)) {
491     *cp='\0';
492     cp--;
493     }
494     }
495     if(!strcmp("Object",variable)) {
496     if((at=find_archetype(argument))==NULL)
497     LOG(llevError,"Warning: failed to find arch %s\n",argument);
498     } else if(!strcmp("other_arch",variable)) {
499     if(at!=NULL&&at->clone.other_arch==NULL) {
500     if((other=find_archetype(argument))==NULL)
501     LOG(llevError,"Warning: failed to find other_arch %s\n",argument);
502     else if(at!=NULL)
503     at->clone.other_arch=other;
504     }
505     } else if(!strcmp("randomitems",variable)) {
506     if(at!=NULL) {
507     treasurelist *tl=find_treasurelist(argument);
508     if(tl==NULL)
509     LOG(llevError,"Failed to link treasure to arch (%s): %s\n",at->name, argument);
510     else
511     at->clone.randomitems=tl;
512     }
513     }
514     }
515     }
516    
517     #ifdef DEBUG
518     void check_generators(void) {
519     archetype *at;
520     for(at=first_archetype;at!=NULL;at=at->next)
521     if(QUERY_FLAG(&at->clone,FLAG_GENERATOR)&&at->clone.other_arch==NULL)
522     LOG(llevError,"Warning: %s is generator but lacks other_arch.\n",
523     at->name);
524     }
525     #endif
526    
527     /*
528     * First initialises the archtype hash-table (init_archetable()).
529     * Reads and parses the archetype file (with the first and second-pass
530     * functions).
531     * Then initialises treasures by calling load_treasures().
532     */
533    
534     void load_archetypes(void) {
535     FILE *fp;
536     char filename[MAX_BUF];
537     int comp;
538     #if TIME_ARCH_LOAD
539     struct timeval tv1,tv2;
540     #endif
541    
542     sprintf(filename,"%s/%s",settings.datadir,settings.archetypes);
543     LOG(llevDebug,"Reading archetypes from %s...\n",filename);
544     if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
545     LOG(llevError," Can't open archetype file.\n");
546     return;
547     }
548     clear_archetable();
549     LOG(llevDebug," arch-pass 1...\n");
550     #if TIME_ARCH_LOAD
551     GETTIMEOFDAY(&tv1);
552     #endif
553     first_arch_pass(fp);
554     #if TIME_ARCH_LOAD
555     { int sec, usec;
556     GETTIMEOFDAY(&tv2);
557     sec = tv2.tv_sec - tv1.tv_sec;
558     usec = tv2.tv_usec - tv1.tv_usec;
559     if (usec<0) { usec +=1000000; sec--;}
560     LOG(llevDebug,"Load took %d.%06d seconds\n", sec, usec);
561     }
562     #endif
563    
564     LOG(llevDebug," done\n");
565     init_archetable();
566     warn_archetypes=1;
567    
568     /* do a close and reopen instead of a rewind - necessary in case the
569     * file has been compressed.
570     */
571     close_and_delete(fp, comp);
572     fp=open_and_uncompress(filename,0,&comp);
573    
574     LOG(llevDebug," loading treasure...\n");
575     load_treasures();
576     LOG(llevDebug," done\n arch-pass 2...\n");
577     second_arch_pass(fp);
578     LOG(llevDebug," done\n");
579     #ifdef DEBUG
580     check_generators();
581     #endif
582     close_and_delete(fp, comp);
583     LOG(llevDebug," done\n");
584     }
585    
586     /*
587     * Creates and returns a new object which is a copy of the given archetype.
588     * This function returns NULL on failure.
589     */
590    
591     object *arch_to_object(archetype *at) {
592     object *op;
593     if(at==NULL) {
594     if(warn_archetypes)
595     LOG(llevError,"Couldn't find archetype.\n");
596     return NULL;
597     }
598     op=get_object();
599     copy_object(&at->clone,op);
600 root 1.2 op->instantiate ();
601 elmex 1.1 op->arch=at;
602     return op;
603     }
604    
605     /*
606     * Creates an object. This function is called by get_archetype()
607     * if it fails to find the appropriate archetype.
608     * Thus get_archetype() will be guaranteed to always return
609     * an object, and never NULL.
