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/cvs/deliantra/server/common/arch.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:01:17 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22
Changes since 1.1.1.1: +23 -2 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_arch_c =
3 elmex 1.1.1.2 * "$Id: arch.c,v 1.37 2006/02/10 23:59:25 akirschbaum Exp $";
4 root 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     /* IF set, does a little timing on the archetype load. */
35     #define TIME_ARCH_LOAD 0
36    
37 elmex 1.1.1.2 static void add_arch(archetype *at);
38    
39 root 1.1 static archetype *arch_table[ARCHTABLE];
40     int arch_cmp=0; /* How many strcmp's */
41     int arch_search=0; /* How many searches */
42     int arch_init; /* True if doing arch initialization */
43    
44     /* The naming of these functions is really poor - they are all
45     * pretty much named '.._arch_...', but they may more may not
46     * return archetypes. Some make the arch_to_object call, and thus
47     * return an object. Perhaps those should be called 'archob' functions
48     * to denote they return an object derived from the archetype.
49     * MSW 2003-04-29
50     */
51    
52     /**
53     * GROS - This function retrieves an archetype given the name that appears
54     * during the game (for example, "writing pen" instead of "stylus").
55     * It does not use the hashtable system, but browse the whole archlist each time.
56     * I suggest not to use it unless you really need it because of performance issue.
57     * It is currently used by scripting extensions (create-object).
58     * Params:
59     * - name: the name we're searching for (ex: "writing pen");
60     * Return value:
61     * - the archetype found or null if nothing was found.
62     */
63     archetype *find_archetype_by_object_name(const char *name) {
64     archetype *at;
65    
66     if (name == NULL)
67     return (archetype *) NULL;
68    
69     for(at = first_archetype;at!=NULL;at=at->next) {
70     if (!strcmp(at->clone.name, name))
71     return at;
72     }
73     return NULL;
74     }
75    
76 elmex 1.1.1.2 /**
77     * This function retrieves an archetype by type and name that appears during
78     * the game. It is basically the same as find_archetype_by_object_name()
79     * except that it considers only items of the given type.
80     */
81     archetype *find_archetype_by_object_type_name(int type, const char *name) {
82     archetype *at;
83    
84     if (name == NULL)
85     return NULL;
86    
87     for (at = first_archetype; at != NULL; at = at->next) {
88     if (at->clone.type == type && strcmp(at->clone.name, name) == 0)
89     return at;
90     }
91    
92     return NULL;
93     }
94    
95 root 1.1 /* This is a lot like the above function. Instead, we are trying to match
96     * the arch->skill values. type is the type of object to match
97     * against (eg, to only match against skills or only skill objects for example).
98     * If type is -1, ew don't match on type.
99     */
100     object *get_archetype_by_skill_name(const char *skill, int type) {
101     archetype *at;
102    
103     if (skill == NULL)
104     return NULL;
105    
106     for(at = first_archetype;at!=NULL;at=at->next) {
107     if ( ((type == -1) || (type == at->clone.type)) &&
108     (!strcmp(at->clone.skill, skill)))
109     return arch_to_object(at);
110     }
111     return NULL;
112     }
113    
114     /* similiar to above - this returns the first archetype
115     * that matches both the type and subtype. type and subtype
116     * can be -1 to say ignore, but in this case, the match it does
117     * may not be very useful. This function is most useful when
118     * subtypes are known to be unique for a particular type
119     * (eg, skills)
120     */
121     archetype *get_archetype_by_type_subtype(int type, int subtype) {
122     archetype *at;
123    
124     for(at = first_archetype;at!=NULL;at=at->next) {
125     if ( ((type == -1) || (type == at->clone.type)) &&
126     (subtype == -1 || subtype == at->clone.subtype))
127     return at;
128     }
129     return NULL;
130     }
131    
132     /**
133     * GROS - this returns a new object given the name that appears during the game
134     * (for example, "writing pen" instead of "stylus").
135     * Params:
136     * - name: The name we're searching for (ex: "writing pen");
137     * Return value:
138     * - a corresponding object if found; a singularity object if not found.
