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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

# Content
1 /*
2 * static char *rcsid_arch_c =
3 * "$Id: arch.C,v 1.3 2006-08-26 23:36:28 root Exp $";
4 */
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 #include <cassert>
35
36 /* 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 object_thawer thawer;
410
411 op=get_object();
412 op->arch=first_archetype=at=get_archetype_struct();
413
414 while((i=load_object(fp,thawer,op,first,0))) {
415 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 op->instantiate ();
601 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 op->instantiate ();
740 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 ***/