610     */
611    
612     object *create_singularity(const char *name) {
613     object *op;
614     char buf[MAX_BUF];
615     sprintf(buf,"%s (%s)",ARCH_SINGULARITY,name);
616     op = get_object();
617     op->name = add_string(buf);
618     op->name_pl = add_string(buf);
619     SET_FLAG(op,FLAG_NO_PICK);
620     return op;
621     }
622    
623     /*
624     * Finds which archetype matches the given name, and returns a new
625     * object containing a copy of the archetype.
626     */
627    
628     object *get_archetype(const char *name) {
629     archetype *at;
630     at = find_archetype(name);
631     if (at == NULL)
632     return create_singularity(name);
633     return arch_to_object(at);
634     }
635    
636     /*
637     * Hash-function used by the arch-hashtable.
638     */
639    
640     unsigned long
641     hasharch(const char *str, int tablesize) {
642     unsigned long hash = 0;
643     int i = 0;
644     const char *p;
645    
646     /* use the one-at-a-time hash function, which supposedly is
647     * better than the djb2-like one used by perl5.005, but
648     * certainly is better then the bug used here before.
649     * see http://burtleburtle.net/bob/hash/doobs.html
650     */
651     for (p = str; i < MAXSTRING && *p; p++, i++) {
652     hash += *p;
653     hash += hash << 10;
654     hash ^= hash >> 6;
655     }
656     hash += hash << 3;
657     hash ^= hash >> 11;
658     hash += hash << 15;
659     return hash % tablesize;
660     }
661    
662     /*
663     * Finds, using the hashtable, which archetype matches the given name.
664     * returns a pointer to the found archetype, otherwise NULL.
665     */
666    
667     archetype *find_archetype(const char *name) {
668     archetype *at;
669     unsigned long index;
670    
671     if (name == NULL)
672     return (archetype *) NULL;
673    
674     index=hasharch(name, ARCHTABLE);
675     arch_search++;
676     for(;;) {
677     at = arch_table[index];
678     if (at==NULL) {
679     if(warn_archetypes)
680     LOG(llevError,"Couldn't find archetype %s\n",name);
681     return NULL;
682     }
683     arch_cmp++;
684     if (!strcmp(at->name,name))
685     return at;
686     if(++index>=ARCHTABLE)
687     index=0;
688     }
689     }
690    
691     /*
692     * Adds an archetype to the hashtable.
693     */
694    
695     static void add_arch(archetype *at) {
696     int index=hasharch(at->name, ARCHTABLE),org_index=index;
697     for(;;) {
698     if(arch_table[index]==NULL) {
699     arch_table[index]=at;
700     return;
701     }
702     if(++index==ARCHTABLE)
703     index=0;
704     if(index==org_index)
705     fatal(ARCHTABLE_TOO_SMALL);
706     }
707     }
708    
709     /*
710     * Returns the first archetype using the given type.
711     * Used in treasure-generation.
712     */
713    
714     archetype *type_to_archetype(int type) {
715     archetype *at;
716    
717     for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
718     if(at->clone.type==type)
719     return at;
720     return NULL;
721     }
722    
723     /*
724     * Returns a new object copied from the first archetype matching
725     * the given type.
726     * Used in treasure-generation.
727     */
728    
729     object *clone_arch(int type) {
730     archetype *at;
731     object *op=get_object();
732    
733     if((at=type_to_archetype(type))==NULL) {
734     LOG(llevError,"Can't clone archetype %d\n",type);
735     free_object(op);
736     return NULL;
737     }
738     copy_object(&at->clone,op);
739 root 1.3 op->instantiate ();
740 elmex 1.1 return op;
741     }
742    
743     /*
744     * member: make instance from class
745     */
746    
747     object *object_create_arch (archetype * at)
748     {
749     object *op, *prev = NULL, *head = NULL;
750    
751     while (at) {
752     op = arch_to_object (at);
753     op->x = at->clone.x;
754     op->y = at->clone.y;
755     if (head)
756     op->head = head, prev->more = op;
757     if (!head)
758     head = op;
759     prev = op;
760     at = at->more;
761     }
762     return (head);
763     }
764    
765     /*** end of arch.c ***/