139     * Note by MSW - it appears that it takes the full name and keeps
140     * shortening it until it finds a match. I re-wrote this so that it
141     * doesn't malloc it each time - not that this function is used much,
142     * but it otherwise had a big memory leak.
143     */
144     object *get_archetype_by_object_name(const char *name) {
145     archetype *at;
146     char tmpname[MAX_BUF];
147     int i;
148    
149     strncpy(tmpname,name,MAX_BUF-1);
150     tmpname[MAX_BUF-1] = 0;
151     for(i=strlen(tmpname); i>0; i--) {
152     tmpname[i] = 0;
153     at = find_archetype_by_object_name(tmpname);
154     if (at !=NULL)
155     {
156     return arch_to_object(at);
157     }
158     }
159     return create_singularity(name);
160     }
161    
162     /* GROS - find_best_weapon_used_match and item_matched_string moved there */
163     object *find_best_weapon_used_match(object *pl, const char *params)
164     {
165     object *tmp, *best=NULL;
166     int match_val=0,tmpmatch;
167    
168     for (tmp=pl->inv; tmp; tmp=tmp->below) {
169     if (tmp->invisible) continue;
170     if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val)
171     {
172     if ((QUERY_FLAG(tmp, FLAG_APPLIED))&&(tmp->type==WEAPON))
173     {
174     match_val=tmpmatch;
175     best=tmp;
176     };
177     }
178     }
179     return best;
180     }
181    
182     /* This is a subset of the parse_id command. Basically, name can be
183     * a string seperated lists of things to match, with certain keywords.
184     * pl is the player (only needed to set count properly)
185     * op is the item we are trying to match. Calling function takes care
186     * of what action might need to be done and if it is valid
187     * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
188     * value means a better match. 0 means no match.
189     *
190     * Brief outline of the procedure:
191     * We take apart the name variable into the individual components.
192     * cases for 'all' and unpaid are pretty obvious.
193     * Next, we check for a count (either specified in name, or in the
194     * player object.)
195     * If count is 1, make a quick check on the name.
196     * IF count is >1, we need to make plural name. Return if match.
197     * Last, make a check on the full name.
198     */
199     int item_matched_string(object *pl, object *op, const char *name)
200     {
201     char *cp, local_name[MAX_BUF];
202     int count,retval=0;
203     strcpy(local_name, name); /* strtok is destructive to name */
204    
205     for (cp=strtok(local_name,","); cp; cp=strtok(NULL,",")) {
206     while (cp[0]==' ') ++cp; /* get rid of spaces */
207    
208     /* LOG(llevDebug,"Trying to match %s\n", cp);*/
209     /* All is a very generic match - low match value */
210     if (!strcmp(cp,"all")) return 1;
211    
212     /* unpaid is a little more specific */
213     if (!strcmp(cp,"unpaid") && QUERY_FLAG(op,FLAG_UNPAID)) return 2;
214     if (!strcmp(cp,"cursed") && QUERY_FLAG(op,FLAG_KNOWN_CURSED) &&
215     (QUERY_FLAG(op,FLAG_CURSED) ||QUERY_FLAG(op,FLAG_DAMNED)))
216     return 2;
217    
218     if (!strcmp(cp,"unlocked") && !QUERY_FLAG(op, FLAG_INV_LOCKED))
219     return 2;
220    
221     /* Allow for things like '100 arrows' */
222     if ((count=atoi(cp))!=0) {
223     cp=strchr(cp, ' ');
224     while (cp && cp[0]==' ') ++cp; /* get rid of spaces */
225     }
226     else {
227     if (pl->type==PLAYER)
228     count=pl->contr->count;
229     else
230     count = 0;
231     }
232    
233     if (!cp || cp[0]=='\0' || count<0) return 0;
234    
235    
236     /* The code here should go from highest retval to lowest. That
237     * is because of the 'else' handling - we don't want to match on
238     * something and set a low retval, even though it may match a higher retcal
239     * later. So keep it in descending order here, so we try for the best
240     * match first, and work downward.
241     */
242     if (!strcasecmp(cp,query_name(op))) retval=20;
243     else if (!strcasecmp(cp,query_short_name(op))) retval=18;
244     else if (!strcasecmp(cp,query_base_name(op,0))) retval=16;
245     else if (!strcasecmp(cp,query_base_name(op,1))) retval=16;
246     else if (op->custom_name && !strcasecmp(cp,op->custom_name)) retval=15;
247     else if (!strncasecmp(cp,query_base_name(op,0),
248     strlen(cp))) retval=14;
249     else if (!strncasecmp(cp,query_base_name(op,1),
250     strlen(cp))) retval=14;
251    
252     /* Do substring checks, so things like 'Str+1' will match.
253     * retval of these should perhaps be lower - they are lower
254     * then the specific strcasecmp aboves, but still higher than
255     * some other match criteria.
256     */
257     else if (strstr(query_base_name(op,1), cp)) retval = 12;
258     else if (strstr(query_base_name(op,0), cp)) retval = 12;
259     else if (strstr(query_short_name(op), cp)) retval = 12;
260    
261     /* Check against plural/non plural based on count. */
262     else if (count>1 && !strcasecmp(cp,op->name_pl)) {
263     retval=6;
264     }
265     else if (count==1 && !strcasecmp(op->name,cp)) {
266     retval=6;
267     }
268     /* base name matched - not bad */
269     else if (strcasecmp(cp,op->name)==0 && !count) retval=4;
270     /* Check for partial custom name, but give a real low priority */
271     else if (op->custom_name && strstr(op->custom_name, cp)) retval = 3;
272    
273     if (retval) {
274     if (pl->type == PLAYER)
275     pl->contr->count=count;
276     return retval;
277     }
278     }
279     return 0;
280     }
281    
282     /*
283     * Initialises the internal linked list of archetypes (read from file).
284     * Then the global "empty_archetype" pointer is initialised.
285     * Then the blocksview[] array is initialised.
286     */
287    
288     void init_archetypes(void) { /* called from add_player() and edit() */
289     if(first_archetype!=NULL) /* Only do this once */
290     return;
291     arch_init = 1;
292     load_archetypes();
293     arch_init = 0;
294     empty_archetype=find_archetype("empty_archetype");
295     /* init_blocksview();*/
296     }
297    
298     /*
299     * Stores debug-information about how efficient the hashtable
300     * used for archetypes has been in the static errmsg array.
301     */
302    
303     void arch_info(object *op) {
304     sprintf(errmsg,"%d searches and %d strcmp()'s",arch_search,arch_cmp);
305     new_draw_info(NDI_BLACK, 0, op,errmsg);
306     }
307    
308     /*
309     * Initialise the hashtable used by the archetypes.
310     */
311    
312     void clear_archetable(void) {
313     memset((void *) arch_table,0,ARCHTABLE*sizeof(archetype *));
314     }
315    
316     /*
317     * An alternative way to init the hashtable which is slower, but _works_...
318     */
319    
320     void init_archetable(void) {
321     archetype *at;
322     LOG(llevDebug," Setting up archetable...");
323     for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
324     add_arch(at);
325     LOG(llevDebug,"done\n");
326     }
327    
328     /*
329     * Dumps an archetype to debug-level output.
330     */
331    
332     void dump_arch(archetype *at) {
333     dump_object(&at->clone);
334     }
335    
336     /*
337     * Dumps _all_ archetypes to debug-level output.
338     * If you run crossfire with debug, and enter DM-mode, you can trigger
339     * this with the O key.
340     */
341    
342     void dump_all_archetypes(void) {
343     archetype *at;
344     for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more) {
345     dump_arch(at);
346     fprintf(logfile, "%s\n", errmsg);
347     }
348     }
349    
350     void free_all_archs(void)
351     {
352     archetype *at, *next;
353     int i=0,f=0;
354    
355     for (at=first_archetype; at!=NULL; at=next) {
356     if (at->more) next=at->more;
357     else next=at->next;
358     if (at->name) free_string(at->name);
359     if (at->clone.name) free_string(at->clone.name);
360     if (at->clone.name_pl) free_string(at->clone.name_pl);
361     if (at->clone.title) free_string(at->clone.title);
362     if (at->clone.race) free_string(at->clone.race);
363     if (at->clone.slaying) free_string(at->clone.slaying);
364     if (at->clone.msg) free_string(at->clone.msg);
365     free(at);
366     i++;
367     }
368     LOG(llevDebug,"Freed %d archetypes, %d faces\n", i, f);
369     }
370    
371     /*
372     * Allocates, initialises and returns the pointer to an archetype structure.
373     */
374    
375     archetype *get_archetype_struct(void) {
376     archetype *new;
377    
378     new=(archetype *)CALLOC(1,sizeof(archetype));
379     if(new==NULL)
380     fatal(OUT_OF_MEMORY);
381     new->next=NULL;
382     new->name=NULL;
383     new->clone.other_arch=NULL;
384     new->clone.name=NULL;
385     new->clone.name_pl=NULL;
386     new->clone.title=NULL;
387     new->clone.race=NULL;
388     new->clone.slaying=NULL;
389     new->clone.msg=NULL;
390     clear_object(&new->clone); /* to initial state other also */
391     CLEAR_FLAG((&new->clone),FLAG_FREED); /* This shouldn't matter, since copy_object() */
392     SET_FLAG((&new->clone), FLAG_REMOVED); /* doesn't copy these flags... */
393     new->head=NULL;
394     new->more=NULL;
395     return new;
396     }
397    
398     /*
399     * Reads/parses the archetype-file, and copies into a linked list
400     * of archetype-structures.
401     */
402     void first_arch_pass(FILE *fp) {
403     object *op;
404     archetype *at,*head=NULL,*last_more=NULL;
405     int i,first=2;
406    
407     op=get_object();
408     op->arch=first_archetype=at=get_archetype_struct();
409    
410     while((i=load_object(fp,op,first,0))) {
411     first=0;
412     copy_object(op,&at->clone);
413     at->clone.speed_left= (float) (-0.1);
414     /* copy the body_info to the body_used - this is only really
415     * need for monsters, but doesn't hurt to do it for everything.
416     * by doing so, when a monster is created, it has good starting
417     * values for the body_used info, so when items are created
418     * for it, they can be properly equipped.
419     */
420     memcpy(&at->clone.body_used, &op->body_info, sizeof(op->body_info));
421    
422     switch(i) {
423     case LL_NORMAL: /* A new archetype, just link it with the previous */
424     if(last_more!=NULL)
425     last_more->next=at;
426     if(head!=NULL)
427     head->next=at;
428     head=last_more=at;
429     #if 0
430     if(!op->type)
431     LOG(llevDebug," WARNING: Archetype %s has no type info!\n", op->arch->name);
432     #endif
433     at->tail_x = 0;
434     at->tail_y = 0;
435     break;
436    
437     case LL_MORE: /* Another part of the previous archetype, link it correctly */
438    
439     at->head=head;
440     at->clone.head = &head->clone;
441     if(last_more!=NULL) {
442     last_more->more=at;
443     last_more->clone.more = &at->clone;
444     }
445     last_more=at;
446    
447     /* If this multipart image is still composed of individual small
448     * images, don't set the tail_.. values. We can't use them anyways,
449     * and setting these to zero makes the map sending to the client much
450     * easier as just looking at the head, we know what to do.
451     */
452     if (at->clone.face != head->clone.face) {
453     head->tail_x = 0;
454     head->tail_y = 0;
455     } else {
456     if (at->clone.x > head->tail_x) head->tail_x = at->clone.x;
457     if (at->clone.y > head->tail_y) head->tail_y = at->clone.y;
458     }
459     break;
460    
461     }
462    
463     at=get_archetype_struct();
464     clear_object(op);
465     op->arch=at;
466     }
467     free(at);
468     free_object(op);
469     }
470    
471     /*
472     * Reads the archetype file once more, and links all pointers between
473     * archetypes.
474     */
475    
476     void second_arch_pass(FILE *fp) {
477     char buf[MAX_BUF],*variable=buf,*argument,*cp;
478     archetype *at=NULL,*other;
479    
480     while(fgets(buf,MAX_BUF,fp)!=NULL) {
481     if(*buf=='#')
482     continue;
483     if((argument=strchr(buf,' '))!=NULL) {
484     *argument='\0',argument++;
485     cp = argument + strlen(argument)-1;
486     while (isspace(*cp)) {
487     *cp='\0';
488     cp--;
489     }
490     }
491     if(!strcmp("Object",variable)) {
492     if((at=find_archetype(argument))==NULL)
493     LOG(llevError,"Warning: failed to find arch %s\n",argument);
494     } else if(!strcmp("other_arch",variable)) {
495     if(at!=NULL&&at->clone.other_arch==NULL) {
496     if((other=find_archetype(argument))==NULL)
497     LOG(llevError,"Warning: failed to find other_arch %s\n",argument);
498     else if(at!=NULL)
499     at->clone.other_arch=other;
500     }
501     } else if(!strcmp("randomitems",variable)) {
502     if(at!=NULL) {
503     treasurelist *tl=find_treasurelist(argument);
504     if(tl==NULL)
505     LOG(llevError,"Failed to link treasure to arch (%s): %s\n",at->name, argument);
506     else
507     at->clone.randomitems=tl;
508     }
509     }
510     }
511     }
512    
513     #ifdef DEBUG
514     void check_generators(void) {
515     archetype *at;
516     for(at=first_archetype;at!=NULL;at=at->next)
517     if(QUERY_FLAG(&at->clone,FLAG_GENERATOR)&&at->clone.other_arch==NULL)
518     LOG(llevError,"Warning: %s is generator but lacks other_arch.\n",
519     at->name);
520     }
521     #endif
522    
523     /*
524     * First initialises the archtype hash-table (init_archetable()).
525     * Reads and parses the archetype file (with the first and second-pass
526     * functions).
527     * Then initialises treasures by calling load_treasures().
528     */
529    
530     void load_archetypes(void) {
531     FILE *fp;
532     char filename[MAX_BUF];
533     int comp;
534     #if TIME_ARCH_LOAD
535     struct timeval tv1,tv2;
536     #endif
537    
538     sprintf(filename,"%s/%s",settings.datadir,settings.archetypes);
539     LOG(llevDebug,"Reading archetypes from %s...\n",filename);
540     if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
541     LOG(llevError," Can't open archetype file.\n");
542     return;
543     }
544     clear_archetable();
545     LOG(llevDebug," arch-pass 1...\n");
546     #if TIME_ARCH_LOAD
547     GETTIMEOFDAY(&tv1);
548     #endif
549     first_arch_pass(fp);
550     #if TIME_ARCH_LOAD
551     { int sec, usec;
552     GETTIMEOFDAY(&tv2);
553     sec = tv2.tv_sec - tv1.tv_sec;
554     usec = tv2.tv_usec - tv1.tv_usec;
555     if (usec<0) { usec +=1000000; sec--;}
556     LOG(llevDebug,"Load took %d.%06d seconds\n", sec, usec);
557     }
558     #endif
559    
560     LOG(llevDebug," done\n");
561     init_archetable();
562     warn_archetypes=1;
563    
564     /* do a close and reopen instead of a rewind - necessary in case the
565     * file has been compressed.
566     */
567     close_and_delete(fp, comp);
568     fp=open_and_uncompress(filename,0,&comp);
569    
570     LOG(llevDebug," loading treasure...\n");
571     load_treasures();
572     LOG(llevDebug," done\n arch-pass 2...\n");
573     second_arch_pass(fp);
574     LOG(llevDebug," done\n");
575     #ifdef DEBUG
576     check_generators();
577     #endif
578     close_and_delete(fp, comp);
579     LOG(llevDebug," done\n");
580     }
581    
582     /*
583     * Creates and returns a new object which is a copy of the given archetype.
584     * This function returns NULL on failure.
585     */
586    
587     object *arch_to_object(archetype *at) {
588     object *op;
589     if(at==NULL) {
590     if(warn_archetypes)
591     LOG(llevError,"Couldn't find archetype.\n");
592     return NULL;
593     }
594     op=get_object();
595     copy_object(&at->clone,op);
596     op->arch=at;
597     return op;
598     }
599    
600     /*
601     * Creates an object. This function is called by get_archetype()
602     * if it fails to find the appropriate archetype.
603     * Thus get_archetype() will be guaranteed to always return
604     * an object, and never NULL.
605     */
606    
607     object *create_singularity(const char *name) {
608     object *op;
609     char buf[MAX_BUF];
610     sprintf(buf,"%s (%s)",ARCH_SINGULARITY,name);
611     op = get_object();
612     op->name = add_string(buf);
613     op->name_pl = add_string(buf);
614     SET_FLAG(op,FLAG_NO_PICK);
615     return op;
616     }
617    
618     /*
619     * Finds which archetype matches the given name, and returns a new
620     * object containing a copy of the archetype.
621     */
622    
623     object *get_archetype(const char *name) {
624     archetype *at;
625     at = find_archetype(name);
626     if (at == NULL)
627     return create_singularity(name);
628     return arch_to_object(at);
629     }
630    
631     /*
632     * Hash-function used by the arch-hashtable.
633     */
634    
635     unsigned long
636     hasharch(const char *str, int tablesize) {
637     unsigned long hash = 0;
638     int i = 0;
639     unsigned rot = 0;
640     const char *p;
641    
642     for (p = str; i < MAXSTRING && *p; p++, i++) {
643     hash ^= (unsigned long) *p << rot;
644     rot += 2;
645     if (rot >= (sizeof(long) - sizeof(char)) * 8)
646     rot = 0;
647     }
648     return (hash % tablesize);
649     }
650    
651     /*
652     * Finds, using the hashtable, which archetype matches the given name.
653     * returns a pointer to the found archetype, otherwise NULL.
654     */
655    
656     archetype *find_archetype(const char *name) {
657     archetype *at;
658     unsigned long index;
659    
660     if (name == NULL)
661     return (archetype *) NULL;
662    
663     index=hasharch(name, ARCHTABLE);
664     arch_search++;
665     for(;;) {
666     at = arch_table[index];
667     if (at==NULL) {
668     if(warn_archetypes)
669     LOG(llevError,"Couldn't find archetype %s\n",name);
670     return NULL;
671     }
672     arch_cmp++;
673     if (!strcmp(at->name,name))
674     return at;
675     if(++index>=ARCHTABLE)
676     index=0;
677     }
678     }
679    
680     /*
681     * Adds an archetype to the hashtable.
682     */
683    
684 elmex 1.1.1.2 static void add_arch(archetype *at) {
685 root 1.1 int index=hasharch(at->name, ARCHTABLE),org_index=index;
686     for(;;) {
687     if(arch_table[index]==NULL) {
688     arch_table[index]=at;
689     return;
690     }
691     if(++index==ARCHTABLE)
692     index=0;
693     if(index==org_index)
694     fatal(ARCHTABLE_TOO_SMALL);
695     }
696     }
697    
698     /*
699     * Returns the first archetype using the given type.
700     * Used in treasure-generation.
701     */
702    
703     archetype *type_to_archetype(int type) {
704     archetype *at;
705    
706     for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
707     if(at->clone.type==type)
708     return at;
709     return NULL;
710     }
711    
712     /*
713     * Returns a new object copied from the first archetype matching
714     * the given type.
715     * Used in treasure-generation.
716     */
717    
718     object *clone_arch(int type) {
719     archetype *at;
720     object *op=get_object();
721    
722     if((at=type_to_archetype(type))==NULL) {
723     LOG(llevError,"Can't clone archetype %d\n",type);
724     free_object(op);
725     return NULL;
726     }
727     copy_object(&at->clone,op);
728     return op;
729     }
730    
731     /*
732     * member: make instance from class
733     */
734    
735     object *object_create_arch (archetype * at)
736     {
737     object *op, *prev = NULL, *head = NULL;
738    
739     while (at) {
740     op = arch_to_object (at);
741     op->x = at->clone.x;
742     op->y = at->clone.y;
743     if (head)
744     op->head = head, prev->more = op;
745     if (!head)
746     head = op;
747     prev = op;
748     at = at->more;
749     }
750     return (head);
751     }
752    
753     /*** end of arch.c ***/